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It might be best if the characters are “separated” from it or they are going to be buying up things.Īmmunition. Didn’t know that the term a “shot” of whiskey. The 20 foot AoE is in place until the start of the Canon’s next turn, any creature starting their turn or ending their turn while the AoE is in affect takes the damage.Īll of the gold and silver that the characters may bring into the Wild West will be highly valuable. While the 20 foot radius takes 6 (2d6) bludgeoning and 6 (2d6) thunder damage.
Weird west rpg adventure hooks plus#
The 5 foot radius takes a total of 9 (3d6) and 6 (2d6) piercing & 9 (3d6) plus 3 (1d6) thunder damage. There are two areas of effect for the canon shot. With less than 3 operators, the canon could be fired once every 3 rounds.Ĭanon Area of Effect. Afterwards would have to repeat, unless the canon is to be fired at the same target, then aiming would not be required.
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With all operators, a canon would take 1 round to be loaded, then a round to be aimed and then on a subsequent turn could be fired. These projectiles have an area of effect of a 150ft cone, that requires a Dexterity save of DC 15, on a fail save it causes 20 (5d8) piercing damage, on a success the damage is half.Ĭanon Operators. There are normally 3 operators of a canon required to load and fire. Without reloading, the gun would continue to use all ammo in 4 rounds. With rotating, the gun uses 20 ammo in one round, half of a magazine. One shot acts as a ranged weapon with 4 (1d8) piercing damage. They are special and have two modes of operation. If there are only 2 operators, then reloading would take a round, and the gun would not be fired. The Gatling gun could be reloaded with one magazine while firing the other magazine. One to crank, one to aim, and one to reload the ammunition. then become stationary as they are fired by the operators. Mobile. Canon and Gatling guns typical transported by horses, wagon or train. Magazine, 3 operators, mobile, 150 ft cone I’ve reduced the damage on the rifle, and changed the damage die on the handgun from when I created the Gun Slinger Class (see below): Main thing to develop for the campaign are the weapons. Cowboys and Native Americans are just humans with weapons so I can make NPC template for that. Horses are covered, and stage coaches are just wagons. So the Wild West will need horses, guns, railroad, stage coaches. If they don’t go through, then that will just mean a lot of work put back on the shelf. Maybe a legend leads them there, and they can see treasure through a strange shimmering doorway. There will be a hook, like a lever to pull or a map they need, so maybe they go into it, and maybe they won’t. It will take a little planning, but I’d like to have a temporal rift that they walk through, then look back and the rift is gone. With all of that in mind, in one of my D&D games I’d like to stick the player characters in a Wild West Setting. He even talked about an Alice in Wonderland level in one of his dungeons. There shouldn’t be a limit to what the Dungeon Master can do with the game.
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I find it nifty that even Gary Gyax thought it was cool to have a time warp and throw gunfighters into the D&D world, and also to take D&D characters and enter a Wild West Setting. I have the old Boot Hill game that I used to play, and the old conversion rules from AD&D for Boot Hill (It’s in the AD&D 1st edition Dungeon Master’s Guide). Since then, I have been working on the environment and settings of the Wild West for my D&D game. I posted my first version on the D&D 5th Facebook group Gun Slinger class link, and can be found in the files section. I have worked on a Gunslinger class for Dungeons & Dragons 5th edition.
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