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Technology

Technology in Freeport



Tech Level



Freeport assumes an early Renaissance tech level, with the advanced sailing ships, lighter weapons and armor, and flintlock weapons that are associated with the Age of Piracy. Here is quick overview of available technology that is more advanced than the usual "medieval" standard of D&D:

Armor & Weapons: At sea, the weight of armor is a liability, and all but the lightest gear is a sure invitation to drowning. Reducing physical protection means that successful fighting styles depend on speed and mobility. Offhand weapons replace bulky shields, and the rapier and cutlass replace heavier blades. (See Pirate Weapons, below, about common shipboard weapons.) These preferences carry over onto land, where bulky arms and armor often attract more unwanted attention than they keep away. The hand crossbow and repeating crossbow are available, though still exotic.

Firearms: These weapons were only invented in Freeport a few years ago, by a gnome named Kolter, so are still rare and expensive. See Firearms Rules, below, for the basics.

The Printed Word: Printing presses have been available for a few generations. The presses themselves remain rare and costly, but their products have become affordable to the common man. Broadsheets (newspapers and public notices) cost only a few coppers each, while the cheapest books begin at a few gold. Works with fancy type or illustrations remain expensive, largely due to the time required to set the type, engrave the image plates, and bind the finished book in a cover worthy of the content. (Note that scribes remain in high demand for copying books that have limited audiences and thus never see a press.)

Sewers: Renaissance cities are more populous than medieval ones, so sanitation becomes even more critical. In many cities (including Freeport), elaborate sewer systems are the answer. The city often remains just as grubby as it was a few centuries before, but without the sewers, the increased population would soon drown in filth--if a plague didn’t wipe it out first.

Ships & Navigation: Sailing ships are becoming quite advanced, and can stay at sea for months. Navigation aids such as the sextant, compass, and accurate sea charts are now common (though still costly). Clockwork devices are sophisticated enough to provide accurate time-keeping, and provide an attractive option for spellcasters who enchant constructs.


Pirate Weapons



The following weapons are commonly associated with pirates, and are in frequent use on many other ships as well:
  • Belaying pin: Used to secure ropes on ships; stats as club.

  • Boarding axe: Stats as hand axe.

  • Boarding pike: Cut-down version of field pike, about six feet long; stats as spear.

  • Cutlass: Heavy, short-bladed slashing sword with a basket hilt. Stats as scimitar, but wielder gets +2 circumstance bonus on opposed attack roll vs. disarm attempts; cost 20 gp.

  • Gaff: Metal hook with a crossbar at the base, used to hook fish and bales; stats as punching dagger.



Firearms Rules



Special rules for firearms follow:
  • Firearms require Exotic Weapon Proficiency (Firearms) to avoid the -4 nonprofiency penalty.

  • Reloading is a slow process, taking three full-round actions, and provokes attacks of opportunity.

  • Multiple attacks per round are only possible if multiple firearms are ready.

  • Firearms and bullets may be enchanted normally, but shot may not.

  • Firearms are still in their infancy, so are not always reliable. A natural attack roll of 1 indicates a misfire (failed firing, jammed or fouled weapon, or an explosion).


The following new general feat is also available:

Firearms Drill:
Prerequisite: Dex 13+.
Benefit:
Reduces firearms reloading time by one full-round action. Can be take more than once, but reloading always takes at least one full-round action.Normal: Firearms normally require three full-round actions to reload.


Kolter Clockworks, in Freeport's Warehouse District, produces the following models of firearms:

Exotic Weapons (Firearms) Cost Dmg (S) Dmg (M) Crit Range Increment Weight1 Type Ammunition
One-Handed Ranged Weapons
Dragon FP Pistol 500 gp 2d6 2d8 x3 20 ft. 4 lb. P Bullets (10), 4 gp, 2 1/2 lb.
Privateer FP Pistol 400 gp 1d10 2d6 x3 30 ft. 3 lb. P Bullets (10), 3 gp, 2 lb.
Stinger FP Pistol 100 gp 1d6 2d4 x3 10 ft. 1 lb. P Bullets (10), 2 gp, 1 lb.
Two-Handed Ranged Weapons
Gorgon GG Musket 500 gp 2d6 3d6 x3 50 ft. 10 lb. P Bullets (10), 3 gp, 2 lb.
Harpy GG Grenade Launcher2 650 gp 2d6 2 2d62 x2 30 ft. 7 lb. P Grenade (1), 25 gp, 1 lb.
Medusa GG Musketoon3 750 gp 1d10 1d12 x2 Special 3 8 lb. P Shot (10), 6 gp, 3 lb.
Ship Guns
Titan GG Swivel Gun4 1,500 gp 2d6 2d8 x2 Special 4 25 lb. P Shot (10), 15 gp, 12 lb.
Accessories
Aiming Stock5 4 gp -- -- -- -- _ lb. -- --
Powder Horn6 50 gp -- -- -- -- 2 lb. -- --
Spring-Loaded Bayonet7 5 gp 1d6 1d8 x3 -- _ lb. P --


1 Weight figures are for Medium weapons. A Small weapon weighs half as much. (Large firearms are not yet available.)

2 Grenade launchers use the Throw Splash Weapon rules (PHB, page 158). Regardless of the launcher's size, the grenade does 2d6 damage on a direct hit, or 1d6 "splash" damage.

3 The Medusa's attack is treated as a breath weapon line attack with a 30 ft. range. A Reflex save (DC 15) halves damage.

4 Swivel guns are too big for a Medium creature to use, so are mounted on walls or ships. They fire shot in a 30 ft. cone, with a Reflex save (DC 18) for half damage. These guns are normally crewed by two men; if they work together, they can reload the gun in two rounds.

5 As a move action, this forked rod can be jammed into the ground and a musket propped in the fork. As long as the firer doesn't move from that spot, he gets a +1 circumstance bonus to hit.

6 A powder horn holds 2 lb. of black powder. Pistols, muskets, and musketoons require 1 oz. per shot, grenade launchers 2 oz., and swivel guns 4 oz.

7 This blade folds under the stock of a Gorgon or Medusa, and can be released as a free action. This changes the weapon into a spear, but it cannot be fired while the bayonet is deployed.


Ships

See "Transport" (PHB, pages 129 and 132) for prices of boats and ships. A few common classes of sailing ship follow:
Vessel Min/Max Crew Purchase Cost Hire Cost Description
Sailing Vessel 8-12 8,000 gp 1,000 gp Single mast, no armaments, not suited to long sea voyages
Merchant Vessel 15-20 13,000 gp 2,000 gp 2-3 masts, ballista on foredeck, slow but sturdy, lots of cargo room
Warship 15-20 20,000 gp 2,500 gp 2-3 masts, catapults fore and aft, very sturdy but slightly slower than small sailing vessel


Crew can be hired for the following daily rates: basic sailor 5 sp each, navigator and first mate 5 gp each.