Alchemist's Fire + Glyph of Warding


Advice

Scarab Sages

In my Way of the Wicked game, my players are trying to determine ways to prepare for a dragon.

One of the ideas bounced around was:
Alchemist's Fire + Glyph of Warding (vs Good) with the idea that when the flask breaks the item is 'opened' and the Glyph should go off.

It is an interesting interpretation. And if the item was a chest protected by a glyph of warding and they smashed open the chest... as a DM I would rule that the glyph goes off... so in theory, if looked at thusly, breaking a flask with a glyph of warding on it should have a similar effect.

The flip side of this, is that it could wind up have the party haul around a bunch of 'glyph grenades' as it were...

If I allow this, I'm thinking that I will only allow them to make a number of these equal to their caster mod bonus... or maybe 3 + caster mod bonus.

Thoughts or suggestions?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Alchemist's Fire + Glyph of Warding All Messageboards

Want to post a reply? Sign in.