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It’s Midgard Monday! Each week, we visit a corner of the wide world of Midgard. Look for standalone content you can drop into your campaign—whether it’s in Midgard or your own homebrew. Find new inspiration each Midgard Monday!
The Free Cantons in the Ironcrag Mountains are the dwarves’ greatest organizing principle. More than clan, more than dwarvishness itself, the dwarves think of their their canton as home and safety. Each Free Canton is its own nation, with its own customs, rulers, and traditions.
As mercenary companies of dwarves sally forth each year to fight for one of the Seven Cities to the south, they bring with them the traditional tools of war. And a few from the Kubourg Canton also bring black powder mining tools and weapons. These black powder tools are hardly refined armaments. But they can be used to spring a trap, draw attention, or damage an objective in a spectacular way.
These items are seldom sold, and they might be unique to a particular mechanist or artificer, so they come without pricing. Smaller, hand-held items make great treasure finds or gifts from grateful dwarves to put a one-shot surprise in PC hands.
Bangflasher
Bangflashers are small, phosphorus-infused grenades that explode with a great bang and burst of light, but little heat or shrapnel. When thrown, they deal 1d4 fire damage to all creatures in a 5-foot radius. Then all creatures within a 15-foot radius must succeed on a DC 13 CON save or become blinded and deafened until the end of their next turn.
Blastcone
Blastcones are one-shot “hand cannons.” They are generally made to look like an iron cornucopia or large metal mead horn, but instead of food or alcohol, these metal tubes are filled with black powder and iron shards. The rear of the blastcone has a small hole to light with a match or tinder, igniting the powder in the weapon.
When it discharges, any creature in a 10-foot cone must make a DC 15 DEX save. On a failure, it takes 6d6 fire damage. On a success, it takes half as much damage.
If the user of the blastcone is Medium or smaller, it must succeed on a DC 15 CON save on firing. On a failure, it is pushed back 10 feet and falls prone. This save is not required if the blastcone is braced against a hard surface (such as a stone wall) or mounted on a sturdy tripod or mount.
Ember Pot
These explosive powders are mixed with phosphorus and charcoal, then sealed with wax in ceramic pots. When thrown as an improvised weapon and or otherwise smashed, they immediately ignite and explode on contact with air, scattering ceramic shards and burning embers over the nearby surface.
Small ember pots cover a 5-foot-square area with hot, burning embers. Large ember pots cover a 10-foot-square area. The flaming embers last for 1 minute. During that time, the covered area is considered difficult terrain, and any creature crossing or ending their move in the area takes 1d4 fire damage. Most beasts and mounts avoid crossing an affected area for the duration.
Firecord
Firecord is thin rope or thick twine infused with black powder, phosphorus, and oil, that lights and burns easily. Firecord is an excellent fast fuse, burning at a rate of one round per inch, or can be used to instantly light flammable objects such as dry leaves, tinder, oil, or papers.
Mad Mephit
These unguided missiles are launched in a general direction, but fly, drop, and explode in random location anywhere from 300 to 1200 feet from the launch point (roll 3d4 × 100 feet to determine the range). In Kubourg, they are sometimes used for underground excavation where precision is less important.
A creature in a 15-foot radius of the landing point must make a DC 15 DEX save. On a failure, the creature takes 8d6 fire damage and is blinded and deafened. On a success, it takes half as much damage and is not blinded or deafened. Due to their random and unpredictable nature, on the battlefield, these rockets are generally used to break up enemy military formations or cavalry charges, to distract and hinder large flying creatures, or as morale-breaking siege weapons. (Artillerist talent bonuses apply to these weapons.)
Mining Charge
These “shaped” black powder explosives are designed to direct most of their explosive force in one direction. Normally used to break down dense rock while mining, enterprising dwarven mercenaries have used them to blast holes in castle walls, treasure vault doors, and even large enemies like wyverns, chimeras, and dragons.
A creature standing in a 15-foot cone from the “front” of the charge (marked with canton runes) must make a DC 15 DEX save. On a failure, it takes 8d8 fire damage. On a success, it takes half as much damage. In addition, a creature in a 15-foot radius of the charge when it detonates, but not in the cone must make a DC 13 DEX save. On a failure, it takes 4d4 fire damage, or half as much damage on a success. Objects, structures, and constructs take double damage from the charges.
Screaming Eagle
Screaming Eagles are grenade-like items with shaped, perforated wings and flanges that double the normal throwing distance. The perforations also create unnerving whistling and screeching sounds in flight.
A screaming eagle explodes in a 10-foot radius, forcing any creature in the blast to make a DC 13 DEX save. On a failure, a creature takes 3d6 fire damage, or half as much damage on a success. In addition, a creature in a line along the screaming eagle’s flight path must succeed on a DC 11 WIS save or become frightened until the end of their next turn.
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gives players plenty of room to run, and includes adventures within the Clockwork City itself!