Gunplay and Powder Weapons II


This is the second of two articles about including firearms in a fantasy role-playing game. This article covers a shop selling firearms and seven separate firearms using the 4E Dungeons and Dragons rules system. The previous article discussed including firearms in terms of game balance, tone, and philosophy. Neither article is intended to be comprehensive but tools for a better game.

Schwarz’s Gunsmith Shop

A recent addition to the city is Schwarz’s Gunsmith Shop, owned by a controversial wizard, which sells firearms.

What People Know

A character knows the following information about Schwarz’s Gunsmith Shop with a successful Streetwise skill check.

  • DC 14: Several months ago the wizard Bernadette Schwarz, who practices a curious kind of magic, opened a shop which sells various kinds of firearms.
  • DC 15: The shop is doing a brisk business.
  • DC 16: Schwarz herself supposedly practices a kind of magic which combines clockwork technology and magic to produce interesting results. The firearms she sells are some of the results – while not magic the firearms are not magic themselves, magic went into the research and creation of the weapons.
  • DC 17: The city’s military is bullish on the use of the weapons, the city guard is ambivalent (because they want the weapons legally limited to themselves and the military) and the established wizards of the city are opposed, though they lack the clout to close the shop and stop Schwarz.
  • DC 18: Schwarz is part of an alliance of wizards who practice similar magical techniques and sell similar magical clockwork items. The alliance is called the “mechamancy guild.”
  • DC 19: A minor skirmish several months ago saw a unit of the city’s military trashed. Their enemies were using firearms. As a result, the city made a deal to equip its own military with firearms. Part of that deal allowed Schwarz to establish her shop.
  • DC 20: Dangerously advanced weapons are sold in the shop to people Schwarz and apprentices Kotter or Zoller trust.
  • DC 21: The established wizards of the city dislike Schwarz and the shop, however they lack the influence or unity for force the issues legally. So they are independently seeking an “extralegal” solution.

The Firearm Shop

Schwarz’s shop occupies a large building, with thick walls, at the boundary between the city’s commercial district and warehouse area. It is a former foundry Schwarz and her apprentices converted for use of the forge and the security offered by thick walls. The shop is unadorned, has bars over the windows and includes an indoor shooting range.

Kotter (male dwarf, 5th level Wizard, unaligned) and Zoller (female human, 7th level Wizard, good) are in the shop on most days, working on firearms and attending to customers while Schwarz (female human, 18th level Deceptive warlock, unaligned) is out assuring the “powers that be” she is not bent on world domination. Kotter is more personable than Zoller, who prefers to tinker with the weapons, though both are adequate salespeople.

Firearm Rules

Botch (Optional): A firearm explodes on a botch, inflicting its normal damage on the operator, with no saving throw permitted. Refer to the individual weapons for specific damage and this destroys the weapon.

Encounter: A firearm functions as encounter weapons for the sake of simplicity. It is not possible to reload a firearm during combat, but the character reloads the weapons between combat encounters.

Feats: Firearms are simple ranged weapons and do not require special feats to operate.

Fire Attacks: A loaded firearm will explode, as per a botch, if targeted by fire based magic and the operator fails their save and takes fire based damage.

Flintlock: A flintlock mechanism has a piece of flint on the end of a short hammer. When released by the trigger, the hammer moves forward, the cover of a pan with the priming powder opens and the flint to strikes a piece of steel, creating a spark which falls into the pan, igniting the otherwise protected powder.

Gunpowder: This dark colored powder is highly combustible and is used to fuel firearms by providing the motive force for the projectile.

Matchlock: A matchlock firearm holds a wick, match or taper in a clamp at the end of a small curved lever. The clamp drops down if the trigger is pulled, lowering the smoldering match into the flash pan and igniting the priming powder.

Rifling: This is the process of making spiral grooves in the barrel of a firearm, which imparts a spin to a projectile around its long axis. This spin serves to improve the bullets aerodynamic stability and accuracy and is reserved for advanced weapons.

Short Firearms and Long Firearms: Short firearms may be operated with one hand and long firearms require two hands top operate.

Wheellock: Is a mechanism for firing a firearm. It was the next major development in firearms technology after the matchlock. The mechanism is so-called because it uses a rotating steel wheel to provide ignition.

FIREARMS

Level Weapon Range Damage Price Weight
2 Matchlock Pistol 15/30 1d10+3 520 gp 8 lb.
3 Matchlock Arquebus 20/40 2d6+3 680 gp 16 lb.
4 Wheellock Pistol 16/32 1d10+4 840 gp 5 lb.
5 Wheellock Musket 21/42 2d8+4 1,000 gp 10 lb.
7 Flintlock Pistol 18/36 2d6+5 2,600 gp 4 lb.
8 Flintlock Rifle 23/46 2d8+5 3,400 gp 8 lb.
8 Blunderbuss N/A 2d6+5 3,400 gp 8 lb.

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Note: It is beyond the scope of this article to provide rules for canons or barrels of gunpowder.
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Matchlock Pistol Level 2

A short firearm operated by a matchlock mechanism.

Lvl 2 520 gp

Weapon: Ranged Simple.

Enchantment: None

Critical: +1d6 plus

Power (Encounter • Firearms): Ranged 15/30; attack vs. Reflex; 1d10+3 damage and if a medium sized or smaller targets fails a Dex check (DC 16) they are knocked prone.

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Matchlock Arquebus Level 3

A long firearm operated by a matchlock mechanism.

Lvl 3 680 gp

Weapon: Ranged Simple.

Enchantment: None

Critical: +1d6 plus

Power (Encounter • Firearms): Ranged 20/40; attack vs. Reflex; 2d6+3 damage and if a medium sized or smaller targets fails a Dex check (DC 16) they are knocked prone.

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Wheellock Pistol Level 4

A short firearm operated by a wheellock mechanism.

Lvl 4 840 gp

Weapon: Ranged Simple.

Enchantment: None

Critical: +1d6 plus

Power (Encounter • Firearms): Ranged 20/40; attack vs. Reflex; 1d10+4 damage and if a medium sized or smaller targets fails a Dex check (DC 16) they are knocked prone.

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Wheellock Musket Level 5

A long firearm operated by a wheellock mechanism.

Lvl 5 1,000 gp

Weapon: Ranged Simple.

Enchantment: None

Critical: +1d6 plus

Power (Encounter • Firearms): Ranged 21/42; attack vs. Reflex; 2d6+5 damage and if a medium sized or smaller targets fails a Dex check (DC 18) they are knocked prone.

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Flintlock Pistol Level 7

A short firearm operated by a flintlock mechanism.

Lvl 7 2,600 gp

Weapon: Ranged Simple.

Enchantment: None

Critical: +1d6 plus

Power (Encounter • Firearms): Ranged 18/36; attack vs. Reflex; 2d6+5 damage and if a medium sized or smaller targets fails a Dex check (DC 18) they are knocked prone.

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Flintlock Rifle Level 8

A long firearm operated by a flintlock mechanism.

Lvl 8 3,400 gp

Weapon: Ranged Simple.

Enchantment: None

Critical: +1d6 plus

Power (Encounter • Firearms): Ranged 23/46; attack vs. Reflex; 2d8+5 damage and if a medium sized or smaller targets fails a Dex check (DC 18) they are knocked prone.

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Blunderbuss Level 8

A medium length firearms operated by a flintlock mechanism which produces a blast effect.

Lvl 8 3,400 gp

Weapon: Blast Simple.

Enchantment: None

Critical: +1d6 plus

Power (Encounter • Firearms): Ranged Weapon (blast 4); attack vs. Reflex; 2d6+5 damage and if a medium sized or smaller targets fails a Dex check (DC 18) they are knocked prone.

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Normal Bullet Level N/A

Ammunition 1 gp

32 bullets, 2 lds, simple lead bullets without enchantment.

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Thunder Bullet Level 3

Ammunition 260 gp

Power (Arcane * Ammunition)

Special: +1d6 thunder damage, target pushed 4 squares.

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Black Powder

Combustable Material 20 gp

Powder (Combustible * Ammunition)

This is enough powder, for a firearm, for 10 shots.

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Making Powder: Making powder for a firearm requires a Nature or Arcana skill check, DC 20. It is possible to Take 10. A success creates enough powder for 10 shots.

Adventure Hooks;

  • What’s All the Hubbub, Bub: The characters, while crossing the city on other business, see an excited crowd in front of a new shop. It is Schwarz’s Gunsmith Shop and a new type of firearm will soon go on sale. Things turn ugly when a wizard, driven to desperation by hate for the three wizards operating the shop and people purchasing the firearms, begins throwing fireballs into the crowd.
  • Bang, Bang, You’re Dead: Assuming the party has never encountered firearms before, they are surprised when the weapons are used on them in an otherwise a standard encounter.
  • Three in the Head, You Know He’s Dead: The character’s investigate the murder of a nobleman, who was killed with a weapons unknown to his family and associates, but which left several round holes in his forehead and several small balls of lead in the back of his brain. The investigation leads to an assassin who purchased a firearm from Schwarz’s Gunsmith Shop.

About The Grumpy Celt

Once upon a time, the Celt was the chief muscle and henchman of a Mad Scientist bent on world domination. However, after a salary dispute with the boss, the Celt tried to disassemble the company time machine with a sledge hammer. The explosion (which happened before he actually hit the time machine) stranded him being in 1911, and left him feeling Grumpy. Now he sends messages into the future, via a time capsule, where they are posted by his past self.