fe.settings:getUserBoardSettings - non array given[tulpa] - Endchan Magrathea
 >>/6900/

Agar will make it stable, yes.

> explosives

Dwarves of this era make explosives as they use it. Two constiuents are mixed to make a liquid that can be poured into cracks. It becomes vicious when mixes with air and after about a minut it explodes without the need for a fuse.

Traps can be made woth accelerant constituents, temperature modified effects, smoking varients, but an Artificer would be needed for many of these effects or unknown results may occur.

Bear's team went with an Artificer to smoke out an Orc den to rescue an "Orc Princess" where if they had stormed in, they might have killed her.

His particular bomb will be described in my next rev I believe, it's a bomb that generates a heavy explosive gas that will fill the chambers of a cave and ignite causing damage to anyone inside.

Harbin will have plenty of the mining grade explosives, again in two parts. Either part is flammable but not explosive, together they are equivalent to 2.7x the power to weight of TnT, shelf stable and safe to store in sealed glass vials in separate reinforced crates.

They're 150sp per lb for either constiuent, they can be stored in any water tight oil resistant container. I didn't make most of this up, they were mentioned in a module Bear's team played.