TEXT: “Exotic Weaponry of the DE” by Ian Thomson
               The Dying Earth RPG is a trademark of Pelgrane Press. All rights reserved.
  Not to be distributed in any form without specific permission                                                           One copy may be printed for personal use only
               Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza.                        www.dyingearth.com
  1
  Exotic Weaponry of the Dying Earth
  Author & Layout: Ian Thomson
  Additional ideas: Jim Webster
  Incidental Art: Dover Books (pp 1, 3, 6)
  New Art:  Commode Minstrels in Bullface Collective (pp 2, 4, 5, 6, 8);  Ian Thomson & Commode Minstrels (p7)
  Introduction
  Various exotic Dying Earth weapons are described here;
  engineered so that the GM has the choice as to what
  degree she restricts their use to GMCs. The ‘Restricting the
  Use Of…’ sections are to be considered as options lists
  from which a GM can select those they desire to be true.
  Another piece on DE weapons was also published
  - ‘Excellent Prismatic Spray: Iss. 6. GMs can choose which
  descriptions they prefer, and perhaps even to allow all such
  weapons to exist in differing locales. In true Vancian style,
  different weapons may even have the same names.
  Why two articles? Both articles were under
  development simultaneously1, with neither author being
  aware of the other’s work. The piece before you was 80%
  complete when Jim’s article surprised me with its
  appearance. The differences in our interpretations, and our
  suggestions of weapon-use, are significantly variant, so I
  present my take here. (This article was originally an
  appendix for the long-awaited DE Bestiary, which is why it
  has not emerged until now.) Note that the Firestick, Arrow
  Gun and Diambroid here have all been influenced by the
  XPS article to lesser or greater degree. (Hence Jim’s credit.)
                                                            
  Vancian Weapons
  The Arrow Gun (TDE, p482) is considered in this article
  to be the same as the Dart Gun (TDE, p479) since the
  same people carried them on the same journey. (Thus the
  author presumes the two titles merely to be regional
  variants.) This item can be enhanced with Fire Darts
  (TDE, p482), or Poison Go-Thithers (TDE, p479) – which
  are alternate missiles for the basic device. We have not
  included the Musket (TDE, p539), since it was only used in
  miniature – by a squadron of trained cockroaches1, but
  mostly since its existence is the most likely of all to
  detrimentally affect the Vancian atmosphere. We have
  included the Battle Hook and the Snaffle Iron (both TDE,
  p479), and have considered them as the same item because
  the way in which they are mentioned in the story indicates
  this. The final listing is Explosive Diambroid (TDE, p559),
  simply because it has the capacity to cause much mischief.
  Non-Vancian Weapons
  The Boom Rock (DERPG, p166) is included to balance
  out the lack of missile weapons for half-men. The Firestick
  (DERPG, p19) is also included because of its very
  tantalizing mention in the DERPG Rulebook. The Erb
  Spear (first seen in Xolon’s stories; DERPG, p39 onwards)
  is here just because it is such a fun concept.
  1 We can assume that the contemporary laws of Physics make
  larger versions impossible to produce without magical aid.
  
  “Exotic Weaponry of the DE” by Ian Thomson
               The Dying Earth RPG is a trademark of Pelgrane Press. All rights reserved.
  Not to be distributed in any form without specific permission                                                           One copy may be printed for personal use only
               Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza.                        www.dyingearth.com
  2
  The Battle Hook
  „They carried spears and battle-hooks, and clearly intended
  harm upon the caravan.‰
  The Battle Hook (sometimes colloquially known as the
  ‘snaffle iron’) is a parrying item - typically a sturdy wooden
  or metal grip, similar to the ancient flail, but topped with a
  wide claw-grip of tempered iron or bronze. It is intended
  to catch hold of your opponent’s weapon, thus placing the
  foe at an immediate and obvious disadvantage. It is not of
  great use against unarmed foes (such as beasts) as it rips
  through flesh rather than taking a firm grip and so is just
  another regular weapon. However, it can be beneficial
  against large predators that sport armored stinging tails or
  the like; and of course some demi-humans use
  conventional weapons.
  Mechanics
  When used against an unarmed opponent, any advantage
  due to having two-weapons is cancelled out by the
  disadvantage of having to concentrate on both at once.
  (Hence no special rules are required, the assailant is simply
  assumed to be making around 1 in 3 hits with the Hook.)
  However, when dealing with an armed opponent
  (or an animal with a prehensile tail) the hook comes into its
  own. On making an IS Attack or Parry, the Player can
  specify that their character has caught their opponent’s
  weapon. The opponent must then make an IS with their
  next Parry to nullify this. If they do not, the person whose
  weapon is trapped suffers a penalty of 1 to all Attack and
  Defense rolls from now on. (If they have a weapon still
  free, this is reduced to a levy of 1.)
  Only when the combatant with the trapped
  weapon makes an Attack success that is two or more
  degrees better than the responding Defense (IS vs HBS, PS
  vs EF, or HBS vs QF) have they pulled their weapon free.
  Restricting Use of the Battle-Hook
  Any wielder must have training (for which PCs must pay
  5IP, as well as arrange it within the game). Without this
  training an automatic penalty of 1 is applied to any combat
  in which the Battle Hook is used. Additionally, use of such
  a weapon instantly marks someone out as a bandit or
  murderer, as the recognition of these items as legitimate
  weapons of war is long since ended. This state of affairs
  will be sufficient in a Cugel-Level campaign to keep such
  things in the hands of GMCs other than in exceptional
  circumstances. In a Turjan-Level Campaign, the GM
  may choose whether or not to allow a warrior PC to have
  access to this weapon without social censure. (The decision
  largely depends on the campaign’s level of ‘bloodiness’.)
  The Erb Spear
  ÂOnce more I was forced to defend myself, using the erb spear
  for lack of an alternativeÊ
  The Erb Spear is a thick length of oak, or similar wood,
  with a brass head weighing some fifteen pounds and a
  broad counterweight of equal mass at the far end. It further
  has a sturdy cross-bat preventing enraged and impaled erbs
  from crawling along the spear to reach the wielder. Against
  this weapon the Erb does not so easily achieve its victory.
  Mechanics
  One merely prepares the spear, taunts the erb, and awaits
  the charge. Taunting requires any Persuasion success
  (‘Action Enhancement’ ruling - rolls made at a bonus of 1
  if Glib, Eloquent or Forthright). Preparing and raising the
  spear are included in the single Attack roll, and thus the
  preparation is judged to be merely icing on the cake (and
  mechanically insignificant). On an IS the erb is gutted
  through the ventral slit, stone dead instantly with perfectly
  preserved pelt. On a PS the erb is slain but pelt rent and
  deeply stained. It can be cleaned with effort, but will never
  fetch premium price. On an HBS the erb takes two injuries
  but fights on. On an EF the erb takes only one injury. On a
  QF the erb avoids the spear completely. On a DF the spear
  is so badly applied that the erb attacks with a bonus of 1.
  
  “Exotic Weaponry of the DE” by Ian Thomson
               The Dying Earth RPG is a trademark of Pelgrane Press. All rights reserved.
  Not to be distributed in any form without specific permission                                                           One copy may be printed for personal use only
               Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza.                        www.dyingearth.com
  3
  Restricting Use of the Erb Spear
  Of all the weapons here this least tips the balance in a PC’s
  favor. (And is easy to tip back again: “Oh look; more
  erbs!”) We recommend allowing easy access to this highly
  species-specific weapon.
  A character may come into possession of an Erb
  Spear in various ways. Firstly, they may specify during
  character creation that they have experience in hunting
  erb. For the cost of 5 Creation Points one gains not only
  the spear (on which one must still spend a Possession
  point), but also the new skill of 'Erb Spear' at a rating of 3.
  To increase this rating during character creation costs
  double the number of Creation Points as standard.
  The second most likely way to gain one's erb spear
  is through taking or purchasing it from an erb hunter. It is
  also wise to purchase training (see Mechanical costs for
  ‘Battle Hook’), as learning through practice can be a
  hazardous exercise.
  Training not only takes into account the simple raising and lifting of
  the spear, but also simulated erb charges, and tips on how to obscure
  the spear with foliage or in depressions etc.) As an alternative to
  training there is also the Tweak ‘Adept with the Erb Spear’ (see
  below).
  Only those with Attack: ‘Strength’ may use an erb-
  spear without suffering a Penalty of 1 on all rolls.
  Tweak: Attack (any)
  Adept with the Erb Spear
  Situation: Facing an attacking erb with erb-spear in hand.
  Description: Having previous experience in its use, the character
  wields the spear to best effect.
  Benefit: The GM applies no penalties for unfamiliarity with this
  weapon.
  The Arrow Gun
  „Varmous brought ten men armed with arrow-guns and fire-darts
  aboard the Avventura.‰
  Sometimes also called Dart Guns, they are potentially the
  most likely of all these weapons to disrupt the Vancian
  atmosphere, and yet paradoxically are also the most
  frequently mentioned2 of the canon exotic weapons. We
  have aimed here to create a version that makes it believable
  and able to be incorporated into the game, and yet easy to
  keep as a rarity – should the GM prefer to do so.
  Targeting Notes
  Arrow Guns are so swift in action that success depends
  entirely upon aim - the target has no means to avoid a
  successful shot except by noticing the user before they
  have chance to aim. In such a case, if cover is nearby the
  target moves smartly behind it, and thus no shot is possible
  or rolled for. (Partial cover applies a penalty to the shot –
  see below. Uncertainty as to who reacts quickest can be
  resolved by pitting Athletics against Perception using the
  ‘Action Enhancement’ ruling available on the Violet Cusps
  page.) Also note that some spells may protect from
  physical damage, and thus repel arrows.
  Technicalities
  Description: These weapons consist of a long tube that
  has a side-opening breech at its base. You slide your arrow,
  up to half an ell in length, into the breech and then put a
  packet of gunpowder in after it. You then swing the breech
  back in line with the barrel, lock and seal it, point the
  weapon and pull the trigger. The trigger causes a length of
  burning match to make contact with a train of gunpowder,
  igniting it. This flashes through to the powder in the
  breech.
  Advantages: This projectile weapon propels an arrow at
  high velocity into one's target (usually a half-man or wild
  beast). It fires in a straight line - rather than in a curved
  trajectory - so can be used in places with low ceilings.
  Disadvantages: This is a specialist craft item and is
  extremely expensive even where it is reasonably well-
  known. Only one arrow can be loaded at one time, and it
  takes three full rounds of doing nothing else except
  reloading to prepare it for a new shot. The crucial parts of
  these devices jam or bend out of line reasonably regularly,
  requiring their return for servicing.
  Usage: The base ability for firing an Arrow Gun is
  'Athletics' not 'Attack' (due to the cumbersome and
  unusual nature of the weapon). For damage, see the table
  below.
                                                            
  2 By ‘frequent’ we mean that it was mentioned in two separate
  encounters, and that in both cases several men carried them.
  Sometimes one must make do with what is at hand!
  
  “Exotic Weaponry of the DE” by Ian Thomson
               The Dying Earth RPG is a trademark of Pelgrane Press. All rights reserved.
  Not to be distributed in any form without specific permission                                                           One copy may be printed for personal use only
               Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza.                        www.dyingearth.com
  4
  Firing the Arrow Gun
  GM: If using ‘Weapon Failure’ restriction, GM makes a
  Functionality roll before proceeding - see “vi” below;
  Step 1: Using the character’s Athletics ability rating, refer
  to the ‘Action Enhancement’ ruling. Remember that
  should the character be unfamiliar with this weapon, an
  additional penalty of 1 is applied to the accuracy roll. (GM
  decides when someone has had enough practice to allow
  this unfamiliarity penalty to be ignored.);
  Step 2: Refer to Range Table below for any bonus/penalty;
  Step 3: Refer to the Target Size table to the right to
  calculate further bonuses or penalties;
  Step 4: Fire!
  Target Size
  Bonus/Penalty
  Fist
  -3
  Tea Tray
  -2
  Small Chair
  -1
  Human
  0
  Riding Beast
  +1
  Carriage
  +2
  Building
  +3
  (If the target is partially obscured, use the size of the target that is
  presented.)
  Range in Yards
  Arrow Gun
  Short
  Medium
  Long
  Extreme
  5-10
  11-20
  21-30
  31-40
  Bonus/Penalty
  +1
  0
  -1
  -2
  Damage
  Larger creatures will take less relative damage from this
  weapon, so damage is meted out in direct loss of Health
  pool points. IS: 12pts; PS: 8 pts; HBS: 4pts; EF: 2pt. Also,
  whenever missile damage brings the loss of Health pool
  points to another full third of total points, an Injury is
  sustained. (GMs may choose to slightly reduce pool loss if
  the target is wearing some kind of armor, or is otherwise
  unusually robust. Standard armor reduction range: 1-3
  points.)
  Restricting Use of the Arrow Gun
  In Cugel-Level campaigns it is quite possible that Arrow
  Guns will have no place at all. However, if they do appear,
  rather than relying on their likelihood of self-destruction to
  make them unviable in the game, it is far better to employ
  one or more of these main strategies:
  i) The parts required for their functioning are extremely
  expensive. For instance, gunpowder is not mentioned
  directly in any of the stories, and we can assume from the
  level of technology illustrated that it is not a product with
  which people are familiar. This fact alone means that
  Cugel-Level characters will rarely be able to even find
  sufficient powder. It is possible that only those familiar
  with magic can make gunpowder and fashion the guns
  themselves with sufficient precision. (And in most cases,
  these are the very people who are least likely to – since a
  man firing an advanced projectile weapon may well be able
  to slay a magician before spells are cast.)
  ii) Knowledge of these weapons is highly specialist.
  Arrow Guns are only mentioned in one story (though in
  two separate encounters), where Varmous’ Caravan is
  travelling between Port Perdusz and Kaspara Vitatus.
  However, since neither Varmous nor his men treat these
  items as if they were experimental objects, they must have
  been known and used before. Therefore we can imagine
  that some eccentric magician-scientists in Kaspara Vitatus
  produce such things, perhaps as an amusing hobby. It is
  even possible that one of these is related to Varmous, and
  that is why the wagoneer is capable of affording such
  things. However things go about, one thing is clear, you as
  GM have every right to restrict knowledge of gunpowder
  and weapon maintenance to one small workshop in
  Kaspara Vitatus. This works well for restricting these items
  even at Turjan-Level.
  iii) Professional jealousy from fellow adventurers, and
  professional curiosity from proficient thieves, makes
  holding onto these weapons aggravatingly difficult. The
  thieves in particular know that anyone who can afford such
  things must have a stash of valuables. Professional pride
  from the manufacturers means that nobody teaches
  outsiders how to make the repairs themselves.
  
  “Exotic Weaponry of the DE” by Ian Thomson
               The Dying Earth RPG is a trademark of Pelgrane Press. All rights reserved.
  Not to be distributed in any form without specific permission                                                           One copy may be printed for personal use only
               Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza.                        www.dyingearth.com
  5
  iv) Unfamiliarity with the weapon means that without
  training or sufficient experience one operates it at a penalty
  of 1. To be fair, since this is a point and activate device,
  half a dozen successful shots may cover this requirement.
  v) Slow-loading times means that for every shot one
  could get in three good rapier thrusts on a target.
  vi) Weapon Failure: Each time an Arrow Gun is stated as
  being fired, the GM immediately rolls a dice for
  ‘Functionality’ before the user rolls for their shot. If the
  ‘Functionality’ roll is a 1, the weapon misfires. In such
  cases, inform the player of this fact and ask them to roll
  another dice. (Or if user is a GMC then the GM does this
  too.) If the user also rolls a 1, the weapon explodes, causing
  them an instant injury – and destroying the device. If the
  user rolls 2 or 3 for the misfire, the weapon typically makes
  a ‘whoomping’ sound and belches smoke - but does not
  release the arrow. This is because it has critically damaged
  its own interior workings, and now requires expert
  dismantling and repair. (Which will almost certainly be
  beyond any PC’s competence.) On a user’s roll of 4-6, the
  weapon merely malfunctions; perhaps wheezing smoke as
  the missile ‘plops’ pathetically out of the end - falling to the
  ground only feet away. In this last case the weapon is
  salvageable. It can be cleaned and reset in just a few
  minutes of vigorous work – providing someone has
  appropriate tools, a large bowl of warm water, and a
  workbench - or other clean and level platform - at least
  three-feet square.
  Practical Availability Example
  A player who knows the stories well, and knows that such
  things are not available in Almery finally reaches a point in
  the campaign where their PC is in Port Perdusz. He
  casually inquires about exotic missile weapons, and finds
  that nobody has heard of them. Everyone assumes that the
  character has heard some strange rumor about such things.
  (Often the best way of handling the ideas of those with
  extensive knowledge of the stories.) The GM plans to have
  some weapons feature in a later adventure, and knows that
  some people in Port Perdusz must be aware that Varmous’
  caravan guards carry such things. However, it is not
  unrealistic to assume at this stage that the PC simply does
  not talk to the right people3. Later in Kaspara Vitatus, the
  PC (whose player has made it clear that his character is
  keeping out a watchful eye for such things) is finally
  rewarded when he notices that guards on a caravan
  departing the city carry such items. After other inquiries he
  finds the price is far beyond his limits in any case, and
  more specifically that the weapons take several rounds to
  load and often jam. Disheartened by the GM’s cunning
  ploys he gives up on the idea.
                                                            
  3 By which we mean people who can be bothered to tell the truth
  to a foreign ignoramus.
  Poison Go-Thithers
  Mentioned only by name in the Dying Earth stories, and
  only once, this item is an adjunct to the Dart Gun (Arrow
  Gun), alongside which it is described. These expensive
  items are cunningly manufactured glass-tipped projectiles
  for use with the Arrow Gun. Within the glass is a poison,
  which is driven into a living target on impact. The benefits
  are obvious, and the main disadvantage is expense. Since
  Varmous could afford several of these they are obviously
  available, nonetheless probably only in that part of the
  world. The GM designs the effects of this poison at will.
  Fire Darts
  Again, mentioned only once, and without detail, the only
  clue is that the same guards as were equipped with Arrow
  Guns carried these items. Therefore, we can assume these
  are also adjuncts to the Arrow Gun. (This is also the link
  suggesting Arrow and Dart Guns are one and the same).
  Fire Darts are ordinary projectiles save that they
  too are tipped with relatively fragile glass tips. Inside this is
  a semi-liquid compound that ignites in a ball of flame on
  contact with the air. This compound is a trade secret
  known only by some of the manufacturers of the Arrow
  Gun - who turn good profit selling enhanced missiles.
  The flame is not magical, and the same effect
  could be gathered by using adapted regular arrows and
  lighting their oil-soaked tips before firing. However, the
  manner of the flame's sudden appearance seems magical,
  and this effect is well-known for demoralizing half-men
  and other creatures of the wilds - thus a limited demand
  still exists amongst cautious, wealthy travelers.
  Mechanically the result may merely be to set the
  target alight (see DERPG p56), and/or the GM may award
  extra Health points loss of 3 (IS), 2 (PS) or 1 (HBS).
  
  “Exotic Weaponry of the DE” by Ian Thomson
               The Dying Earth RPG is a trademark of Pelgrane Press. All rights reserved.
  Not to be distributed in any form without specific permission                                                           One copy may be printed for personal use only
               Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza.                        www.dyingearth.com
  6
  Boom Rocks
  ÂEventually one of the boom rocks fell at his feet, and sent him
  sprawling into an ancient cistern.Ê
  The legendary ‘Boom Rocks’ are items used (according to
  Scholarly Conjecture) by a certain subgroup of erbs. This
  item is not canon, but nonetheless proved too enticing to
  resist. These rocks may be of volcanic or magical origin.
  Either way the effect is the same, because any magic
  dissipates in causing the explosion, thus the explosion itself
  is a purely physical effect.
  Erbs are strong enough to throw a rock with
  accuracy up to ten yards, or twice that far if throwing from
  a high vantage point. For simplicity, roll a single dice:
  IS/PS – the boom rock strikes target square doing two
  injuries; HBS/EF – it strikes the ground/wall adjacent,
  causing one injury; QF – it lands nearby and the target is
  stunned with shock for one round; DF – the boom rock
  goes wide. [Optionally on a DF roll another dice. If the second
  result is also a QF/DF the erb has dropped it at its own feet and
  injured itself. If the second roll is a HBS/EF the erb has – if
  applicable – injured one of its own kind. On a IS/PS if applicable
  some incidental item nearby is struck and destroyed instead.]
  Boom rocks are primed with a cantrap, regardless of
  their origins. They are found only within a certain cave,
  deep within erb territory, though from there they may
  slowly spread in small numbers through trade with other
  erbs. (But never with any other creatures.) Should PCs
  uncover the whereabouts and existence of this cave, it
  would be quite an adventure to go there and collect rocks,
  or even attempt to destroy the place. (Mind you an
  unusually well organized group of erbs lives nearby. Aided
  by a human demonist, they worship subworld entities, and
  the smartest of them are learning magical abilities.)
  The Firestick
  These items are essentially large fireworks, mounted on a
  wooden grip and housing (the ‘stick’ part). This adjunct
  allows the sensible user to fire them directionally and in
  relative safety – although it is best to wear nothing
  particularly flammable during the process. One merely
  lights the oil-soaked fuse, braces oneself, aims the device,
  and awaits results. The wooden grip and housing is
  relatively lightweight, and can be reused numerous times.
  The Firestick incendiary itself is clearly one-use only.
  Rules sticklers amongst you may notice that
  although it was originally listed as relating to the Finesse
  Style (DERPG, p19), the Firestick does not seem to equate
  with Finesse particularly well (unless mere ownership of
  such a flashy item is considered a stylish move). It may be
  simpler for all concerned to overwrite the offending word
  in the basic rules with ‘Throwing Knife’; and to retain the
  weapon described here as an exotic item only. Such a
  version requires use of the Quick Fingers ability for safe
  and accurate operation, in the same way that the Arrow
  Gun requires ‘Athletics’. (Use the same Bonus/Penalty
  table in conjunction with the ‘Action Enhancement’
  ruling.). The use of Quick Fingers indicates the unusually
  high precision required for safe and effective operation.
  Mechanics
  For simplicity we can assume that the mechanical range
  and effectiveness of the Firestick is identical to that of the
  Arrow Gun. Thus use the same mechanical tables as that
  earlier described weapon, remembering that in this case
  Quick Fingers is the base ability.
  As with the Arrow Gun, it is impossible for a
  creature or person of conventional capability to dodge this
  missile after it is fired, due to its great speed. However,
  lighting the Firestick takes a moment. Thus the GM must
  adjudicate each situation as to whether the target notices
  and comprehends the danger as the wielder prepares to
  fire. If so, this allows the target to use Athletics (‘Action
  Enhancement’ ruling) to leap behind cover if such exists
  adjacent to their position - if significant solid cover does
  Sometimes the old and tested ways are most effective.
  
  “Exotic Weaponry of the DE” by Ian Thomson
               The Dying Earth RPG is a trademark of Pelgrane Press. All rights reserved.
  Not to be distributed in any form without specific permission                                                           One copy may be printed for personal use only
               Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza.                        www.dyingearth.com
  7
  exist. A resultant HBS subtracts one level from the damage
  table below, a PS two, and an IS subtracts three levels.
  Damage is applied to Health points - so the size
  and robustness of the target is automatically considered.
  Depending on the Health rating of the target, this loss is
  easily translated to injuries, with each approximate third of
  original points lost indicating one injury sustained. The GM
  decides if beings adjacent to the target also take damage –
  depending on their precise degree of proximity.
  Restricting Use of the Firestick
  Only some apothecaries can make Firesticks. (Exactly
  how many, and where these enlightened persons operate
  their businesses, is up to the GM.) GMs may choose it to
  be a one-shot weapon that cannot be reloaded - since it is
  purchased/found in a sealed state ready for activation (and
  contains strange and intricate internal components). If
  PCs wish to buy one, also make sure that the price is
  extremely high. After use, see if they ever buy another.
  GMs of a sensationalist bent may also wish to rule
  that whenever a ‘1’ is rolled during operation of a Firestick,
  the DF options must be explored with no opportunity for
  a re-roll. Even when PCs have bonuses due to high Quick
  Fingers ratings, the GM may decide that the device still
  misfires when a straight ‘1’ is rolled - and then call for a
  second roll to determine the exact failure level (1-2 = DF,
  3-6 = QF).
  The imaginative list of Dismal Failure results
  below is intentionally diverse in order to avoid the default
  ‘it explodes in your face every sixth use’ option that is too
  often favored. Rather, the divergent possibilities of DF
  should be described graphically in play, especially (but not
  exclusively) the option where it begins to consume itself in
  flame. For instance, first time users might be required to
  explain why their PC who knows virtually nothing about
  explosives instantly throws the thing away or leaps for
  safety. (Successful Pedantry rolls or failed Wherewithal
  rolls may be required to allow such a course.)
  IS
  Direct Hit: Subtract 14 Health from the target, as a result of burns and concussive force.
  PS
  Good Hit: Subtract 11 Health from the target, as a result of burns and concussive force.
  HBS
  Peripheral Hit or Very Near Miss: Subtract 7 Health from the target, as a result of burns/ concussive force.
  EF
  Near Miss: Subtract 3 Health (projectile explodes prior to striking the target, or hits adjacent to the target).
  QF
  Roll a second dice:
  1: The projectile veers off target, and if any object (no matter what size), that it would be unfortunate to
  hit, is anywhere remotely in the line of fire, the missile strikes it (or next to it).
  2: The projectile veers off target, and if something large, that it would be unfortunate to hit, is anywhere
  remotely in the line of fire, the missile strikes it.
  3-6: The projectile veers significantly off target, spiraling away through the air. Nonetheless it may distract
  unprepared or non-sentient targets for a round.
  DF
  Roll a single dice: On 1-2 roll again on table below; On 3-4 the Firestick gushes forth a huge amount of
  stinking, clinging, black smoke with forms a cloud five yards in diameter, centered on the Firestick.
  (DERPG, p54: rules for Drowning and similar Suffocations); On 5-6 the Firestick emits a loud ‘carrumph’
  noise and begins to rapidly consume itself with flame – after a number of rounds indicated by a single dice
  roll it explodes (as ‘1’ below).
  1: Explodes in housing, Direct Hit (IS) on person holding it, Good Hit (PS) on anyone in a 5ft radius, and
  Peripheral Hit (HBS) on anyone in 6-8ft radius;
  2: Explodes as it launches, Good Hit (PS) on user, Peripheral Hit (HBS) on anyone in 5ft radius, and Near
  Miss (EF) on anyone in 6-8ft radius;
  3: Explodes a moment after launching, Peripheral Hit (HBS) on user, and Near Miss (EF) on anyone in 5ft
  radius of user;
  4: Explodes after traveling a few feet, Near Miss (EF) on user and anyone in 5ft radius of explosion;
  5: As 5, but Near Miss (EF) on user only;
  6: As 5, but user takes only minor burns (no loss of Health)
  Note that those just outside blast range take minor burns (though no loss of Health) and may be startled to
  inaction for a round.
  
  “Exotic Weaponry of the DE” by Ian Thomson
               The Dying Earth RPG is a trademark of Pelgrane Press. All rights reserved.
  Not to be distributed in any form without specific permission                                                           One copy may be printed for personal use only
               Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza.                        www.dyingearth.com
  8
  Explosive Diambroid
  This silvery-gray substance is usually fabricated and stored
  in long thin flexible filaments like wire. When required for
  application it is carefully cut to suitable size with enchanted
  snippers, bent to shape and secured using special adhesive
  ‘cement’. It quickly sets into a tough yet brittle form,
  exploding when subject to deforming physical stress.
  Diambroid is measured out in quantities known
  interchangeably as ounces or minims. When detonated,
  diambroid implodes in a most contained fashion, utterly
  destroying everything within a certain radius. One minim
  will destroy everything within a one-foot sphere centered
  on the exploding diambroid, two minims everything within
  two feet. This simple yet harmonious relationship
  continues up to three minims.
  After this, one finds that an increasing proportion
  of the implosive force is wasted – technically annihilating
  what the same detonation has already destroyed. Hence if
  you wish to obliterate an area five feet in diameter it is wise
  to plant three smaller concentrations in a triangle.
  Restricting Use of Diambroid
  The observant will note that we include various standard
  diambroid features here. This is intentional, as diambroid
  by its very nature defines its own limits and hazards.
  Any scholar with access to an excellently equipped
  workroom, the correct raw materials, and the ancient
  texts describing its fabrication, can make diambroid. It
  merely takes Pedantry success, followed by Craftsmanship
  success. It takes a full day to make five minims.
  The unstable nature of ‘set diambroid’ makes it
  difficult to safely transport in a way that allows rapid
  deployment. Ideally, one must have several minutes of
  undisturbed concentration to set the diambroid into place
  and then (presumably) further time to disguise its presence.
  Snipping and cementing diambroid is part of
  the skill of its use. Detonation is most commonly achieved
  when the unsuspecting target exerts force upon the
  diambroid by pulling against this adhesive fastening. The
  diambroid, now being unstable, reacts to this opposing
  stress by violently imploding. (GMs with an eye for the
  dramatic may call for ‘Quick Fingers’ rolls when the
  process of snipping and cementing is underway.)
  Should someone travel with ‘ready’ diambroid (for
  instance as part of the binding securing the ornamental
  clasp to one’s hat) this plucky person risks a relatively weak
  focussed blow detonating the material. Nonetheless, such
  is a huge uncertainty. For instance, you might fall on your
  face and the hat impact with the ground – and yet the
  diambroid remains inert 9 times out of 10 (or at least 5
  times out of 6). Then later as you pass through the forest
  and a young green branch springs smartly at your brow, the
  diambroid may well become agitated - and your head
  dissolved in an intense localized anti-blast. GMs with
  dramatic flair may roll randomly to simulate cruel chance.
  It is also worth noting that some young bucks have
  attempted to create small spheres of diambroid, suitable for
  throwing at a target, with the idea that these missiles
  discharge upon impact. The problem with this
  innovation is that statistically almost as often as the
  diambroid strikes a soft spot on the target and thus fails to
  activate, it reacts to the stress of simply being thrown - and
  annihilates the thrower’s arm.
  Although Bazzard’s fathers discuss and use
  diambroid (TDE, pp559-562) with casual aplomb, such is
  typical of the offhand way that major items are wielded in
  the Dying Earth stories. This reference does not establish
  that diambroid is common; it can be as rare as the GM
  desires. It also is not easy or cheap to manufacture, and it
  may well cost a small fortune merely to obtain enough
  raw materials to create a minim or two.
  Finally, although it can be used to bait traps for
  predators, standard uses of diambroid are usually of a
  defensive nature against humans. Distrustful magicians or
  rich merchants apply the substance to the inside of
  intriguing doorframes that lead nowhere, or to the edges of
  lids of reinforced chests contain nothing but rocks. Before
  a campaign begins, point out this state of affairs and ask
  your players if they wish diambroid to be anything more
  than extremely rare in your version of the Dying Earth.
  
SOURCE: textdata/thevault/Dying Earth/The Dying Earth Exotic Weaponry of the Dying Earth.pdf