Staring Down a Barrel
Adventure Briefing
Grieves, a gnome wizard has been forced to produce gunpowder for the Copperbottoms . He has been living in a mine, scouring it for resources to fuel his escape. In secret, he has created gunpowder mimics and has deployed them. Slipping the barrels into a recent shipment, his sabotage went unnoticed until the gang began moving the powder into a warehouse, triggering an explosion in the streets. Tracking the truth means uncovering the wizard’s lair, where the mine is rigged to blow, and the only way out is through fire, debris, and mimics waiting to stick to fleeing PCs.
Level Range: 3-4
Tags: Gunpowder, Mimics, Wild West Connections: The Copper Mines, The Copper Settlements, The Copperbottoms, Dusty Mulligan
Monsters: Bandit, Bandit Captain, Gunpowder Mimic, Mage, Orc Eye of Gruumsh, Wereboar
Download PDF: Ko-fi, DriveThru RPG
Tags: Gunpowder, Mimics, Wild West Connections: The Copper Mines, The Copper Settlements, The Copperbottoms, Dusty Mulligan
Monsters: Bandit, Bandit Captain, Gunpowder Mimic, Mage, Orc Eye of Gruumsh, Wereboar
Download PDF: Ko-fi, DriveThru RPG
Handling Explosions
Gunpowder Barrels. Fire causes it to explode, dealing 7d6 fire damage within 10 ft. of the barrel. DC 12 Dexterity save for half. When a barrel or mimic explodes, all others within 10 ft. ignite. Each explosion may trigger another.
Gunpowder Plot
The Copperbottoms were moving the gunpowder barrels into their storage when a mimic attacked. In a panic, one of them opened fire, igniting the barrels. The explosion tore through everything, leaving the bandits scorched and scrambling for survival as more mimics lurk among the remaining barrels.
Read Aloud. A scream cuts through the hum, followed by the crack of a gunshot—then thunder. The air shakes with a deafening BOOM and the sharp bite of burning powder.
- Note: The function of this encounter is to demonstrate the danger and range of both the gunpowder barrels and mimics.
- 2x gunpowder barrels are still intact to begin.
- Bandits carrying guns have 1x ammo refill each.
- Chain reactions may occur. Position accordingly.
- Two Copperbottoms have died among the wreckage.
- DC 10 Arcana. The spell scroll was word of recall.
Stop the Outlaws
Dusty Mulligan. (L/N Male, Orc Ex-Lawmaster)
Dusty is a drunk and the closest thing to authority in the area. He points the characters toward the Copperbottom hideout, but getting in clean is another matter. He offers the coffers.
- Stealth. Sneak into the hideout before the Copperbottoms regroup. Avoid their alarms, gather evidence, and set traps.
- Deception or Disguise. Impersonate part of the gang. Works best if they’ve looted bandit gear from the wreckage.
Copperbottom Hideout
A repurposed border fort, now a trapped Copperbottom hideout.
Read Aloud. The place is quiet. Weathered stone gives little away. There are no windows and the doors appear sealed.
- Clue 1: Maps. Labeled with current Copperbottom operations.
- Clue 2: Grieves Info. Destroyed if glyph triggers. Details on Grieves and his past indicates he is being extorted.
The Gunpowder Mines
Grieves. (C/N, Male, Gnome Wizard)
The Copperbottoms trapped him here, using him to make gunpowder. A foreman’s office has been converted into his workshop, cluttered with burnt notes and stacks of powder. Grieves has decided to blow up the mines. Encounter. 1x Grieves (mage) & 2x gunpowder mimics. Grieves may be reasoned with if he understands the characters aren’t Copperbottoms, but by the time they arrive, he has hit the self-destruct button. How much time characters have to escape depends on this interaction. Make the danger clear.
Explosion Escape Sequence
Encounter. Characters must reach the exit before the blast over-takes them. Follow initiative order. Choose when the explosion begins for the most dramatic effect, likely by round 3 or 4. Panic is good. Run. The escape is tracked by 10 squares, each 30 ft. The exit is 300 ft. away. The explosion starts by moving 1 square per round, accelerating and adding +1 square to its movement each round. If caught in the blast: 8d6 fire damage, DC 15 Dexterity saving throw. Success takes half damage and avoids being buried in rubble. Failure takes full damage and is buried in the mine. A buried creature is restrained and blinded, requiring a DC 20 Strength check to escape. A trapped creature takes 1d6 bludgeoning damage per minute until freed. Hazards & Challenges
- Falling Debris. DC 13 Dexterity save or be knocked prone.
- Fire Surge. The fire progresses +1 square.
- Smoke. DC 14 Constitution save or no Dash action next round.
- Splitting Path. One is clear, the other blocked, lose 30 ft.
- Sticky Barrel. A gunpowder mimic tries to grapple a creature.
Reference Page
Rewards
Copperbottoms. Bandit gear and 3d10 gp each. Bandits in the first encounter have 1x shotgun and 2x revolvers, all damaged. Town Coffers. Dusty currently has access to 300 gold. Copperbottom Hideout. 3x acid (vial) and thieves’ Tools If Copperbottoms Return. Bandit gear, 3d10 gp each, 2x word of recall spell scrolls, and a holy symbol
Firearms
Shotgun. 2d8 piercing, range 30/90, reload 2 shots, two-handed Revolver. 2d8 piercing, range 40/120, reload 6 shots
Spells
Alarm (Mental). Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. The mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. Glyph of Warding: Explosive Runes - Acid. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a DC 13 Dexterity saving throw. A creature takes 5d8 Acid damage on a failed save or half as much damage on a successful one.
NPCs
Grieves
C/N, Male, Gnome Wizard Seeking a fresh start, Grieves came to the Copper Settlements when Forhold Prison closed. After years of incarceration, he wanted a place where the law wouldn’t reach. Ironically, the Copperbottoms then trapped him in a terrible arrangement, using him to make gunpowder. He hasn’t seen daylight since. Roleplaying Grieves
Personality Trait. “I’ve been cooped up for so long that my genius has wandered into the absurd.”
Ideal. “Freedom. Being locked away is hell on Dromaria.”
Bond. “Working on the arcane is a Calling I love.”
Flaw. “I’m desperate and have begun to spiral.”
GM Advice
Characters should quickly learn to identify threats and manage space before situations worsen. As designed, reckless actions will lead to character death. Be cautious. Barrels on the maps don’t automatically mean they are explosive. Place barrels and mimics as desired for effect. Bandits using word of recall can surprise characters.
Gunpowder Mimic
Gunpowder Mimic Roll Initiative
Medium Monstrosity, (Shapechanger), Neutral
Armor Class 12 (Natural Armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.
Skills Stealth +5
Damage Immunities Acid
Damage Vulnerabilities Fire
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages -
Proficiency Bonus +2
Shapechanger. The gunpowder mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Detonate. If the gunpowder mimic takes fire damage or is ignited, it immediately explodes. Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 10 ( 3d6 ) fire damage on a failed save, or half as much on a success. This explosion destroys the mimic and can ignite flammable objects in the area that aren’t being worn or carried. Adhesive (Object Form Only). The gunpowder mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
Medium Monstrosity, (Shapechanger), Neutral
Armor Class 12 (Natural Armor)
Hit Points 58 (9d8 + 18)
Speed 15 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
17 (+3) |
12 (+1) |
15 (+2) |
5 (-3) |
13 (+1) |
8 (-1) |
Damage Immunities Acid
Damage Vulnerabilities Fire
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages -
Proficiency Bonus +2
Shapechanger. The gunpowder mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Detonate. If the gunpowder mimic takes fire damage or is ignited, it immediately explodes. Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 10 ( 3d6 ) fire damage on a failed save, or half as much on a success. This explosion destroys the mimic and can ignite flammable objects in the area that aren’t being worn or carried. Adhesive (Object Form Only). The gunpowder mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the gunpowder mimic remains motionless, it is indistinguishable from an ordinary object. Grappler. The gunpowder mimic has advantage on attack rolls against any creature grappled by it.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) bludgeoning damage. If the gunpowder mimic is in object form, the target is subjected to its Adhesive trait. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage plus 4 ( 1d8 ) acid damage.
Bonus Actions
Self Destruct. If the gunpowder mimic has a creature grappled, it can activate its internal black powder stores, beginning a volatile reaction. At the start of the mimic’s next turn, it explodes, forcing each creature within 10 feet to make a DC 13 Dexterity saving throw, taking 10 ( 3d6 ) fire damage on a failed save, or half as much on a success. If the gunpowder mimic is reduced to 0 hit points before the explosion triggers, it fails to detonate.
Maps

Settlement Dropoff

Copperbottom Hideout


















