En5ider 373 - IO Powder Gang

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The Powder Gang

A weary traveler drags

herself through the desert’s

countless dunes while the scorching

rays of the sun beat down on her

charred skin. She has gone two days

without the loving embrace of water on

her tongue and sweats no longer, the

torn tunic of her now dead

companion all she has

to stave off the heat and

unconsciousness. Off in the

distance a draconic screech

skips across the atmosphere

like a river stone in a pond.

WRITING Jim Mills


COLOR ART Indi Martin
EDITING Mike Myler
LAYOUT Frank Michienzi

Intriguing Organizations: The Powder Gang  |  EN World EN5ider


The sand shifts beneath her and she HISTORY
Hidden within the dunes and blowing sands of the
braces herself, preparing to face a grue- desert is what looks like an abandoned township
built upon a dying oasis. A lone rifleman stands
some death meted out by the fabled atop a watch tower, looking for any inkling of
threat. When they spot one a single crack ripples
Desert Wyrms—but instead she is through the air, alerting those down below.
Hundreds of the worst criminals, outlaws, and
surrounded by a dozen stout figures in undesirables emerge carrying firearms, bombs,
and wicked melee weapons to defend their home.
industrial breathing apparatuses and These people refer to themselves as the Disciples
of Kellan, but travelers have grown to know them
jumpsuits of nylon and iron. In their as the Powder Gang.
After decades of ridicule and persecution over
hands they hold strange wood and their so-called heretical creations, in the last age the
Steelshaper dwarven clan migrated from their great
metal contraptions, the soot-tipped iron mountain fortress in the west to the endless dunes of
the desert. Brilliant scientists, alchemists, and engi-
barrels oriented in her direction. She neers, they created their own version of advanced
ranged weaponry that rivaled the powers of high
puts her hands above her head, relieved mages with only a bit of black powder and skilled
crafting. These firearm-like weapons were seen as
yet terrified. The batting of wings comes blasphemous to the ideals of the gods of war and
magic because of their sheer power, making a band
from above as a mounted wyvern lands of commoners as lethal as a platoon of knights. The
dwarves had made magic obsolete with their tech-
before her, the rider stepping down nological marvels and were castigated as cowardly
and dishonorable.
while pulling a plated glove away to The migration to the desert was a punishing
one — the Steelshaper clan lost many of their best
greet her. Through a mechanized mask and their numbers dwindled to mere dozens.
Their final leader (Hark Steelshaper) died during
the rider simply offers, “join us, or die”. the journey as well, leaving them without direc-
tion until an honorary daughter of his, a grizzled
veteran and ambitious opportunist named Victoria
Kellan, took the reins of command and took her kin
The game rule information in this down a dark but prosperous path. The Steelshaper
Open Game Content |
article is designated Open Game Content. All other material clan became a nomadic band of raiders armed with
in this article, including maps and illustrations (including potent weaponry, carving a warpath through the
illustrations in the public domain), in-character and out-of- desolate villages that bordered the desert.
character narrative and descriptive text, character and place Everywhere they raided they gave their victims
names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” a simple ultimatum: join or die. Though the group
EN Publishing product and article titles, and has its roots in an old dwarven clan that was years
EN World and EN Publishing logos, are designated
Product Identity.

Intriguing Organizations: The Powder Gang  |  EN World EN5ider


ago and they are now composed of several people kingdoms due to their careful positioning just
of different descents, including humans, gnomes, outside any borders — the desert is generally
and goblinoids. Eventually the Steelshapers trans- avoided at all costs and seen as a no man’s
formed fully into the Powder Gang, finally settling land, deemed unfit for settlement by many
into a new home in a recently abandoned town governments.
built around an oasis. With tight control over an • Develop New Technology. There are still a few
abundant water supply they have leveraged their brilliant minds leftover from the Steelshaper
power well, siphoning away taxes from every Clan and some that were adopted after the
nearby town, village, and homestead in the region. migration. These engineers, artisans, and
alchemists spend their time and resources
MOTIVATIONS gathered by the field team’s excursion devel-
There is no law in the badlands, no unifying oping new weapons, explosives, equipment,
banner, nowhere for a traveler to rest easy. The medicines, and anything else they can manage.
Powder Gang aims to create their own laws and Ultimately only modifications to existing fire-
provide protection for those under their care. arms and anti-weather gear get made on a
Victoria Kellan (Powder Gang Commander) is still regular basis, but they have perfected the
the sole leader of the group, dead set on creating science of breeding desert acclimated wyverns
a “bandit’s utopia” of sorts. She romanticizes the accidentally as the result of a drunken experi-
idea of becoming a queen of outlaws and misfits ment. Magic isn’t common among the Powder
that operate under their own terms and conditions. Gang but it is occasionally used to create
To support these goals her underlings prioritize the power sources for more eccentric creations.
acquisition of new technologies, precious metals, • Recover Technology and Resources. Field teams
and most importantly black powder. By creating, of elite gunners are sent out into various choke
upgrading, and experimenting with new manufac- points throughout the desert. They hide under-
turing techniques and materials Victoria is certain neath the sand and use guerilla style tactics to
that they will rise to be a militant force to be reck- ambush trading caravans, shipments, or even
oned with. Should they lose their leader the Powder simple wanderers. The purpose is ultimately to
Gang are directionless, without goals or order and relieve outsiders of their valuable technological
reduced to little more than common bandits once or magical items, but most of the time they steal
their caches of weapons and supplies are consumed. large shipments of water, lumber, iron, or other
common commodities necessary for survival.
ACTIVITIES Sometimes victims are taken in and initiated,
The Powder Gang runs several operations to further becoming grunts working for Victoria.
their goals and frequently act in the following ways:
• Acquire More Power. Victoria Kellan herself
leads raids on various villages and camps in the THE LAWS OF KELLAN
surrounding area. Using her wyvern riders and I. You will not kill unless under threat of being killed.
“giant boom sticks”, she intimidates and coerces II. You will not steal.
people to join her commune. Dissenters are III. You will not hold slaves or prisoners.
killed by a firing line, any wishing to fight are IV. You will respect our soldiers and contributors
trained and accepted into Powder Gang ranks, to our cause.
and the rest pay taxes for “protection”. Towns V. You will work and earn your stay.
absorbed into the commune are heavily taxed VI. We will protect you, regardless of past crimes.
and kept in check by brutal policing. The Powder VII. You are born anew.
Gang has gone unopposed by neighboring

Intriguing Organizations: The Powder Gang  |  EN World EN5ider


MODUS OPERANDI Powder Gang Commander
The Powder Gang is a brutal authority within the Medium humanoid (any), lawful evil
desert’s borders, and although their laws are simple Armor Class 18 (layered plates)
and easy to abide by they are strictly enforced with Hit Points 127 (15d10+45)
corporal punishments. There are no prisons and Speed 30 ft. (fly 80 ft. mounted)
slaves are forbidden under Kellan’s laws, however STR DEX CON INT WIS CHA
there are many who disagree with this and these 15 (+2) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 17 (+3)
criminal practices frequently go unpunished. Saving Throws Con +7, Int +6
Soldiers in the Powder Gang carry worn Skills Athletics +6, Intimidation +7, Perception +5,
hand-me-down firearms chocked full of insane Persuasion +7
modifications, heavily modified melee weapons, Damage Resistance fire, radiant
and various bombs and explosives. They wear Senses darkvision 60 ft., passive Perception 16
mechanized jumpsuits and respiration masks that Languages Common, Dwarvish
help them endure the intense heat for long periods Challenge 10 (5,900 XP)
of time. A typical strike team numbers a dozen or Arm Yourselves (Recharge 6). When the commander
less (Powder Gang Grunts, Powder Gang Crack- takes the Attack action, they can choose for each
shots, bandits, and guards) and burrow themselves allied creature that can hear them to use its reaction to
into the sand to ambush their targets. Spellcasters reload a ranged weapon.
among the ranks of the Powder Gang are very rare Respirator. The commander has advantage on saving
as they are considered to be weaklings unable to throws against effects that require the target to
create things or fight with their own capability. breathe to take effect.
Wyvern Rider. The commander has a wyvern mount
HEADQUARTERS that acts on its own initiative.
The Powder Gang is headquartered in an aban- ACTIONS
doned town that was built on an oasis in the center Multiattack. The commander attacks three times with
of the desert. On the surface it seems like just their six shooter.
that—altogether bereft of life. Aside from posted Six Shooter. Ranged Weapon Attack: +8 to hit, range
guards and patrols, it’s rare for people to linger in 80/160 ft., one target. Hit: 11 (2d6+4) piercing damage.
the sun unless they are working, and Kellan has After being fired 6 times, the six shooter needs to be
her builders develop downward underground. reloaded with a bonus action.
This job is perhaps the only place for magic users
in the Powder Gang as mages and druids that can
shape the earth are indispensable to developing
their stronghold. The complex underneath the
town is where every piece of equipment is made,
every wyvern is born, and most of the soldiers live.
Kellan keeps her personal quarters in the center
of the underground fortress, though she rarely
remains within their confines.

Intriguing Organizations: The Powder Gang  |  EN World EN5ider


Powder Gang Grunt Crackshot
Medium humanoid (any), lawful evil A crackshot uses the crackling breechloader
Armor Class 16 (exosuit) as their main weapon, has a +1 bonus to attack
Hit Points 60 (8d8+24) rolls and saving throws they are proficient with,
Speed 30 ft. Intimidation +7, Perception +7, and Stealth +9, and
STR DEX CON INT WIS CHA Challenge 5 (1,800 XP). Their increased proficiency
15 (+2) 17 (+3) 17 (+3) 10 (+0) 12 (+1) 11 (+0) bonus is included with these statistics.
Saving Throws Dex +5, Con +5 Crackling Breechloader. This long doublelock
Skills Intimidation +4, Perception +5 rifle is modified with a fork shaped prong jammed
Damage Resistance fire, radiant in the barrel that is wired to a strange magical
Senses darkvision 60 ft., passive Perception 15 apparatus on the barrel that generates lightning.
Languages Common, Dwarvish Range 100/300 ft., 2d8 lightning damage and the
Challenge 4 (1,000 XP) target makes a DC 11 Constitution saving throw or
Respirator. The Grunt has advantage on saving throws is stunned for 1 round; reload 1.
against effects that require the target to breathe to
take effect. Heavy Gunner
ACTIONS A heavy gunner uses the stepper gatling gun, has
Multiattack. The Grunt takes two attacks with either AC 20, Speed 20 feet, a +1 bonus to attack rolls and
their doublelock rifle or electro-axe, or reloads their saving throws they are proficient with, Intimida-
flintlock rifle with their attack action. tion +7 and Perception +7, and is Challenge 5 (1,800
Electro-Axe. Melee Weapon Attack: +4 to hit, reach 5 ft, XP). Their increased proficiency bonus is included
one target. Hit: 5 (1d6+2) slashing damage plus 2 (1d4) with these statistics.
lightning damage. Stepper Gatling Gun. This weapon is a hulking
Doublelock Rifle. Ranged Weapon Attack: +6 to hit, machine held together by rivets, bolts, and brass
80/200 ft., one target. Hit: 8 (2d4+3) piercing damage. piping. A motor inside hums rhythmically as it draws
After being fired twice, the doublelock rifle needs to be power from a gem charged with lightning magic.
reloaded with a bonus action. You can use an action to spray bullets in a 20-foot
cone. Each creature in the area must make a DC 14
VARIANTS Dexterity saving throw, taking 18 (4d8) piercing
Any member of the Powder Gang may be carrying damage on a failed save, or half as much on a
a powder bomb or two. successful one. You must use an action to reload
Powder Bomb. This simple ceramic ball is full of this weapon before it can be fired in this way again.
black powder and set to explode upon impact. Otherwise this weapon has the same statistics as a
You can use an action to throw this bomb at a doublelock rifle with reload 20. e
space within 30 feet of you. All creatures within
10 feet of that space must make a DC 14 Dexterity
saving throw or take 7 (2d6) fire damage, 7 (2d6)
piercing damage, and be deafened for 1d4 rounds.
On a successful save, a creature takes half as much
damage and is not deafened.

Intriguing Organizations: The Powder Gang  |  EN World EN5ider

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