1. Notes

Firearms and Explosives

Firearms are mainly the province of mad goblin alchemists, and/or the rare solo inventor type of individual.

As "goblin" mechanisms, they are highly suspect in their worth, having the well-earned reputation for being dangerous and unreliable.

Goblins use a rare liquid they call "pyroglycerine" to produce a crystalline dust that they then turn into ammunition for their weapons.  Pyroglycerine is highly dangerous and unstable, but the goblins seemingly don’t care.  However, even they rarely mass produce pyroglycerine, and transport it even less due to the hazard involved. (Rumors of a goblin war machine that used pyroglycerine as a fuel are totally unsubstantiated.)

Other gunsmiths use their own unique or alchemical methods to produce their ammunition.  Ammunition is unique to each gun, and must be created for use with a particular weapon.  Most ammunition resembles a casing, with powder or dust of some type packed behind a metal ball. (Like a shotgun shell)  Most guns can fire once before needing to be reloaded, however, particularly inventive goblins or individual gunsmiths  could theoretically produce weapons that fire more than once.

Firearms and Explosives

Name

Cost

Damage

Weight

Properties

Simple Ranged Weapon

 

 

 

 

Pistol, goblin

250 gp

1d10 piercing

3 lb.

Ammunition, (range 30/90), loading, misfire 2

Musket, goblin

500 gp

1d12 piercing

10 lb.

Ammunition, (range 40/120), loading, misfire 2, two-handed

Advanced Ranged Weapon

 

 

 

 

Dragon

 

1d8 piercing

5 lb.

Ammunition, (range 30 scatter ), loading, misfire 1,

Blunderbuss

 

1d10 piercing

10 lb.

Ammunition, (range 30 scatter), loading, misfire 1, two-handed

 

 

 

 

 

Explosive Ranged Weapons

 

 

 

 

Grenado, goblin

 

1d6+1 per skill

1 lb.

(range 60), misfire 1, explosive 5'

Fire Bomb, goblin

Crafted

3d6 fire

2 lb.

Ammunition, (range 60), misfire 1, explosive 5'

 

 

 

 

 

Terms

 

 

 

 

Loading

 

 

 

As DMG, may be followed by a # indicating additional shots in round

Misfire

 

 

 

When the attack is equal or lower than the misfire score, the weapon misfires,  the attack misses, and the user takes 1d6 fire damage.  A roll of 1 higher than the misfire score causes a jam, DC 8+ misfire score to clear.

Scatter

 

 

 

An attack is made against each creature withing a (30) foot cone.  Adjacent creatures take double damage.

Explosive

 

 

 

Each creature within (5) feet of the point of an explosion must succeed on a DC (12) Dexterity saving throw or take the weapon's damage.