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Monday, 6 January 2025

Mega Dungeon Recap: one Mega Dungeon to Rule Them All





































Are megadungeons good?
Maybe. If you want to run one huge dungeon for a year or more for a whole campaign this would be good. There is a danger you will never finish it. Too repetitive foes can be boring. Ive been playing current dnd5 adventures fortnightly at about a volume a year or a bit more but 5th ed is a slow RPG for a combat crawl. 

If you love waterdeep you might like the versions of dungeons under it but its not as coherant or usable as Temple of elemental evil which I played in much less than a year. 

The modern design idea of having an insert of maps each page is lost on all of these so maybe that is for a future product. Maps in a separate book or pdf with a book would be good. Mad mage book was much better with the map pack. Some maps are designed to fit on a pages and I think it can hurt some dungeons. Stonehell handled this well and has been a good influence. Its designs are more like a bunch of one-page dungeons put together and its brevity is a strength to run or even read. Splitting maps between pages in a book seems to be a problem for some of these.

Finally, the Greg Gillespie books and his retroclones are lovely to look at and read and look good. Lots of old-school ideas I like. I think I followed him online for an hour before I changed my mind. I actively dislike his DM advice in the Dragonslayer book but like the general vibe of his take on old-school even If I disagree with what elements matter. But books are nice. I don't expect creatives whose work I like to be great people and find hero worship of past people to be unnecessary. It's a bonus if I like them, not be a given.

A lifetime of cultural work and bad clients probably fried my mind. Possibly why my current Chagrinspire was created to be an ultra edgy ridiculous 16km tall dungeon. Players spent 6 months around the outskirts and finally got inside by Lv5. I plan to keep going on this.  

Gunderholfen looks basic but with the extra adventures set near it is an amazing setting and the weirdest here. 

Modules that try to plan every party move and railroad tend to be bloated and I prefer the old 8page adventures in old Call of Cthulhu vs new books that reprint monster stat blocks in the same chapter 3 times and other waste. Masks of Nyarlenthotep could almost be here and I got half way before COVID killed the game after a few years campagn.

Some of these you could loot, have fun and not worry too much about lore. You could rush the endings on some if you had to finish fast. In my recent game players befriended lots of factions and can make 100 room descriptions obsolete from a player's perspective so I am doing something mean to turn a faction evil and a problem. I guess absolute enemies you know you don't have to not kill them but playing off factions has always been a feature. 

Some have absurdly long treasure lists that should be handouts.

I think the lost city, fully expanded is one of the best
-original adventures reincarnated would rnk as good as anything here it the best of series
-various fan made online versions were created some in pencil in early 80s
https://drive.google.com/file/d/1w28gjDLHKBfInnLqjQKlMcmnbhsJ2nuT/view
https://www.pandius.com/B4_campaign_sourcebook.pdf
-story inspiring it
https://gutenberg.net.au/ebooks06/0601051h.html
the drug rules here made every game of mine better
- cheap addictive healing potions are awesome
https://pandius.com/cynidgaz.html

Or roll a bunch of d100s numbers and d12 and d20s on a list and grab some Dyson maps and use my tables and pdfs and just keep ahead of players with minimal prep. I use tales to drop in plots, villains, all kinds of flavour.

Can be a great way to sandbox or a prison.
What if players want to take treasure and go to sea to be pirates?

💖
💖💖💖 love
or
💣💣💣💣bomb

Ratings For:
Art - illustration, how good, how it illustrates text
Maps - are they presented well? I prefer Dyson maps to colour computer game like ones
Layout - text as presented on page, readability, not wasting space with borders or logos
Story - is it a compelling story, how deep
Writing - verbose rates low concise yet flavourful is good
Information design - how easy is it to use the book and info in it
Salvage - how good is it to plunder from?
Overall Score - overall rating and how playable?

I am slightly mean so 2 is average 
Sorry online sales platforms 4 is rare perfection not normal 2/4 is average
So don't contact me and complain but comments welcome
Everything else here will be compared with the first one for comparison

Temple of Elemental Evil ad&d (Book, PDF & Best PC game ever)
Art ðŸ’–💖💣💣
Maps 
💖💖💣💣 - all in a separate book was good at time
Layout 
💖💖💣💣
Story
💖💖💖💣- plenty of villains and backstory
Writing ðŸ’–💖💣💣
Information design ðŸ’–💖💣💣
Salvage 
💖💖💣💣 - classic village and pocket elemental levels have been copied
Overall Score ðŸ’–💖💖💣 - classic and playable

I ran this on a houseboat on mid 80s with other trapped teens on combined family holiday. Its a pretty enjoyable and pioneering dungeon I expect to be recreated soonish? I play the atari game yearly and its pretty good game prep. I feel I know it better than any other dungeon. The recent 2 vol editions was quite nice too but not best of these adaptions (the lost city was best, then Island of Dread and castle amber. I could run this again with pleasure. Its not too huge either and one of shorter ones here.

Undermountain 1 & 2 (box set I read in 80s, awaiting POD version)
Art ðŸ’–💖💣💣
Maps 
💖💖💣💣 - poster maps - pretty unwieldy at table
Layout 
💖💖💣💣  
Story
💖💖💣💣- requires a mad mage who wastes energy to do this
Writing ðŸ’–💣💣💣- wordy and overly detailed, overly complex elements
Information design ðŸ’–💖💣💣- adequate
Salvage 
💖💖💖💣 - set pieces and rooms and ideas
Overall Score ðŸ’–💖💣💣 - classic and playable
https://rolesrules.blogspot.com/2011/09/orange-painted-corner-of-naturalism.html

This is an era where before I lost interest in dnd for 20 years.
I've not run it and I wouldn't. Just something I read for ideas but it has lots of those.
I hope they make maps usable in a POD version but part 2 is POD I think.

Dungeon of the Mad Mage d&d2014 (Book)
Art ðŸ’–💖💖💣- full colour modern schmaltz
Maps 
💖💖💣💣 - extra map pack makes this +1 heart better and helps readability
Layout 
💖💖💖💣- typical modern format
Story
💖💖💣💣- requires a mad mage who wastes energy to do this
Writing ðŸ’–💣💣💣- some of the evil drow activity a bit tame, boring slog to read
Information design ðŸ’–💖💣💣- adequate
Salvage 
💖💖💖💣 - levels as separate dungeons are better or skip some
Overall Score ðŸ’–💣💣💣 - needs work

I might steal a level from this one day. I've never seen a good play report and most ppl seem to just use individual levels. The light consensual drow bondage as a performance of evil is embarrassingly lame vs Gygaxian D series with drugs and porno furniture and demon orgies. Oddly one of the first 5th ed books I got just to read and it was a slog. Theros is why I got into 5th ed but that is another story. The map pack made reading bearable.

The World Biggest Dungeon (I held real thing 20ish years ago)
Art ðŸ’–💖💣💣- full colour modern schmaltz
Maps 
💖💣💣💣 - videogame looking and basic
Layout 
💖💖💣💣- repetitive boders, dense but some space for readability
Story
💖💖💣💣- its a lock in with no trips to village
Writing ðŸ’–💣💣💣- wordy
Information design ðŸ’–💖💣💣- adequate and overall size makes hard
Salvage 
💖💖💖💣 - may use bits - trap, disease and poison index is good
Overall Score ðŸ’–💣💣💣 - If I played one mega dungeon this wouldn't be a pick

http://www.james.neetersoft.com/wld/wld.htm - maps here 

A new version in production now. Its a big effort. It has lots of words and an unappealing slog to read so i skimmed it and had a refreshing glance for this. It makes me want to go and just generate one at random from my own tables. I have heard people like it so good luck to them. It was a milestone.

Stone Hell (Softback POD book from LuLu)
Art ðŸ’–💣💣💣- not much but its fine 
Maps ðŸ’–💖💣💣 - clear and I like each level is in 4 parts with own theme
Layout 
💖💖💖💣- minimal, simple, elegant, consistent
Story
💖💖💣💣- it's a dungeon with history and lots of depth with brevity
Writing ðŸ’–💖💖💣- minimal to do the job, easy to do, good lore
Information design ðŸ’–💖💖💖- brief and easy to find everything, good expansions
Salvage 
💖💖💖💣 - you could break it up or add more
Overall Score ðŸ’–💖💖💣 - If I had to run with little prep this would be the better choice

A popular and influential adventure. Probably the easiest to read and prep for and a smaller book. So many good design ideas its worth a look for setting out an adventure you could carry easily. Lots of good lore and a modular design. Lots of original ideas and monsters well detailed. No padded writing or fluff everything simple and easy to find. Does a four section dungeon layer in 4 pages with factions and own history building the the main bad guys. Im planning to get more expansions. The easiest to prep here.

Barrowmaze (Book)
Art ðŸ’–💖💖💣- as good as 80s TSR on a good day
Maps 
💖💖💣💣 - clear and simple
Layout 
💖💖💖💣- basic, clear and pleasant 
Story
💖💖💖💣- it's story affects everything you face
Writing ðŸ’–💖💖💣- good lore (some pop cliches and myth mashups but good)
Information design ðŸ’–💖💖💣- everything is easy to find
Salvage 
💖💖💖💣 - you get lots of barrows and a barrow generator
Overall Score ðŸ’–💖💖💣 - If I had to run with little prep this would be the better choice

The first of a stunning series and quite readable. The art is a pleasure to look at. The 1980 d&d formula of a dungeon near Village Sandbox is great. Lots of great monsters and treasures here for years of play. A few barrows a session would be fine even if you never reached the megadungeon if you need under 6 room dungeons. Spawned 3 sequels, a RPG and a monster book. Slight risk of undead fatigue.

The Forbidden Caverns of Archaia
 (Book)
Art ðŸ’–💖💖💣- as good as 80s TSR on a good day
Maps 
💖💖💣💣 - clear and simple
Layout 
💖💖💖💣- basic, clear and pleasant 
Story
💖💖💖💣- it's a good menace any why all the monsters in one place
Writing ðŸ’–💖💖💣- good lore and fits in with barrowmaze setting
Information design ðŸ’–💖💖💣- everything is easy to find
Salvage 
💖💖💖💣 - you get lots of dungeons you can slap anywhere fast
Overall Score ðŸ’–💖💖💖 - good variety of enemies vs barrowmaze undead

One of my favourites as I like the badguys and the hierarchy of bad guys (or pecking order). You could vary your start level a bit more and not just undead. Substantial dungeons and interesting wilderness canyons. Probably my fave of series. Lots of classic monster humanoids with own dungeons and hierarchy.

Highfell
 (Book)
Art ðŸ’–💖💖💣- as good as 80s TSR on a good day
Maps 
💖💖💣💣 - clear and simple, towers 
Layout 
💖💖💖💣- basic, clear and pleasant 
Story
💖💖💖💣- has a good central menace but might not work all settings
Writing ðŸ’–💖💖💣-  good lore and fits in with barrowmaze setting
Information design ðŸ’–💖💖💣- everything is easy to find
Salvage 
💖💖💖💣 - you get lots of towers, has great book and spell component loot
Overall Score ðŸ’–💖💖💣 - fun with interesting varied wizard towers

I like this but a flying magic school dropped from near orbit on a city (like avengers2) is a bit too odd for some tastes I've heard. Im fine with that. The towers are a bit short to me and mostly 2-4 levels. 
Renasciance Bologna had 97m tall towers and my go to for wizards and city defences. You could add some weird towers of Dyson or Glen Seal Midderlands that could fit in. The treasure is wonderful with a wizard hats. The towers could be put anywhere and the wizard school dungeons could be slapped under any good city ruins.

Dwarrow Deep
 (Book)
Art ðŸ’–💖💖💣- as good as 80s TSR on a good day
Maps 
💖💣💣💣 - geomorphs are good - city map hexcrawl didn't thrill me
Layout ðŸ’–💖💖💣- basic, clear and pleasant - the biggest volume of the series
Story
💖💖💖💣- if you love dwarves this might be a 4 star campaign
Writing ðŸ’–💖💣💣- same world as Barrowmaze, you better love dwarves
Information design ðŸ’–💖💖💣- everything is easy to find
Salvage 
💖💖💖💣 - some big dungeons but geomorphs are a star.
Overall Score ðŸ’–💖💖💣 - its impressive, bigger but less usable than others

Fattest of the series and basically a Moria type dungeon. Id recommend the 80s MERP moria book and the modern Middle Earth RPG version. You might be able to use some. If you would love to pick over a dwarf dungeon a few years this is your dream book. I didn't like the city map as a hexcrawl but I can understand it. Given how big the book is a city detail spread might helpbut. Maybe stuck in a mountain choke point so adventurers speed run across it to get through mountains would be good. My take on this as the least of the series despite being fattest is pretty common. Its still good just bit less fascinating than previous volumes. Many say the 5th ed versions are clunky and don't work with rest system for a megadungeon resource horror game. Id still like to see some more detailed hexcrawl for the city or that maybe a huge pointcrawl. 

Gunderholfen
 (Book)
Art ðŸ’–💖💣💣- amateurish old-school charm
Maps 
💖💖💣💣 - clear and simple
Layout 
💖💖💣💣- basic with lots of space, old man eyes friendly
Story
💖💖💖💣- nice backstory, setting and city
Writing ðŸ’–💖💖💣- clear, weirder than most here + other adventures complete 
Information design ðŸ’–💖💣💣- everything is easy to find
Salvage 
💖💖💖💣 - the city encounter tables (can get as a pdf) are great
Overall Score ðŸ’–💖💖💣 - id run this and played some solo well

Not as pretty as other volumes and looks simple but its usable and more weird tales dungeon fantasy. I get Clark Ashton Smith vibes from some of the separate adventures. Its good value currently vs initial release and a fat dungeon. I really like the setting for it's deviations from D&D cliches rather than revelling in them. It is the most Clark Ashton Smith like of all covered here. Weird undead and amphibian variants. Grisly weird diseases and curses and horrible ancient stuff. There is a vast weird dimensional space inside and the writer deals with some awesome scales. Currently at a good price.

Arden Vul vol I-V
 (Book)
Art ðŸ’–💖💣💣- section full page ones good but sparse and some assets are repeated often
Maps 
💖💖💣💣 - pdfs better - lots complain about vol v map book
Layout 
💖💖💣💣- dense and simple, overwhelming at times
Story
💖💖💖💖- amazing back story and historical detail of setting especially vol IV
Writing ðŸ’–💖💖💣- can be dense but enjoyable, more than I expected 
Information design ðŸ’–💖💖💣- basic layout but I was impressed how organised and you can go between books well 
Salvage 
💖💖💖💣 - brilliant use of lore and setting history, everything has a backstory
Overall Score ðŸ’–💖💖💣 - I'm pretty intimidated and still reading

Amazing stuff. Great history and lore and easy-to-find information. Maps a bit awkward and reviled by some but I think pdf is currently $5. I got them in this order vol 1 then 4 then 2 and 3. Vol4 is campaign lore and magic items. This is a great example of using lore well and feels more 3d and has more verisimilitude than many big adventures. If I ran It I wouldn't try to complete it. 
The lore is great and it doesn't matter if you don't get it all. If you want one campaign for year this is the leader. I like to change games perhaps yearly. So throughout and interconnected but not as intimidating as it sounds due to the overall design even and easy access to information. Lots of amphibians which I like. Occasionally I feel like its the readings for a university course. The information between volumes was surprisingly good once I got the hang of the size. The map book/pdf is notoriously bad - possibly get pdf and print bits as you need them. In the review pages I've seen ppl wish this element was better. Layouts are minimal but functional.

-------------------------

Final Notes

Ease to run/read/prep: Stonehell

Longest to play + complete lore: Aden Vul

The most Classic: Temple of Elemental Evil 

Pretty to look at books and wish you could play + interesting overall campaigns: Barrowmaze/Highfell/Caverns of Archaia/whatever is next by greg I probably will get

Most Gonzo: Gunderholfen but get expansions to make weirder

When a few books come in I will do a similar post on settings

Sunday, 5 January 2025

Quick Game Log: Stealing a wizards armoured staff car





































Happened to have a few players free so we did a jaunt where 5th lv The Man With no name, his rat woman sidekick Lv3 and the dog abhuman Arj, now learning druidry abhuman4/druid1. They are looking for things to improve their outpost and considered trying to make a lap around the spire. Went to the alchemy guild town Quicksilver Heights noting the road has improved from use. Arj spent most of the adventure as a rat so the party is more sneaky. All 3 had stealth skills and planned to travel light.

The town had grown a bit and demihuman traders from the west were seen. An unusual sight. Looked at markets for prices and chatted with the deep gnome merchant who explained the black sphere were heretics and he followed the way of the golden cube. This theory claimed the goal was to turn everything in the universe into an ultra-dense gold solid the cult would somehow control from another dimension. Some kind of LN profit cult.

Found a notice board. Wanted posters from all the great coastal kingdoms for various criminals hiding in the waste with big rewards. One note offered bacon for fighting a mechanical beast. A shifty fellow offered 30gp if they delivered fancy wax-sealed hams to a ruin at dusk. The party thought this was odd and accepted the Hams. The guildmaster invited them to dinner and the party said possibly busy. They decided to visit the ham delivery point four hours early.

Found ruins on the edge of a 4km rubbish heap and saw trash fall from portals (stolen from an adventure I forgot the name of sorry). Met some halflings in trash spying on them and they were paid to watch for adventurers scouting trash heaps. With some intimidation and ignoring halflings filed pointy teeth they were guided to a shack. Arj turned into a rat and spied on the shack to see two men dressed as scavengers but blank white faces shoving food into their mouthless faces. They seemed a bit like Balzac the flesh golem back home (currently hunting mimics in Party Fort). So the rat got on the roof and turned back to a 7-foot-tall dogman. Th nameless man and his rat lady opened the door and threw in a smoke bomb and a grenade. Both staggered out one had become humid and lucid, other was choking and on fire. The nameless man backstabbed the burning one and the rat and dog abhumans finished the now human one. Both died with bloodless corpses leaking with viscous slime. Not doppelgangers but they decided to tell people they were. They found more hams that they gave to halflings who were happy to take over the trash heap as bosses. The hams were suspicious and it seems there was a scam to get human flesh hams and dead adventurers to feed to ghouls in the trash heaps to tame them. 

So back to town still an hour before they were meant to meet with hams in ruins and the guy who was talking to young adventurers told the party they better move on for the delivery and the party chased him and town guards came and the criminal was publicly exposed and denounced. The guild master ordered the criminal executed and the body burned. Head went somewhere. Went on to eat and drink with the guild master and the man with no name was declared no longer a journeyman member and offered prestigious work. Also offered drugs mostly not legal in most coastal lands from the mysterious western continent. Heard of a town linked to the guild to the north were gunpowder ingredients all local and mined. Also another town Tasacon where people sell mysterious meat, blood potions and other potions. Rumours say more barbarians and orcs coming from SW and the remains of the Empire planning a Crusade from east. 
Elves and druids from east trying reforestation again.

Were even given 30gp from the criminal's assets seized to pay them for the work he promised. 

In morning went to the farm offering own weight in bacon and 30sp to find the mechanical beast. Followed its footprints to a bunker and entered. The automaton hound attacked. Arj cast faerie fire on it to make it stand out and a bunch of zombies became visible getting up from the garbage-strewn floor. Dog was a pain and zombies managed to weaken party to half HP.

Downstairs found buried engines and a sealed trapped door. Inside was a bomb triggered by door and drums of fuel. While looking about someone rolled in a grenade with a fuse. Arj saw first and charged where it came form and he ran through an illusionary concrete wall and attacked a slovenly obese pimply wizard. The rest joined on and the rat lady was hit by a sleep spell. The wizard lasted a few more moments and was killed.

Found his spellbook, some books, some items and a treasure map of a buried site his zombies were digging up. His journal was full of Complaints and imaginary diseases. There was 12 tons of dirt in way but dug a small channel to a roller metal door and cut a hole. Arj turned into a rat and found a wonderous horseless chariot of the ancients in workable condition. Hired some scavengers to help clear the rubble, fixed the car and drove back home in luxury.

It was a streamlined armoured VIP car with slits in metal plate instead of windows. 

A proper session next week but lots of good information and I now need to write up a bunch of hexes.

Wednesday, 1 January 2025

Alchemy Formula 2 Black Powder & Incendiary




Black Powder Lore

Tier 0 = Lv Zero
1 Quickload - preload rounds and powder in wax paper wads, and tricks to half speed loading time of black powder weapons
Fire Crackers - make small noisy firecrackers, may scare animals 
Fuse - make a basic fuse you can light to delay a blast up to a round
Black Powder - make enough powder for one shot
Tier 1 = Lv1-4
1
 Delay Fuse - make longer slower fuses that can burn for hours or can be longer 
2 Door Charge - to blow open wooden doors or locks by placing them on the door  
3 Smoke Bomb - create a smoke pot that generates smoke with a lit fuse   
4 Grenaide - make a simple bomb with a fuse you can throw
Tier 2 = Lv5-8
1 Fire Lance - make a shot or ball type of fire lance, which might be loaded on carts with hundreds
2 Rocket Arrow - make an arrow type of fire lance, that might be loaded on carts with hundreds
3 Overcharge - +1 gun damage per dice on 1 to hit gun explodes injuring user
4 Impact Fuse - exploded if thrown, dropped or stepped on, used for traps, can set so safe to transport before arming
Tier 3 = Lv9-12
1 Land Mine - 2 ENC clay pot landmine with hot coal trigger requiring change daily or use impact fuse
2 Sea Mine - 10 ENC clay floating mine with hot coal trigger requiring change daily or use impact fuse
3 Improved Charge - +1 damage per dice on bombs 
4 Improved Blast - +1/3 area of explosions or smoke bombs or blunderbus
Tier 4 = Lv13-16
1 Seige Mine - make a 30 ENC wall breaching charge you place directly 
2 Rocket Artillery - 2m long rocket can deliver grenades or smoke bombs or other device
3 Smokeless Powder - cleaner burning powder without clouds of smoke
4 Explosive Shell - modify artillery cannonballs into a spherical shell holding explosives, fragments, balls or other contents like liquid metal or incendiaries. Not for handheld firearms
Tier 5 = Lv17-20
1 Rocket Engine - make dangerous briefly fast vehicles, winged missiles to deliver siege mines or other weapons, and even flying machines or other dangerous experiments. Will require other skills to use well
2 Storm Rocket - can make weather-changing rockets by shooting sky. Make rain, fog or break a storm with a 2m rocket over the local area hex
3 Improved Powder - new methods to make main ingredients on an industrial scale reducing prices 50% of gunpowder but takes a year using putrefaction and other slow refining processes that make better powder so guns last longer
4 Waterproof Powder - firearms reliable if wet, rain or other humidity 

Incendiary Lore

Tier 0 = Lv Zero
1 Match - make an easy to ignite use stick 
2 Fuel - refine and distil oil from animal, plants or mineral sources
Fuse - make a basic fuse you can light to delay a blast up to a round
4 Torch - make a reliable burning torch with a stick and resin (can premake resin)
Tier 1 = Lv1-4
1 Delay Fuse - make longer slower fuses that can burn for hours or can be longer 
Smoke Bomb - create a smoke pot that generates smoke with a lit fuse, expands 3 range area per round, egg size one round (5 per ENC), 1 ENC grenade size d4 rounds or a 4 ENC pot burns for 10 minutes       
3 Fire Arrow - +1 damage in ignited and may start a fire
4 Incendiary Bomb - bottle or urn with fuel and a fuse you can throw
Tier 2 = Lv5-8
Impact Fuse - exploded if thrown, dropped or stepped on, used for traps, can be set so safe to transport before arming 
2 Fire Lance - can make a fire-type fire lance that can fire a 30 degree cone of fire 1 range
3 Smoke Formula - make fire weapons make more smoke fire arrows and incendiaries produce more choking smoke for a d4 rounds, arrows expand 1 area per round, incendiary expand 3 area per round 
4
 Improved Fuel - improves the damage and burning effect of fire weapons. Fire arrows burn a d3 rounds for 1 HP per round after initial damage, Incendiaries +d4 and if on fire d4 per round, mines and most others by +1 per dice
Tier 3 = Lv9-12
1 Fire Caster - make a pressurised piston fire-throwing weapon for siege or ship battle 
2 Fire Mine - a flaming bomb suitable for a catapult or a set charge  
3 Oxidant - has own air supply in chemicals so water and smothering with water or other means won't snuff fire, will float on water while burning, more difficult to extinguish or perform first aid
4 Poisonous Smoke - added to smoking weapons save each round per round or lose d3 HP
Tier 4 = Lv13-16
1 Fire Retardant - make a potion to make items like clothes not flammable +2 save -1 damage per dice, last one application, 2d4 damage on beings made of fire and repulsive to them
2 Fire Mask - improvise a cloth, urine and charcoal filter mask for +2 save vs smoke or gas vs one attack or make a more permanent 
4 ENC sealed mask with goggles that lasts 100gp 
3 Blade Fire - make a weapon cause +d3 fire damage for a d4 rounds per application once lighted
4 Slow Fuel - burns longer +d4 rounds duration of any fire weapon, torches and lamps duration doubles  
Tier 5 = Lv17-20
1 Fire Cloak - make a cloak or suit of salamander skin or asbestos cloth 
+2 save -1 damage per dice, +2 AC vs fire attacks, it can also be applied to a shield or armour or made into a paint to cover a 3x3m area
2 Blinding Smoke - smoke causes sighted creatures to save or blinded for as long as in smoke and 2d4 rounds after if they fail a save
Cluster Incendiary - a fire mine variant that breaks up into many smaller incendiaries in flight over a larger area than a fire mine 
4  Elemental Fuel - make a lamp or torch last a year, four for a larger fire or stove. Heals fire creatures 2d4 damage and delicious

Normally a fire weapon can ignite a person who fails a saving throw for 1HP per round for a d4 rounds. The defender spends an action for an agility save by rolling or beating or dousing the fire to put it out. Certain formula add to duration and increase damage

A fire lance is a one use tube on a stick - a crude early firearm
Later ones were re-usable and became hand guns 
The stick keeps the unskilled users from fumbling on a roll of 1
there are several main types - ball, shot, arrow and fire
some attach one to a spear or polarm shaft perhaps several
or a cart with many strapped on from a pushcart in a dungeon or a ox cart for hundreds

A player now enters battle with a long delay fuse in teeth to light stuff in a battle

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more formula than these I just need at least this many to make it work
there will be a herbalist, apothecary and acid list 

X Lore

Tier 0 = Lv Zero
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2
3
4
Tier 1 = Lv1-4
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2   


Tier 2 = Lv5-8
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3  
4  
Tier 3 = Lv9-12
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2  

4  
Tier 4 = Lv13-16
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3  
4   
Tier 5 = Lv17-20
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3  
4