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# Welcome to Ventar Morium, a World in the Skies! ## Islands in the Skies In the world of Ventar Morium, things work a little differently. Ancient stories can only hope to explain the phenomenon that are the floating islands in the skies. Generations ago, thousands of islands were lifted into the skies by an unknown force, bringing with them the different races and species of the world. While at first the people tried to survive, they quickly realized that there were too many people to make their circumstances work for long. These first settlers built their aircraft and set off on a journey that they didn't foresee the end of, hoping to find some unclaimed territories to colonize.
For some this journey took only months, but most were not so lucky. For generations, these settlers have been drifting through the skies, hunting the flying beasts that make this their home and surviving off the occasional settled island they come across to refill their supplies. Some of these settlers were pulled together in the currents of the air and formed larger settlements in the sky, dismantling their original airships to create sprawling towns and villages, suspended by machines, magic, and balloons.
### Cities at the Edge of the World While many settlements formed, drifting through the currents in the skies, some eventually found the oases they were searching for. Some of the land masses they found were larger, some smaller, but they always provided the platform for stability that these people needed.
Part 1 | The World
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## The Weapons of this World Unlike normal Forgotten Realms, Ventar Morium uses advanced technologies and weapons from the Steampunk genre, based mainly on 19th century technology. While melee weapons are still predominantly used, firearms have become common place in this world. The firearms range from basic muskets and blunderbusses to repeating rifles. Even some basic magazine fed weapons are available, though they are few and far between, coming at a high premium.
| Firearm | Damage | Properties | Speed | Cost | Reload | Misfire | | ------------------- | ------------- | ------------------------ | ----- | ----- | ------ | ------- | | **Handguns** | | | | | | | | Derringer(c) | 1d6 piercing | (range 35), concealable | 1/a | 25 gp | 2 | 1 | | Revolver(c) | 1d8 piercing | (range 60) | 1/a | 40 gp | 5 | 1 | | Pepperbox(b) | 3d4 piercing | (range 30), long reload | 1/a | 35 gp | 1 | 1 | | Repeating Pistol(c) | 1d8 piercing | (range 50) | 2/a | 45 gp | 4 | 2 | | Magazine Pistol(m) | 1d4 piercing | (range 55) | 3/a | 250 gp| 9 | 6 | | **Longarms** | | | | | | | | Blunderbuss(b) | 2d6 piercing | (range 45), 1d6 scatter | 1/a | 45 gp | 1 | 1 | | Repeating Gun(c) | 1d8 piercing | (range 300), long reload | 2/a | 65 gp | 9 | 2 | | Double Shotgun(c) | 2d8 piercing | (range 30), 1d4 scatter | 1/a | 60 gp | 2 | 1 | | **Rifles** | | | | | | | | Bolt Action(c) | 1d10 piercing | (range 500), stationary | 1/a | 80 gp | 1 | 1 | | Rampart Gun(b) | 1d12 piercing | (range 250), stationary | 1/a | 95 gp | 1 | 1 | | Musket(b) | 1d8 piercing | (range 150) | 1/a | 40 gp | 1 | 1 | | Magazine Rifle(m) | 1d8 piercing | (range 250) | 3/a | 500 gp| 16 | 9 |
### Firearm Rules To make firearms fit into a fantasy world without being overpowered, there are a few restrictions made to the weapons. #### Ammunition Different weapons require different types of ammunition to work. Most weapons use paper cartridges but some use more basic or advanced ammunition.
**During a rest, if the facilities or materials are available, a player can acquire ammunition of the given type in the listed amount of time.** | Type | Quantity | Cost | Time | | ----------- | -------- | ---- | ------ | | Cartridge(c)| 5 | 2 cp | 30 min | | Ball(b) | 10 | 1 cp | 1 hour | | Magazine(m) | 1 | 1 sp | 15 min | | Gunpowder | 1 lb | 4 sp | shop | \columnbreak Settlements of a decent size will have the materials and facilities available to make ammunition but there are some things players can do to make ammo on the move.
Bringing spare gunpowder, paper, and metal is the easiest way to ensure you always have ammo. By melting down the designated value of metal, players can cast it into balls or bullets to make into cartridges. Magazines require advanced metal working skills. Players proficient in smithing or tinkering can #### Reload Score Every weapon has a reload score. This is the number of shots you can make with the weapon before you must spend a bonus action reloading. Some weapons have a property called 'long reload.' This means that a character must take a full action to reload. #### Malfunction If a player rolls a natural 1 on an attack roll, the weapon malfunctions and the player must take 1 action to fix their weapon.
Part 2 | The Weapons
\pagebreakNum #### Range Every weapon has a range score. The range is the maximum distance you can shoot the weapon without gaining disadvantage on your attack. Some items can extend the range of their weapons.
Some weapons have a 'scatter' score. The scatter score is rolled when you make your attack and determines the width of the cone created by the shot.
Some weapons have the 'stationary' tag. This means that the weapon only has this range while the user does not move on their turn, otherwise this weapon has disadvantage. Firing at a target beyond the max range on a 'stationary' weapon will always miss. #### Speed The speed of a weapon determines how many attacks you can make per action. Weapons like the repeating guns can be shot quickly so they can make multiple attacks in one action. #### Dual Wielding If a player has two **handguns** they can dual wield them. A player who dual wields can use their bonus action to make a second attack with their other weapon, however they cannot add their modifier to the damage roll. #### Attachments With a multitude of different weapons, it comes as no surprise that inventors have come up with different attachments to enhance the functionality and looks of their weapons. Each weapon has their own attachment points and types which give them benefits at a cost. | Attachment | Firearm | Bonus | Cost | | ----------- | ------------------------------------------------------------------ | ------------- | ------ | | Rifle Scope | Bolt Action, Magazine Rifle | +100 ft range | 400 gp | | Foregrip | Blunderbuss, Repeating Gun, Double Shotgun, Musket, Magazine Rifle | +1 To Hit | 500 gp | | Bipod/Mount | Bolt Action, Rampart Gun | +1 To Hit | 400 gp | **Side Note:** The Bipod/Mount can only be used while stationary and does not apply the bonus while the user is moving.
Part 2 | The Weapons
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