You are on page 1of 59

We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,

Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games. For
the first month of Full Metal Fridays we are diving into a subject near and dear to our hearts: the sea.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 1, Week1:
Raiders on the High Seas
By Matt Goetz Art by Brian Snoddy

Known for their ferocity and fighting prowess, the Satyxis Whether a ship-borne raider or a wielder of enigmatic blood
are the source of many grisly stories told in ports along magic, a Satyxis is a terrifying sight to any who makes his
the Broken Coast. Those in the service of the Cryxian living on the sea. While very few who encounter the Satyxis
Black Fleet take great joy in preying on the navies of the escape with their lives, the stories of those rare survivors
Iron Kingdoms. Guided by ancient traditions of plunder describe the immense ferocity, bravery, and wickedness of
and bloodshed, these blighted fiends are as deadly as these fell women of the waves.
they are merciless.

1
Women of the Sea

Satyxis
Satyxis are fearsome women from the island of Satyx,
a legendary place hidden somewhere among the fog-
shrouded Scharde Islands. Theirs is an ancient race,
known for its cruelty and skill in combat. Once they were
human, but for over a thousand years they have been
Satyxis
known as the foremost living servants of Lord Toruk. STARTING HERO VET EPIC
They are easily distinguished by the twisted horns VALUE LIMIT LIMIT LIMIT
growing from their skulls, a physical manifestation of
the dragon blight that transformed their race. PHY 5 7 8 8
Some mainlanders think the Satyxis form is connected to
Toruk, but this blight originates from a different dragon, SPD 6 7 7 7
now deceased. In 1650BR, over six centuries before the
founding of Cryx, the Dragonfather battled the white
dragon Shazkz in the skies over Satyx. Though Shazkz STR 5 6 7 8
tried to defend himself, Toruk savaged the lesser dragon
and consumed his essence. Blighted blood rained down AGL 3 5 6 7
on the island. The lands were corrupted and changed,
the sands poisoned, and the men of Satyx withered into
malformed husks. The women of the island, though, PRW 4 5 6 7
changed in different ways. They became something
inhuman, growing their characteristic horns and having POI 3 4 5 6
their already heightened cruelty twisted and refined
into something truly terrifying. When Toruk came to
claim the island as part of his domain, the Satyxis queen INT 3 5 6 7
was quick to join the fate of her people to the great
dragon, offering him warriors and worship. From that ARC * 4 6 7
day forward, many skilled Satyxis raiders have sailed
among Cryxian pirate fleets as sea reavers. Their society
is inextricably bound up in blood rituals and cycles of PER 3 5 6 7
predation upon those living on the mainland, making
them feared and despised by the majority of non-
Cryxians. Satyxis are killed on sight in most mainland
towns and cities and are treated warily even in those few
pirate dens where they are sometimes seen.

Archetypes: Gifted, Mighty, Skilled

Languages: Satyxis start the game with three languages:


Satyxi, Scharde, and one other they have picked up in their
travels. Satyxi is generally used only for communication
between Satyxis and in rituals and is not widely spoken.

Height: 5569 inches (not including horns)

Weight: 100160 pounds

Additional Characteristics:

Satyxis with the Gifted archetype cannot have the


Arcane Mechanik or Arcanist careers.

A Satyxis must be female.

Horns: In addition to her normal attacks, a Satyxis


can make one unarmed melee attack with her horns
during each of her turns. This attack uses the Unarmed
Copyright 2001-2013 Privateer Press, inc. All Rights Reserved. Privateer
Combat skill and is POW 3. On a critical hit, the target Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cygnar, Cryx, Khador,
is knocked down. If a Satyxis uses her horns to make a Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution,
Trollbloods, Trollblood, Circle Orboros, Circle, Legion of Everblight, Legion,
knockout strike that damages her target, add +2 to the Skorne, warjack, warcaster, warbeast, and all associated logos are trademarks
of Privateer Press, Inc. Permission is hereby granted to make photocopies
target number to avoid the knockout. for personal, non-commercial use only.

2
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we
call Full Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal
Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can drop
right into games. For the first month of Full Metal Fridays we are diving into a subject near and dear to our
hearts: the sea.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 1, Week 2:
Blood and Plunder
By Jason Soles

Though known for their cruelty and vicious blood magic, them before stealing away with their plunder and captives
along the shores of the Broken Coast Satyxis are most bound for the slave pits of Blackwater.
infamous for the lightning raids they conduct on the fleets
Satyxis raiders are no mere pirates. Behind their savagery
of the Iron Kingdoms. The following career allows you to
are ancient rituals and rites drawn from the very foundation
play as one of the fierce raiders of a Satyxis crew.
of their race. The raiders, like all Satyxis, are accustomed
not only to slaughter but also to the arcane. They regularly
Raider look to the visions and portents of the witches among their
Among the bloodthirsty Satyxis serving the Cryxian Black number to guide them toward their next prey.
Fleet, none are more feared than the cruel raiders. Vicious
reavers born to ride the waves, they strike relentlessly Playing a Raider: Satyxis Raiders are skilled melee
wherever their masters and the fates bid them. These fighters specializing in the use of their lacerator whips.
merciless raiders are well versed in the use of wicked chain They are also quite capable of using their natural horns
whips crafted to flay flesh from bone and inflict pain across to lethal effect, and their unarmed capabilities should not
the mystical tethers that bind steamjacks to their warcasters. be underestimated. The Raider career pairs well with the
The mainlands defenders have learned to dread the terrible Pirate career, granting the character access to a number
sound of Satyxis war horns, for soon raiders emerge from of useful abilities such as Waylay, which increases the
fog-shrouded darkness to rip apart any who stand against effectiveness of a Satyxis horns in her attempts to knock
out a victim. It is also worth keeping in mind that a Raiders

1
Blood and Plunder

Raider Prerequisites: Satyxis

Special: A character starting with the Raider career must choose Cutthroat,
Duelist, Gun Mage, Military Officer, Pirate, Pistoleer, Ranger, Sorcerer, or
Starting Abilities, Warcaster for her other career.
Connections, and Abilities: Specialization (Lacerator)
SKILLS Connections: Connections (Black Fleet)
Military Skills: Hand Weapon1 and Unarmed Combat1
Occupational Skills: Intimidation1, Jumping1, Sailing1, Swimming1

Starting Assets Lacerator, Leather Armor

Ambush, Battle Plan: Call to Action, Boarding Action (New), Disease Resistance, Gang,
Raider Abilities
Precision Strike, Ram (New), Roll with It, Specialization (Lacerator), Sprint (New)

Raider Connections Connections (Black Fleet)

Raider
Hand Weapon4, Pistol3, Thrown Weapon3, Unarmed Combat4
Military Skills

Raider Occupational Skills Command2, General Skills4, Navigation3, Rope Use4, Sailing3

life is a constant struggle, and only the most ruthless and Sprint
bloodthirsty rise to command. Additionally, Satyxis have a Prerequisite: AGL 6
powerful affinity for the arcane. A player wishing to play a
leader among the Satyxis should consider taking Military At the end of this characters turn, if she destroyed one or
Officer, Sorcerer, or Warcaster as her second career. more enemy models with melee attacks that turn she can
make a full advance.
As the character gains experience she will grow more
deadly in the use of her favored weaponry and defensive
capabilities. At the Veteran level, a Raider has the potential
New Melee Weapon
to inflict truly thunderous blows with her horns with the Lacerator
Ram ability. Cost: These weapons are never available for sale.
Note, however, that the Satyxis are feared and truly hated by Skill: Hand Weapon
the mainlanders they have preyed upon for centuries. This Attack Modifier: 3
animosity runs deep, and virtually anywhere outside the POW: 4
Scharde Islands Satyxis will be attacked on sight. As a result, Description: Lacerators are the wicked whips of chain
while Satyxis characters can make excellent antagonists, favored by the cruel Satyxis raiders. The secrets of the
they are extremely difficult player characters to work into lacerators creation are known only to the blood witches
games set outside the confines of the Nightmare Empire. among them.

New Abilities Special Rules: Lacerators are magical reach weapons.

Boarding Action Attacks from lacerators ignore ARM bonuses from bucklers
and shields.
Prerequisite: Jumping 1
On a critical hit, the character hit is knocked down.
A character with Boarding Action can use the Jumping
skill to make a long jump as a quick action instead of a full When a lacerator damages a bonded steamjack, the
action after making a full advance. steamjacks controller suffers 1 damage point.

Ram
Prerequisite: Unarmed Combat 3

When this character hits an enemy with her horns, the


enemy is knocked down and can be pushed 1 directly away Copyright 2001-2013 Privateer Press, inc. All Rights Reserved. Privateer
Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cygnar, Cryx, Khador,
from this character. If the enemy is pushed, this character Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution,
can immediately advance directly toward him, up to the Trollbloods, Trollblood, Circle Orboros, Circle, Legion of Everblight, Legion,
Skorne, warjack, warcaster, warbeast, and all associated logos are trademarks
distance that enemy was pushed. of Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

2
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and more
on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters
can drop right into games. For the first month of Full Metal Fridays we are diving into a subject near and dear to our
hearts: the sea.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 1, Week 3:
Riding the Storm
By Matt Goetz

Beyond fending off vicious pirates, trading blows in


drunken brawls, and struggling to scrape together
enough crowns to buy a hot meal, the sailors of western
Immoren face danger from an altogether uncaring
source: the very waters of the Meredius on which they Reminder
ply their trade. Rough storms, powerful tides, and The rules for Swimming (p.194) and effects of deep
more can destroy a vessel, leaving its hapless crew to water (p.222) are found in the Iron Kingdoms Full Metal
struggle against the waves or die a watery death. Fantasy Roleplaying Game: Core Rules book.

The following hazards are designed to increase the


danger of your maritime encounters and include rules
for situations like explosions below deck and severe
weather conditions.

1
riding the storm

Fire Down Below Rough Seas


Description: While combat rages on the deck of a ship, Description: The Meredius is both unforgiving and
gunnery crews beneath keep firing, hoping to wreak unpredictable. The pull of Caens three moons cause
enough damage to force the enemy vessel to break away tides of terrifying power, turning the deck of a ship
from the attack or cause a defending crew to surrender. into tilting, shifting terrain of unreliable footing. This
These shots tear through a ships hull and can hit volatile combined with a constant spray of ocean water wetting
stores of blasting powder or the pressurized boilers that the deck means that simply moving about becomes a
power a ships paddle wheels. When this happens, violent challenge and close-in fighting becomes a nightmare.
secondary explosions erupt up through the deck, throwing A heaving ship can cause a crewman to veer wildly off
great blasts of fire, steam, and shrapnel into the air. course if he doesnt make careful, measured movements.
Special Rules: If you decide a shot has hit a volatile Special Rules: Rough seas can be added to any maritime
location below decks, place a 3, 4, or 5 AOE on deck encounter. While engaged in rough seas, characters that
and roll for deviation. If the AOE deviates off the deck move more than 30 feet (5) must make an AGL + Sailing
of the ship, the shot did not trigger a chain reaction. roll against a target number of 14. If the roll succeeds,
Otherwise, all characters in the AOE take a POW8 hit nothing happens. If the roll fails, however, the character
that deals fire damage. The affected area of the AOE is pushed d3 in a random direction and knocked down.
becomes rough terrain.
Storm Winds
Massive Waves Description: Winds of terrible force are a common
Description: One of the great dangers of sailing far feature of the storms of the Meredius. At its peak, a
from the relative safety of the Broken Coast are the gales force can rip the masts from a ship, particularly
massive waves. These walls of water are twice as tall if the crew is unable to bring the sails in before they are
as normal waves, and some grow even higher. Massive caught by the storm. Blasts of wind make sight difficult
waves easily wash over the deck of a ship and sweep and cause shots to veer wildly off course.
away anything not securely strapped to the deckguns,
Special Rules: Storm winds can be added to any
cargo, and crewmen alike are washed overboard by the
maritime encounter. While storm winds are in effect, all
force of such waves.
characters gain +2DEF against ranged attacks.
Special Rules: Massive waves are easy to spot at a
distance. A character automatically discovers a wave
when it is within his PER in turns away. When the wave
hits the ship, anything not securely tied down is pushed
1d6 in the direction the wave is moving (for instance, if
a massive wave washes over the starboard side of a ship,
objects are pushed toward the port side). Characters
hit by the massive wave must pass a STR + Sailing roll
against a target number of 15 to avoid being pushed. If
a character is holding rigging, ropes, or other secured
objects, he gets a +2 bonus to this roll. Medium- and
large-based characters also gain this bonus. A pushed
object or character falls overboard if it has less than 1 of
ground under its base after being pushed.

Copyright 20012013 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, warjack, warcaster, warbeast, and all associated logos are
trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.

2
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings, Nations, and Gods releases this summer. To
celebrate the books release, were counting down to launch day with free new RPG content every Friday! From
now until launch, youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays.
Each month will have a theme uniting its releases and conclude with an event using the months content that Game
Masters can feature in their games. For the first month of Full Metal Fridays we are diving into a subject near and
dear to our hearts, the sea.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!

Installment 1, Week 4:
SAILOR TAKE WARNING
Heavy sheets of rain lash against the crew on deck, who
are working at a desperate pace to pull down the sails
For the Game Master
The Satyxis of the blackship Hellkite are notorious for
before gale-force winds rip the cloth to tatters. The ship rapid strikes. The ship is outfitted with a corroded iron
pitches underfoot as waves toss the small vessel about naval ram and barbed boarding planks, allowing the
like a childs toy, and large swells break over the gunwale, crew to forgo the need to come alongside and grapple an
swamping the deck with ankle-deep seawater. A crewman enemy ship. Hellkite simply rams into prey at top speed,
shouts a warning and points off the starboard side just as a imbedding its prow into the target, and drops its planks
sleek, black-hulled ship plows over the crest of the nearest to allow a bloodthirsty tide of trained Satyxis to rush
wave. The dark ship strikes with an earsplitting sound, onto the pinned ships deck. This happens so quickly
burying its prow into your boat. Horned warrior women the captain of the boarded vessel begins to comprehend
leap onto the deck, shrieking as they cut down the crew. the situation only when he is face-to-face with Meara
Brinebight, captain of the Hellkite.

1
sailor take warning

Like all blackships, Hellkite commands its own weather.


Because it can summon up storms to swirl around the
ship, it is never without enough wind to fill the sails. SPD STR MAT RAT DEF ARM
The only warning an enemy crew has that the Hellkite Willpower Initiative Detect Sneak
is about to attack is a sudden foul turn in the weather,
marked by dark storm clouds and rough white-flecked
waves. Lacerator
POW P+S
Meara takes great pleasure in striking ships struggling 4 10
in one of her ships storms. While the ships of other This weapon has Reach.
nations pull down their sails to avoid snapping their Attacks from lacerators ignore ARM bonuses from bucklers and shields.
masts in the powerful winds, Meara flies a blue-black
On a critical hit, the character hit is knocked down.
spinnaker to harness the storm wind generated by
When a lacerator damages a bonded steamjack, the steamjacks controller
the blackship, trusting in the strength of her ship and suffers 1 damage point.
the skill of her crew to endure the peril of the storm.
Horns
Attacking from within this cloak of storms the Hellkite is
POW P+S
protected, shielded from the sight of enemy gun crews 3 9
by heaving waves, sheets of rain, and gale-force winds.
On a critical hit, the character hit is knocked down.
Hellkites crew are a cruel and bloodthirsty lot. Wielding
Hand Cannon
pistols, cutlasses, harpoon guns, and lacerators, they
RNG AOE POW
take pleasure in carving a path through a ships 12 12
defenders, covering the deck with foam made of blood
mixed with seawater. ABILITIES
Skills (stat already included)
Sailor Take Warning Climbing 5, Command 6, Intimidation 8, Jump 8, Rope Use 6, Sailing 8,
Hero-Level Combat Encounter Swimming 8
Battle Plan: Captains Orders This character can spend 1 feat point to use
Encounter Points: 57 Battle Plan: Captains Orders. Using a battle plan is a quick action. For one
round, friendly Hellkite raiders that follow the characters orders roll an extra
Adversaries: Satyxis Raiders (8), Black Ogrun Boarders die for attack rolls and discard the lowest result.
(2), Captain Meara Brinebight Feat Points This character starts each encounter with 1 feat point. She is
allocated 1 feat point at the start of each of her turns. She can only have up
Additional Factors: Rough Seas, Rogue Waves, Allied to 1 feat point at a time.
Crew Gang When making a melee attack targeting an enemy in melee range
of another friendly character, this character gains +1 to melee attack and
Description: This encounter takes place on the seas melee damage rolls. When making a melee attack targeting an enemy in
anywhere along the Broken Coast. The player characters melee range of another friendly character with this ability, these bonuses are
might be onboard a ship as extra security to guard increased to +2.
valuable cargo, traveling as passengers, or (if they are Ram When this character hits an enemy with her horns, the enemy is
part of a naval adventuring company) simply going knocked down and can be pushed 1 directly away from this character. If the
enemy is pushed, this character can immediately advance directly toward the
about their day-to-day business. Regardless of their pushed enemy up to the distance that the character was moved.
reasons for being aboard, the outcome is the same: using Specialization [Lacerator] This character ignores penalties while
the cover of a heavy storm, the Hellkite rams the ship fighting with a lacerator (included above).
and secures boarding planks its crew uses to swarm Command Range 6
onto deck. In the confusion of those first few moments,
Base Size Small
Captain Brinebight shoots down the captain of the
player characters ship if he is an NPC, leaving the player Encounter Points 9
characters to direct any defensive efforts.
Special Rules/Tactics: This encounter takes place on 2
1 AGILITY
the deck of a small single-mast ship and uses the Rough
Seas and Massive Waves rules available in last weeks
3
PHYS

Full Metal Fridays release. The deck is represented by


an 18 wide by 36 long area. Water barrels and rigging 4
IQ

points on deck create cover and grant opportunities to


ECT

E
U

gain elevation.
6
LL
TE

5 I
N

2
sailor take warning

SPD STR MAT RAT DEF ARM SPD STR MAT RAT DEF ARM

Willpower Initiative Detect Sneak Willpower Initiative Detect Sneak

cutlass Lacerator
POW P+S POW P+S
4 13 4 10

This weapon has Reach.


harpoon gun
RNG AOE POW Attacks from lacerators ignore ARM bonuses from bucklers and shields.
10 12 On a critical hit, the character hit is knocked down.

If this weapon damages a target with an equal or smaller base, immediately When a lacerator damages a bonded steamjack, the steamjacks controller
after the attack is resolved the damaged character can be pushed any suffers 1 damage point.
distance directly toward the character armed with the harpoon.
Horns
Abilities: POW P+S
3 9
Huge Stature An ogrun can wield a weapon in one hand that usually
requires two hands to wield but suffers 2 on attack rolls with that weapon. On a critical hit, the character hit is knocked down.
Reel In After pushing a model with the harpoon gun, black ogrun can
make one normal melee attack against the model pushed. After resolving
Abilities
this melee attack, the black ogrun can make additional melee attacks during Skills (stat already included)
its combat action.
Climbing 6, Intimidation 7, Rope Use 6, Sailing 6, Swimming 7
Terror Black Ogrun cause Terror [12].
Gang When making a melee attack targeting an enemy in melee range
Vitality 9 of another friendly character, this character gains +1 to melee attack and
melee damage rolls. When making a melee attack targeting an enemy in
Base Size Medium melee range of another friendly character with this ability, these bonuses are
Encounter Points 8 increased to +2.

Vitality 6
Use a mix of five human thugs and human thieves, with Base Size Small
a Sailing skill of 1 (Core Rules, pp.344345), to represent Encounter Points 4
the crew of the player characters ship. They will fight to
defend themselves but will not act otherwise until given
direction. A character can attempt a Command skill roll
against a target number of 12 to direct the crews defensive
efforts. If he fails, nothing happens. If he succeeds, the
friendly crew will attack targets the chosen by the rolling Room to Maneuver
characters controller.
The deck size of the PCs ship can vary depending on
The encounter begins when the Hellkites crew jumps the size of your player group and the amount of gaming
onto the deck of the ship. Place all of the adversaries on space you have available. The beam (or width) of the
one of the long sides of the PCs ship within 1 of the ship is intended to give the characters a bit of breathing
starboard edge. The friendly crew is placed randomly room to move around, and the overall length is meant
across the deck. When combat starts, the Hellkites Ogrun to give the area a generally ship-like shape while
fire an opening salvo with their harpoon guns, followed still fitting into a reasonable area on the table. If you
by the Satyxis closing with the nearest targets to engage have the space to increase the length of the ship, by all
them with lacerators. means do so. Many steamships are four to six times as
Once two or more of her crew are killed, Captain long as they are wide.
Brinebight identifies the PCs as the most significant
threat on deck, instructs her crew to attack them directly,
and moves to engage the closest PC in melee. If over half
of her crew dies in the combat, Captain Brinebight uses
Captains Orders and orders a withdrawal back to her
ship. If she is allowed to reach the starboard edge, she
returns to the Hellkite and orders a full broadside into
Copyright 20012013 Privateer Press, Inc. All Rights Reserved. Privateer
the PCs vessel, causing Fire Down Below. Press, Iron Kingdoms, Immoren, Full Metal Fantasy, warjack, warcaster,
warbeast, and all associated logos are trademarks of Privateer Press, Inc.
Permission is hereby granted to make photocopies for personal, non-
commercial use only.

We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games.
This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms,
the art of alchemy.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!

Installment 2, Week 1:
The Art of Synthesis
By Matt Goetz Art by Brian Snoddy

The world of alchemy is one of constant change and


experimentation. Although most research is conducted
within the stable conditions of the laboratory,
occasionally an alchemist must work on the fly, tailoring
compounds to suit the needs of the situation. A great
deal of advancement in this discipline is the product of
field alchemy, spontaneous experimentation that yields
immediate results.

1
THE ART OF SYNTHESIS

Field Alchemy Firestifle


Description: Firestifle generates an expanding cloud of
Alkalic Fluid foam that quickly smothers flames. Alchemists often keep
Description: A quick concoction meant to counteract the the ingredients for this compound on hand so that they
adverse effects of alchemical acids, alkalic fluid has saved can use it to prevent accidental fires from spreading out of
the lives and possessions of many clumsy alchemists. control within their labs.

Special Rules: The moment the ingredients are combined, Special Rules: The moment the ingredients are combined,
select a friendly character in base contact with the alchemist place a 3 AOE in base contact with the alchemist. Fire
suffering the Corrosion continuous effect. The continuous continuous effects on characters in the AOE immediately
effect immediately expires. expire and open flames in the AOE are extinguished.

Brewing Requirements: Alchemy Brewing Requirements: Alchemy

Ingredients: 1 unit alchemical waste (liquid), 1 unit mineral Ingredients: 1 unit alchemical waste (liquid), 1 unit mineral
crystals crystals

Total Material Cost: 4gc Total Material Cost: 4gc

Alchemical Formula: Creating alkalic fluid can be done Alchemical Formula: Creating firestifle can be done
without an alchemy lab and requires a character to mix without an alchemy lab and requires a character to drop
mineral crystals into a vial of alchemical waste. A character mineral crystals into a vial of alchemical waste. A character
must spend a quick action to combine the ingredients and must spend a quick action to combine the ingredients and
then makes an INT + Alchemy roll against a target number then makes an INT + Alchemy roll against a target number
of 12. If the roll succeeds, the character creates one unit of of 12. If the roll succeeds, place the firestifle AOE in base
alkalic fluid. If the roll fails, the ingredients are lost. contact with the alchemist. If the roll fails, the ingredients
are lost.
Blackbond
Glasseater
Description: Blackbond is a thick, tarlike substance prized
for its adhesive properties. Description: Glasseater is thick blue-green grease that
dissolves glass into an acrid vapor immediately upon
Special Rules: The moment the ingredients are combined, contact.
they create a few ounces of this thick, gummy substance.
An object coated with blackbond sticks wherever it Special Rules: The moment the ingredients are combined,
makes contact and remains stuck for d3 hours. Sand, soot, any glass surface the compound is spread over dissolves
and similar substances coating a target surface prevent into a pale vapor. One unit of glasseater can dissolve three
blackbond from adheringit sticks to the grime rather than square feet of glass up to a quarter-inch thick.
the intended surface. To remove a stuck object, a character Brewing Requirements: Alchemy
must make a STR roll against a target number of10.
Ingredients: 1 unit arcane minerals,1 unit mineral acid.
Brewing Requirements: Alchemy
Total Material Cost: 9gc
Ingredients: 1 unit alchemical stone, 1 unit organic oil
Alchemical Formula: Creating glasseater can be done
Total Material Cost: 2gc without an alchemy lab and requires a character to combine
Alchemical Formula: Creating blackbond can be done powdered arcane minerals with a vial of mineral acid on a
without an alchemy lab and requires a character to surface. A character must spend a quick action to combine
combine a vial of organic oil with powdered alchemical the ingredients and then makes an INT + Alchemy roll
stone. A character must spend a quick action to combine against a target number of 12. If the roll succeeds, the
the ingredients and then makes an INT + Alchemy roll character creates one unit of glasseater. If the roll fails, the
against a target number of 12. If the roll succeeds, the ingredients are lost.
character creates one unit of blackbond. If the roll fails, the
ingredients are lost.

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer


Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

2
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games.
This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms,
the art of alchemy.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!

Installment 2, Week 2:
Clever Concoctions
By Matt Goetz

New formulas are constantly being tested and uncontrollably. The gas causes a deep, hysterical laugh
refined in alchemists workshops throughout western akin to those most often heard from the cells of a
Immoren. Some are tailor-made to the specifications lunatic asylum. Individuals under the effects of the gas
of a single client, while others are the result of an find most actions extremely difficult while they are
alchemist identifying and attempting to address a wracked with fits of cackling.
common problem. Once a stable alchemical compound
Special Rules: Vials of laughing gas can be used as
has been carefully documented, it is a simple matter for
improvised thrown weapons, but due the inaccuracy of
others to reproduce it.
thrown glassware and the low cost of reliable grenade
housings (see Iron Kingdoms Full Metal Fantasy Core
Alchemical Items Rules, p.297), laughing gas bombs are the preferred
delivery method for the substance.
Laughing Gas
Laughing gas is a gas effect that causes no damage.
Cost: 21gc When a character is exposed to laughing gas, he must
Description: Those wishing to incapacitate a large make a PHY roll against a target number of 12. If the
number of individuals without doing them any roll succeeds, nothing happens. If the roll fails, the
physical harm can employ this gaseous compound. character is affected by the gas and begins laughing
When inhaled, the vapor causes its victim to laugh uncontrollably. The character suffers 1 on his attack

1
Clever Concoctions

and skill rolls. During each of his Maintenance Phases,


the character must make an additional PHY roll. If Alchemical
he passes three of these PHY rolls, the gas has run its
course and its effects end. Equipment
Brewing Requirements: Alchemy Injection Pistol
Ingredients: 1 unit alchemical stone, 1 unit arcane Cost: 125gc
extract, 1 unit organic oil Ammo: 1 (injector)
Total Material Cost: 7gc Effective Range: 4 (24 feet)
Alchemical Formula: Brewing laughing gas requires Extreme Range:
an alchemy lab and two hours of labor spent
combining, cooking, and stabilizing the ingredients. Skill: Pistol
At the end of this time, the alchemist makes an INT + Attack Modifier: 2
Alchemy skill roll against a target number of 14. If the
roll succeeds, the character creates one dose of laughing POW: 8
gas. If the roll fails, he creates one unit of alchemical AOE:
waste (liquid).
Description: This complicated brass pistol uses a small
Umbroculant Drops vial of true air, the alchemical compound used in
Cost: 27gc concussion grenades, to propel an injection dart into a
target at range. The injection pistol provides a means of
Description: This dark, syrupy liquid is dropped long-range delivery for an alchemists creations but is
directly into the eyes, coating the corneas with a difficult to use and has a very short range.
glassy black sheen. Those under the effects of the
substance have a temporarily increased ability to see Special Rules: This weapon deals no damage. A damage
in low-light conditions. roll in excess of a targets ARM indicates that the injector
had sufficient force to puncture armor and deliver the
Special Rules: Administering a dose of this substance compound contained within it. The target is immediately
requires an eyedropper. A living character exposed to subject to the effect of the alchemical compound.
umbroculant drops treats light conditions as one step
brighter than normal. For a character under its effects, An injector can be loaded with any injectable alchemical
complete darkness is treated as dim light and dim light compound. To be injectable, an alchemical compound
is treated as bright light. A dose of umbroculant drops must be described as a liquid or contain organic oil,
lasts for one hour. organic acid, or organic toxin in its ingredients.

Brewing Requirements: Alchemy If a target is hit by an unloaded injector, nothing


happens.
Ingredients: 1 unit mutagenic extract, 1 unit organic oil
It costs 5gc for a dart and propellant for a single shot.
Total Material Cost: 9gc The alchemical compound must be acquired separately.
Alchemical Formula: Brewing umbroculant drops
requires an alchemy lab and one hour of labor spent
combining, cooking, and stabilizing the ingredients.
At the end of this time, the alchemist makes an INT
+ Alchemy skill roll against a target number of 14. If
the roll succeeds, the character creates one dose of
umbroculant. If the roll fails, he creates one unit of
alchemical waste (liquid).

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer


Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

2
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games.
This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms,
the art of alchemy.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!

Installment 2, Week 3:
Unsafe Working Conditions
By Matt Goetz

The interior of an alchemists workshop can be identifiable distillates presents a danger to everyone in
disconcertingif not outright terrifyingto those the room.
unfamiliar with the art. Exotic ingredients cover
The following list of potential hazards can be added
every available surface, bubbling vats of nauseatingly
to any encounter that takes place in an alchemists
colors occasionally flare with brilliantly colored flame,
workshop. These rules can also be applied in
and great clouds of choking chemicals swirl around
marketplaces, warehouses, the lair of Thamarite cultists,
the rafters and floorboards, sometimes combining in
and anywhere else alchemical compounds can be bought
unpredictable or even catastrophic ways.
or are regularly used or stored.
Fighting in an alchemists workshop is doubly dangerous.
Alongside the normal risks present in any battle, such as
being shot, stabbed, and concussed, combat in the lab
Alchemist
can end with any number of unintended consequences.
Stray rounds can impart the necessary shock to detonate
Workshop Hazards
a volatile compound, and a careless sweep of the sword Crucible
might mix dozens of different solutions together. True
Description: Fundamentally, crucibles are vessels
alchemy requires great care and complex calculation;
that can withstand extreme temperatures. In practice,
the accidental combination of acids, poisons, and less-
though, they are much more. A crucible stands at the

1
Unsafe Working Conditions

heart of an alchemists lab, stoked by a hot fire beneath 50gc. It costs 10gc for the housing and sufficient oil for
it. Inside the crucible, ingredients are broken down and an extra reservoir.
recombined, touched with arcane energies that convert
Special Rules: Using a tar candle as a weapon requires
them from simple parts into a useful whole.
an extra quick action to spin the pressure valve fully
To outsiders who hold the crucible in slightly less esteem, open. A tar candle has the following profile:
the crucible can still serve a useful function. It is, after
Ammo:
all, still a giant vat of boiling chemicals.
Effective Range: 18 feet (3)
Special Rules: A crucible is represented by a small-, Extreme Range:
medium-, or large-based model. A character engaged Skill: Thrown
with an enemy within 1 of the crucible can attempt Attack Modifier: 2
to push his opponent into it. Doing so requires the POW: 10
character first grapple his target (Iron Kingdoms Full Metal AOE:
Fantasy Core Rules, p.210). After successfully grappling
Special Rules: This weapon deals fire damage. On a
his target, a character can use a full action to attempt
critical hit, targets suffer the Fire continuous effect.
to force his target into the crucible. The characters then
make contested STR + Unarmed Combat rolls. If the Toxic Cloud
attacker wins, the character being grappled is pushed
1 toward the crucible. If he contacts the crucible, the Description: Caustic or poisonous clouds often fill the
character suffers a POW14 corrosion damage roll and workplace of an alchemist, the noxious byproducts of
the Fire continuous effect. If the grappled character wins their craft. Most alchemists wear gas masks to protect
or draws, he is not forced into the crucible, although he themselves against these gases. Those who dont take
remains grappled. such precautions have short-lived careers marked by
consumptive lung diseases and early death.
Dangerous Miss Special Rules: A toxic cloud can be represented by a 3,
Description: Attacks in the workshop must be 4, or 5 AOE centered over an alchemists workbench
carefully aimed to guard against causing unintended or some other sufficiently extraordinary piece of
chemical reactions. The larger and more elaborate an equipment. The AOE is a cloud and gas effect that
alchemists workshop, the more likely an errant shot remains in play unless acted on by an outside force, such
or careless close combat attack will have unintended as a Wind Blast spell or a strong cross-breeze blowing
consequences. Bullets might pass through dozens of through a broken window. A character must succeed on
bottles before hitting a wall, and broad strikes can clear a Willpower roll against a target number of 12 to enter
entire workbenches of their contents. the AOE. A character who enters or ends his activation
in the cloud suffers d3 damage points.
Special Rules: If an attack roll misses while fighting in
a lab, roll a d6. On a roll of 3 or higher, nothing happens;
either the attack miraculously avoided striking any
supplies, or it simply hit those that are nonreactive when
combined. On a roll of 1 or 2, a critical combination has
occurred. Roll deviation for one 3 AOE centered over
the character who missed the attack. The AOE is a cloud
effect that stays in play for one round. Characters who
enter or end their turns in the AOE suffer a POW8
corrosion damage roll.

Tar Candle
Cost: 5gc
Description: A common implement in the workshops
of upper-echelon alchemists, a tar candle is a long metal
housing attached to a compressed reservoir of refined oil,
most commonly whale oil. Refined oil is viscous and a
deep black color, giving the tar candle its name. A valve
controls the expulsion of oil up the housing to a pilot
wick, and while open the reservoir provides enough
hot flame for hours of work. The tar candle is useful for Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer
speeding up the process of alchemical distillation, but Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
one used irresponsibly can throw out gouts of intensely Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
hot, if short-lived, fire. A new, fully fueled tar candle costs Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

2
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games.
This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms,
the art of alchemy.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!

Installment 2, Week 4:
Alchemical Imbalance
By Matt Goetz Art by Damon Westenhofer and Thorsten Denk

The musty, crumbling building is filled with stacked crates to provide for the needs of his community, using the
of glassware and complex apparatuses of twisted copper and coins he earned to fund his passion: the study of ancient
steel. Deep within the labyrinth of disorganized ingredients alchemies, particularly from pages purported to contain
and equipment, a foul stink of ammonia and sulfur creates
information copied from the Crucibilus Synthetatus. Di
choking fumes that thicken the air. Floating amid the swirling
Cavour hoped to find a key to a means of alchemically
fog is a translucent figure dressed in the attire of an alchemist,
flasks and vials orbiting its outstretched hands like the moons extending natural life within the scrawled pages.
of Caen. Suddenly it notices you amid the clutter, glassy eyes Tragically, di Cavours work was cut short. He was
snapping down to pin you in place. Behind you the door to this betrayed and murdered by his apprentice for his
placethe only doorslams shut with a sound of finality, and notebooks, which contained a significant number of
the specter begins to drift closer.
proprietary alchemical preparations. In the aftermath of
his violent death, di Cavours spirit lingered on in his
For the Game laboratory, each passing year fracturing his memories
and twisting his once-gentle personality into something
Master more clinical and cruel. With his great work unfinished,
the specter of di Cavour is caught in a perpetual cycle of
In life, Victor di Cavour was an accomplished alchemist of attempting to complete his impossible masterpiece.
Corvis. He produced alchemical reagents and restoratives

1
Alchemical Imbalance

The specter of di Cavour retains some of the alchemists


living memories, but they are fragmented and tainted
with a bitter desire for revenge. He does not have a specific
target for his revenge; memories of the person responsible
for his murder are among those he lost in death. Instead di
Cavour lashes out against anyone he feels presents a threat
to him or his work. Several refugees new to Corvis have
already fallen victim to his wrath, and he has controlled
others with his deathly powers to function as assistants and
harvesters of supplies. Though it has taken several months,
di Cavours former home has once again been stocked with
all the materials he needs to practice the art of alchemy.

The Order of the Golden Crucible has heard some rather


disturbing rumors regarding di Cavours recent resurgence.
Unwilling to dedicate resources to the investigation the
organization has extended the opportunity to mercenaries
and investigators in the region. Dealing with di Cavour
is one way for unaffiliated alchemists seeking the orders
attention to make their name known and those simply
seeking gold know that the pockets of the order run deep.

Encounter
The Specter of Alchemy
Hero-Level Encounter

Encounter Points: 23

Adversary: Victor di Cavour

Additional Factors: Alchemical hazards

Description: This encounter involves the characters


entering the former home of Victor di Cavour, either
at the behest of the Order of the Golden Crucible or
to investigate rumors of unnatural activity they have
heard on the streets of Corvis. The encounter begins
the moment all the PCs enter di Cavours home. The
specter psychokinetically closes and seals the doors
behind the characters before beginning the attack.

The main floor of di Cavours home is made up of four


smaller rooms and one large laboratory. Each room is
filled with alchemical equipment. Shelves covered in
bottled solutions create a maze of cover, and dozens of
alchemical devices litter the building. Each room of di
Cavours home is, in effect, a fully stocked alchemical
workshop. Each contains several crucibles, stockpiles of
supplies, and compounds in the process of refinement.

Special Rules/Tactics: This encounter uses the


rules for alchemical hazards presented last week.

Full Metal Fridays 2.3

Player characters and di Cavour alike can use the


ingredients found in the five rooms to create any field
alchemy compound they desire. Di Cavour also has several

2
Alchemical Imbalance

shelves of charred books and notes related to his research Victor di Cavour
that give clues to his obsessive yet impossible undertaking.
Victor di Cavour is the specter of a Llaelese alchemist and
Di Cavour fights by using his psychokinetic abilities currently haunts his former Corvis home.
for field alchemy or to hurl alchemical items such as
vitriolic fire, acid, and rust agent. There are d3 prepared
SPD STR MAT RAT DEF ARM
alchemical items in each of the rooms. Di Cavour distrusts
other alchemists due to the nature of his murder, and he Willpower Initiative Detect Sneak
focuses attacks on them first. During the encounter he
shouts at the characters to leave him to his work, warning ABILITIES
them that they will not steal the formulae from him.
Skills (stat already included)
Di Cavour phases from room to room within the laboratory Dark Influence During his turn, di Cavour can use a quick action to control
to avoid anyone engaging him or to gather a fresh supply a living character in his command range. Di Cavour can attempt to control a
character only once per turn. If the target is in di Cavours command range,
of items he can use to attack. If he exhausts his supply of di Cavour makes a contested Willpower roll against him. If the target wins,
alchemical items, di Cavour uses Dark Influence to make nothing happens. If di Cavour wins, he takes control of the character. Di
Cavour immediately causes the affected character to make a full advance
player characters attack each other as often as possible. followed by a quick action or a melee or ranged attack.

Because di Cavour is a specter, he presents the player Feat Point Di Cavour starts each encounter with 1 feat point. He is
allocated 1 feat point at the start of each of his turns. Di Cavour can have only
characters with a much greater challenge if they have up to 1 feat point at a time.
no means of dealing with his incorporeality. If they
Incorporeal Di Cavour can move through rough terrain, solid objects, and
do not already have Ashes of Urcaen prepared, they other characters. Blessed weapons affect him normally. Spells and other
have a chance to discover a dose of the item within magical weapons can damage di Cavour but roll one fewer die on damage
rolls. No other weapons can harm him.
the workshoplikely a dust-covered bottle of the
Obsession Di Cavour is obsessed with the manufacture of alchemical
compound refined before di Cavour found himself in
substances, in particular the impossible task of replicating recipes from the
his present state. A character can spend a full action to Crucibilus Synthetatus. Convincing him of the impossibility of this endeavor
search for a bottle of Ashes of Urcaen. The character is a key to laying his spirit to rest.

makes a Detection skill roll against a target number of Phase Di Cavour can spend a quick action to immediately be placed
anywhere within thirty feet (5) of his current location.
15. If the character is an Alchemist, he gains +2 to his
Psychokinesis Di Cavour can manipulate small objects by manifesting
roll. If he succeeds, he discovers the Ashes of Urcaen.
psychokinetic energy. He can pick up unattended objects within his command
If he fails, he does not discover anything in that room. range weighing five pounds or less and move them up to 8 as a quick action.
The characters can attempt to search each room once. He cannot use complex objects (such as the trigger on a gun), but he can break
glass, rattle doors, and hurl small objects with surprising force by spending
an attack action and making a ranged attack roll. On a hit, di Cavour inflicts
damage equal to his STR plus the POW of the object hurled if a weapon in the
thrown weapon category, or simply STR + POW2 for a mundane object.
Terror Di Cavour causes Terror [16].
Undead Di Cavour is an undead creature and never flees.

Command Range 6
Base Size Small
Encounter Points 9

1 2 AGILITY

3
PHYS

4
IQ

ECT

E
U

6
LL
TE

5 I
N

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer


Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For the third month of Full Metal Fridays were taking a look at the intrepid
scholars and other adventurers delving into the remains of history.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 3, Week1:
Equipping Yourself for
an Expedition
By William Oz Schoonover

Over the 800 years of their occupation of western Immoren, Expeditions into ancient ruins require a mix of scholarly
the Orgoth built many structures, from massive fortress knowledge and combat skills and should never be
cities to extensive catacombs. Few of these survived undertaken lightly. Besides the possibility of conflict,
the Scourge, but isolated Orgoth tombs and vaults can explorers might also face myriad other challenges unique
still be found scattered across the Iron Kingdoms. In to the environment.
addition, even older places of interest exist. Sites from the
Thousands Cities era and those originating from Morrdh
or other ancient civilizations attract explorers looking for
Gear
knowledge, wealth, and power. The first step to preparing to investigate an ancient location
is making sure the group is properly equipped. Most often,
These vaults contain secrets that have lain undisturbed for
a company investigating these sites includes scholars, their
hundreds of years. Some of these secrets are very valuable,
assistants, and bodyguards. While the groups guards
but all of them are dangerous. Expeditions to search out
carry conventional gear, scholars typically employ more
these sites are launched by a variety of groups, including
specialized equipment.
universities, arcane organizations, and somewhat shadier
elements of society.

1
Equipping Yourself for an Expedition

Adventuring Scholars Tools Hand Pick


Cost: 15gc Cost: 5 gc
Skill: Hand Weapon
Description: This small satchel contains the tools of the
Attack Modifier: 1
trade for the adventuring scholar. Inside are brushes and
POW: 2
picks for archeological digs, a set of small magnifying
glasses, paper and charcoal for taking rubbings, measuring Description: Nearly all expedition companies bring
devices, and other items to make the scholars job easier. excavation tools such as pickaxes and shovels in case of
buried ruins. In addition to these large tools, many scholars
Special Rules: A character with a set of adventuring
like to have a hand pick on their belts. These tools are
scholars tools gains +2 to Lore and Research skill rolls
basically hammers with an elongated spike on one side of
when attempting to learn something from an artifact or
the head. Many a scholar has found himself fighting for his
location he is inspecting.
life with a hand pick after using it to break into a chamber
All-Weather Notebook filled with aggressive creatures.

Cost: 20gc Special Rules: A character can spend 1 feat point to gain
an additional damage die against knocked down and prone
Description: This is a leather-bound journal in a leather targets.
slipcase. Both the leather and the paper have been
alchemically treated to resist the destructive effects of Preservation of Corben Pendant
inclement weather. The pages cannot be written on with
Cost: 21 gc
regular ink, and the notebook is sold with a supply of all-
weather ink. Replacement bottles of this special ink can be Description: The Preservation of Corben pendant was
bought separately for 5gc each. originally created for mining but quickly found its way
into the standard tools of many other organizations that do
Bottled Light extensive underground exploration. The main body of the
Bottled light (Core Rules, p. 294) can be very useful when pendant is made from a solidified alchemical compound
exploring any underground structure, as it does not ignite that is normally black. When this compound comes into
pockets of dangerous gases like a torch or lantern would. contact with methane, carbon monoxide, or an airborne
poison, an immediate reaction causes it to turn white and
Durkin Bar begin glowing faintly. The brightness of the glow indicates
Cost: 15 gc the level of poison in the air.
Skill: Great Weapon The outer layer of the pendant slowly dissolves while it is
Attack Modifier: 2 exposed to harmful gas, but once the pendant is removed
POW: 5 from contact with the poison it stops glowing.
Description: Designed centuries ago by the prominent Special Rules: The pendant glows very faintly when
Rhulic mining clan from whom it takes its name, the Durkin exposed to trace amounts of poisonous gas. As the level of
bar has found its way into the equipment of many explorers poison grows, so does the glow of the pendant. If the glow
and thieves. Cast as a single piece of steel incorporating becomes candle bright, the poison has reached dangerous
elements of a pick, adze, and pry bar, this versatile tool can levels and the character is in immediate danger of death.
be used as a lever, digging tool, or improvised weapon. A pendant can glow at candle brightness for a total of eight
The most common length of Durkin bar sold in the Iron hours before being completely consumed.
Kingdoms is thirty-six inches, but they are available in Brewing Requirements: Alchemy
multiple lengths, including the massive seven-foot heavy
Durkin bar designed for use by ogrun. Ingredients: 2 units of alchemists stone, 1 unit of arcane
extract
Special Rules: A character must have at least STR5 to use
this weapon and can only use this weapon two-handed. Total Material Cost: 7 gc

A character using a Durkin bar to attempt to pry open a Alchemical Formula: Brewing the Preservation of Corben
door or lever a heavy weight gains a +2 bonus to his STR compound and casting it into a pendant requires an alchemy
roll. The Game Master sets the target number for the STR lab and six hours. After three hours spent combining,
roll based on the physical qualities of the object. Opening cooking, and stabilizing the ingredients, the alchemist
a rusted metal door or lifting an overturned wagon might makes an INT + Alchemy roll against a target number of 14.
require a successful STR roll against a target number of 12, If the roll succeeds, the character has successfully created a
while opening a heavy hinged stone door or lifting a large dose of Preservation of Corben and can pour the compound
stone might have a target number of 18 or more. into a mold. After three additional hours the material
solidifies. If the roll fails, the character creates one unit of
The Durkin bar can also be used as an entrenching spade. alchemical waste (liquid).
Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador, Protectorate
of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast,
and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
2
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For the third month of Full Metal Fridays were taking a look at the intrepid
scholars and other adventurers who delve into the remains of history.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 3, Week 2:
Preparing for an Expedition
By William Oz Schoonover Art by Nstor Ossandn

An adventuring company venturing into


the wilds of western Immoren in search
of ancient treasures must make the proper
preparations beforehand in order to have the
best hope of success. First, the group needs
to ensure it is appropriately equipped and
knows everything it can about its destination.
Most of the necessary equipment should be
purchased before the expedition begins, and
the group should thoroughly research the
destination in preparation for the venture.
Although the company may well have the
opportunity to gather information at the
destination or along the way, it is unwise to
rely on such luck.

1
Equipping Yourself for an Expedition

General An exceptional few are from the Orgoth themselves, while others
are from the ancient civilizations of western Immoren or scholars

Equipment who lived during the Occupation. Works written in the 400 years
since the Rebellion are more common, though even those are
closely guarded.
and Travel Gaining access to a document detailing Immorens ancient
Many items required for surviving in the wilderness, such as past is seldom a simple task. The scarcity of original texts
bedrolls, compasses and dry rations, are detailed in Iron Kingdoms from the time of the Occupation or before makes such items
Full Metal Fantasy Roleplaying Game: Core Rules (p.249). To purchase invaluable, and the owners of such documents are always
a piece of gear designed to withstand extreme environmental worried about theft. Even copies are rare and highly prized.
conditions, such as a winterized bedroll, double the price of the Documents of an occult nature, especially those of Morrdh
item given there. This section lists a few other helpful items a or Orgoth origin, present even further complications. Many
party might want before striking out on an expedition. people living in western Immoren still harbor a superstitious
fear that the possession of such a relic can draw the attention of
the dark gods worshiped by its former owners. Others suspect
ITEMS anyone who exhibits undue interest in such baleful artifacts
Canoe, three-person 20 gc of harboring dark secrets. This sentiment makes many private
Map, local terrain 3 gc collectors hesitant to allow word to spread about the contents
Pulley hoist 5 gc of their collections.
Sack, waterproof, sixteen-gallon capacity 2 gc
Tent, six-person 30 gc Universities
The most readily accessible collections of historical documents
Tent, personal 15 gc
are held at large universities, although this access is not universal.
Wagon, heavy 85 gc Characters with a connection to the university or who have a
Wagon, small 50 gc wealthy patron they can call upon for influence can gain access to
a collection without complex negotiations or bribes. Explorers and
An adventuring company must also take adequate provisions
Aristocrats find this easier than most. Arcanists and Priests with
for the feeding and care of all the expedition members,
the University Education ability may have spent time at a place of
including any animals. Foraging for food is possible in some
higher learning or at least understand the intricacies of dealing
areas, but it is time consuming and should not be relied on
with such systems.
as the only source of food. Transporting all the supplies for a
large expedition will likely require multiple wagons as well as All other characters need to find alternate ways of accessing
draft animals to haul them. the information, be it through bribery, coercion, or breaking
and entering.
The group may travel some portion of the distance to a site
by rail or steamship, but it is likely that there are no available A character who gains admittance to a university collection
consumer travel solutions for the final leg of a journey. still has to deal with heavy restrictions while accessing the
texts. Typically they are only allowed to review the material in
It is logistically easiest to hire additional expedition members, buy
a reading room staffed by university personnel. This access is
provisions for the expedition, and make arrangements for transport
limited to a certain amount of material at a time and only for a
as close to the site as possible. Unfortunately this is not always
limited amount of time per visit.
possible, and the company must allow for the extra transportation
costs of transporting supplies by train or river barge.
Arcane Organizations
Research The arcane organizations of western Immoren, such as the
Fraternal Order of Wizardry, keep libraries that can offer

AND Special more insight than those available to the universities. Access to
these collections is extremely restricted. Characters without a

Collections connection to the organization are almost never granted access


except in the most extreme circumstances.
If an expedition is searching for a site from the ancient kingdom An order member in good standing can access its library
of Morrdh or the burial chambers of a king from the Thousand but is still treated as an outsider by its staff. These libraries
Cities Era, there are few sources of information. Intact Orgoth are managed much like the universities described above,
sites are even rarer, as the invaders sought to destroy any relics with closely monitored reading rooms and limited access.
of their own civilization their enemies could use against them. One added restriction for an arcane organizations collection
Written records, whether documents or inscriptions carved in is the consideration of rank; different ranks have different
stone, were a main target for destruction, whether those covered privileges. New initiates are not granted access to a collection
aspects of Immorens past or the Orgoths own activities in in the same way a high-ranking member is, and members
western Immoren. from distant chapter houses may be viewed with a degree
Fortunately for modern scholars in the Iron Kingdoms, the of suspicion and distrust. The information contained in the
Orgoth were not completely successful, and some ancient requested documents can affect who has access, as can the
documents survive that an explorer can look to for information. rarity of the document within the particular collection and the

2
Equipping Yourself for an Expedition

organization as a whole. Lastly, there is always the question The first issue a party may find is that no one who has ever been to
of internal politics. If the curator of a collection has a problem the site has returned alive to speak of it. This is slightly better than
with a characters goal, background, associates, or patrons, absolutely no information simply because the locals are aware of
access may be denied with no appeals. which part of the region is dangerous, allowing the expedition to
narrow the scope of its search.
Private Collectors If members of a community have knowledge of a site, there are a
Private collectors offer a Game Master a broad spectrum of few ways to handle the situation. If the site is related to something
options. One private collector may have only a single record of from a dark time in Immorens history, such as the time of the
potential interest, while another might be an aristocrat with an kingdom of Morrdh, there could be a superstitious fear among
extensive collection of relics from the Rebellion. Access to these the locals that speaking of the site could somehow invoke the evil
collections can vary widely. The owner of a diary might not residing there. It is also possible the party will arouse the anger of
even admit its existence, but the aristocrat with an extensive a population with their intentions to disturb a place regarded with
library may be commissioning the party to explore a location such fear.
he has heavily researched in hopes of adding to his collection.
Another issue with gathering information from a local community

Local Conditions is that not every story told in a local pub is true, and many are highly
embellished. With this the Game Master can give the players plenty
A party can choose to rely solely on their own abilities and previous of chances to make rolls using Lore and Deception. He should also
research to find the goal of their expedition, but they may find it keep in mind that in some cases such deception is benign, while
useful to seek out local assistance. This generally takes one of three other times the liar could be trying to lure the party into an ambush
forms: local legends, eyewitness accounts, and local guides. or impede their search in other ways.

Local Legends Local Guides


Time, and events such as the Scourge, has destroyed many of There are many options available when the Game Master is
the obvious indications of where locations like tombs or ancient determining what kind of guide is available in an area. Two
castles can be found. Often in such cases important clues to the parts of this are the capability of the party and the hesitancy
past have been preserved in local legends, stories, and regional of a previous visitor to revisit a site. This decision, like many
songs. The oral traditions of a region can vary greatly from one others, should be weighed against its value to the story and the
culture to another, however. In some areas embellishment to capability of the party.
make a story better may be the norm, while in others passing
down accurate information is highly regarded. If the party is made up primarily of characters who are at home in
the wilderness, they may not need a guide to lead them to a site,
There are broadly two kinds of stories: those covering the but they will be helped by a well-drawn map provided by someone
known and those speculating on the unknown. who has been there. If the party is full of university professors and
students who have naively blundered into the wilderness, they
Known Facts need a guide who will stay with them all the way to the destination
Many legends and stories are based on known facts: things like to ensure they dont fall victim to the hazards of the wilderness.
historical rulers, regional battles, or other details or events that
were witnessed by large numbers of people. The significant Then there is the personality of an available guide. A guide who is
facts of many of these stories are verifiable through written terrified of returning to the site in question may be willing only to
accounts and other research, but smaller details may not be as draw a map and give ominous warnings. Another guide may be
widely known. For example, the story of a battle that resulted in willing to return to the general area but will take the party only as
an army being completely routed could be learned in a number far as the entrance of the site, refusing to set foot beyond that point.
of ways. The specifics that the losing general fled east into a The quality of a guide is also something the Game Master can
forest and was never heard from again might only be known by vary. Some guides are just local miners willing to take the party
a few witnesses who passed the story down to their children. as far as a base camp. These guides rarely ask for much payment,
unless they are experiencing a prolonged dry spell in their mining
Unknown Speculation efforts. Other guides are professional hunters or retired military
These kinds of stories cover unlimited amounts of topics, from scouts that will be a major NPC addition to the party and expect
strange sounds echoing through the mountains at night to to be paid a significant amount of money for their talents and time.
the sighting of strange creatures in the sewers of a major city. There is always the danger a guide is actually a bandit. He could
Many of these stories are not documented and rely entirely on be leading the party into a trap set by the rest of his band. This is
the regions storytellers for their propagation. These stories can another place where the skills of the characters come into play, as
often contain the most important clues that lead an expedition they begin to piece together inconsistencies and errors in a would-
to its goal. be bandits story.

Eyewitness Accounts
In addition to the folklore of an area, it is also probable people Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer
Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
currently living in the region have firsthand information about the Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
exact location of the ancient site the party seeks. There are, however, Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
several problems with this method of information gathering that Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.
give the Game Master tools to work with.

3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For the third month of Full Metal Fridays were taking a look at the intrepid
scholars and other adventurers who delve into the remains of history.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 3, Week 3:
Architects of Death
By William Oz Schoonover

The creativity of the Orgoth knew no bounds when building to disarm a trap. If the roll fails by only 1 point, it is likely that
ways to inflict pain and death. This installment focuses on the character will think he has adequately disarmed a trap that
traps they built to protect their structures. Orgoth traps is still dangerous.
were well made, but few have remained fully functional in
the hundreds of years since their construction. Sometimes
this means the trap has become harmless, while others have
Triggering Traps
become more dangerous due to their unpredictability. The The Game Master should make a note of the location of each
results of deteriorated traps going off can vary widely. Some element of a trap but not indicate this on the tabletop before
might do absolutely nothing, while others could cause entire it is triggered. A trap might be detected and avoided. When a
chambers to collapse. Many modern trap makers have studied character gets close to a triggering mechanism he can make
the remains of Orgoth designs for ways to improve their own a Detection skill roll to spot it. The target number for this
creations. The following traps are just a small sample of the roll is listed in the description of the trap below. If the roll
many defenses that can be found built into structures. succeeds, the character spots the trap before he has a chance
to set it off. If the roll fails, he does not notice the trap. The
When playing a game involving traps the Game Master will
Game Master determines when a character has a chance to
likely want to make some rolls for the characters in secret.
trigger a trap. Sometimes the triggering character will be
Detection rolls are a good example of this, since telling a
able to make a roll to evade the trap or else suffer its effects.
player to roll to detect a trigger will warn him of its existence.
Some traps can affect a number of characters, while others
Another good use for secret rolls is when a character attempts
affect only the triggering character.

1
Equipping Yourself for an Expedition

Tomb traps are usually triggered by a pressure plate disguised a 3 AOE over the portion of the room containing the channel
as a floor tile, however this plate can be incorporated into cap. Characters within the AOE must make a PHY roll against
other surfaces. Objects of great value may also have triggering a target number of 14 or be knocked down.
mechanisms attached directly to them that will set off a trap if
The water spreads 6 feet (1) from the opening every minute in
the item is moved.
a direction determined by the Game Master. Characters in the
flow of water must make a PHY roll against a target number
Traps of 12 or be knocked down. Standing characters in the flow of
water are pushed d3 in the direction of the waters flow, while
knocked down characters are pushed d6.

The water flowing from the opening is between 2 and 3 feet


deep. If the water is flowing into an enclosed area it rises 1 foot
Anatomy of a Trap every minute.

The following elements define a trap in the game. If a character is submerged in an area completely filled with
water he has a number of rounds equal to his PHY before he is
Trap Name overcome and drowns.
Description: Describes the trap. Detection: For a character to spot a flood trap he must be
Special Rules: Lists any special rules that apply to the within 6 feet (1) of the trigger and make a Detection skill roll
trap. against a target number of 15. If the roll succeeds he spots the
traps trigger. If the roll fails the trigger goes unnoticed.
Detection: Explains how a character discovers the trap.
Flood traps can also provide clues to the presence of an
Disarming: Gives rules for how to prevent the trap from underground structure. During dry years, the water levels of
going off. rivers and lakes can drop far enough to partially expose the
door between the traps channel and the water source.

Disarming: There are two ways to disarm a flood trap. The first
is to find its trigger plate in the floor and secure the mechanism
so it cannot go off. Safely disarming the trigger plate requires
Flood Trap a character to spend a full action and make a Mechanikal
Engineering skill roll against a target number of 14. If the
Description: Flood traps are especially dangerous because
character fails this roll by 3 or more, the trap triggers.
most of their mechanisms are completely hidden within the
walls of a structure. The only warning of their existence is the The second option to disarm the trap is to find the disguised
presence of expertly concealed triggering plates in the floor of channel cap. This requires a character to be within 6 feet (1) of
a room and a channel cap in the walls or ceiling of the room. the cap and make a Detection roll against a target number of
14. If the roll succeeds, the character discovers the channel cap.
An intruder stepping onto a pressure sensitive section of
If the roll fails, he does not find the opening. A discovered cap
the floor triggers the trap. This causes a barrier between the
can be pried open using the proper tools with a Mechanikal
chamber and a nearby reservoir, such as a lake or river, to
Engineering skill roll against a target number of 12. Once
open. Water is released into a channel connected to the room.
the cap is removed, a small-based character can crawl up the
A portion of the wall or ceiling of the room is an opening to
channel to the door mechanism. The channels of flood traps
this channel and is disguised with a cap designed to collapse
are commonly rigged with trigger plates to set off the trap. The
when hit by the water. The collapse of this cap creates a large
reservoir door of a flood trap is also built with anti-tampering
hole for water to enter through.
mechanisms that will trigger the trap if it is mishandled. To
There is commonly a metal grate at some point in the channel secure the door a character must spend a full action and make a
to prevent a victim from using the channel as an escape route. Mechanikal Engineering skill roll against a target number of 14
In many traps this grate has rusted and can be removed with a to lock the door in place. If the roll succeeds, the door is locked.
STR roll against a target number of 14. If the roll fails, the trap triggers.

The trap can be designed to dispatch its victims in one of two Sealing Trap
ways. Flood traps are commonly paired with sealing traps
(see below) to contain the victims in an area where they will Description: Sealing traps are designed to lower large stone
quickly succumb to the rising waters and drown. The traps can slabs or an iron portcullis into a passage to prevent an intruders
also be designed to wash intruders over the edge of a chasm escape. Stone sealing traps are commonly paired with gas or
or into a narrow passage where they will be battered to death water traps to quickly dispatch a victim; others simply trap a
against the walls. victim in an inescapable area where he will slowly suffocate.

Special Rules: When a character triggers this trap, the area he Stone sealing traps are designed to line up seamlessly with
is in quickly fills with water. Any character within 3 of the the ceiling of a chamber while armed and resemble common
cap can make a Detection roll against a target number of 10 to walls once sealed. Once triggered, one of these traps might go
hear the water rushing toward him. After one minute, center undiscovered, leaving a sealed chamber undisturbed if the
witnesses of the traps triggering died within it.

2
Equipping Yourself for an Expedition

Special Rules: The triggering plate for this trap is typically 6 a target number of 14 to avoid falling in the pit. All characters
feet (1) or more from the slab. When a character triggers this within the AOE must pass an AGL roll against a target number
trap any character within 1 of the falling slab he must make an of 12 to avoid falling in the pit.
AGL roll against a target number of 10 to avoid being hit by it.
A character has a chance of falling into a previously opened
If the roll succeeds, he is not hit by the slab. If the roll fails, he
trap only if he is pushed or fails an attempt to jump over it.
is hit and knocked down, and he suffers a POW16 damage roll.
Characters that fall into an Orgoth pit trap suffer a POW 12
A character within 2 of the slab can make an AGL roll against
damage roll with an additional die of damage. For pits deeper
a target number of 14 to put something he is carrying in
than 10 feet, add an additional die following the falling rules
his hand between the slab and the floor. The Game Master
(Core Rules, p. 205)
determines whether the object has any chance to prevent
the slabs closure; most things will be crushed utterly by the Once in the pit, the AOE remains in play. Characters in the pit
heavy stone slab or iron gate slamming into place to seal a gain cover and do not block line of sight. If a character takes
doorway or other corridor. damage from a fall into the pit he has been impaled on the
spikes. A character impaled on the spikes remains knocked
Once the trap has been triggered it is very difficult to pry open.
down and suffers d3 damage points during each of his
The average sealing trap slab weighs 600 pounds, with many
Maintenance Phases. The character cannot regain vitality even
weighing more. Lifting one of these slabs will be a challenge
if he is freed from the spikes unless treated by a character with
for most adventurers (see Iron Kingdoms Full Metal Fantasy
the Medicine skill. Treating the wound takes a full action but
Roleplaying Game: Core Rules, p. 199).
does not require a skill roll.
Detection: For a character to spot a sealing trap he must make
A character wishing to free himself from the spikes must
a Detection skill roll against a target number of 15. If the roll
spend one full action and succeed at a Willpower roll against a
succeeds he spots the traps trigger. If the roll fails the trigger
target number of 16.
goes unnoticed.
Characters in the pit cannot leave the AOE unless they succeed
Disarming: There are two ways to disarm a sealing trap.
in a Climbing skill roll against a target number of 14 (see Core
The first is to find its trigger plate in the floor and secure the
Rules, p. 175).
mechanism so it cannot go off. Safely disarming the trigger
plate requires a character to spend one full action and make a Detection: An open pit is very obvious, and characters do not
Mechanikal Engineering roll against a target number of 14. If have to make a roll to see it.
the character fails this roll by 3 or more, the trap is triggered.
For a character to spot a hidden pit trap before it is triggered he
The other option for disarming the trap is to brace something must succeed in a Detection skill roll against a target number
capable of bearing the weight of the slab or gate against it so of 14. The target number to spot a trap that has recently been
it cannot fall into place. To accomplish this a character must triggered is 10.
have something of sufficient size and strength to do the job.
Disarming: The easiest way bypass a pit trap is to leap over
He must then spend one full action and make a Mechanikal
it. If this is not possible due to its width or an overhanging
Engineering roll against a target number of 12. Many
obstruction, it may be possible to bridge it with something.
experienced tomb robbers and explorers bring a supply of steel
Although filling a pit in with other materials is usually the
bars for this purpose. If a character fails this roll the Game
safest option, it is very time consuming and not practical in the
Master determines the results. Perhaps the weight is too great
depths of an Orgoth ruin.
for the brace, which will only slow the door, or perhaps the
falling door will easily knock the brace away. An open pit is generally 18 to 24 feet wide and can be jumped
normally.
Orgoth Pit Trap
Hidden pits are constructed with locking mechanisms to allow
Description: The Orgoth took great pride in their cruelty, and
their builders to safely pass over them. In some structures, like
nowhere can this be seen more clearly when exploring one
tombs, these mechanisms were disabled upon completion of
of their ancient sites than in their wicked modification of the
the construction. A character can find this mechanism with a
simple pit trap. Rarely deep enough to kill an intruder from
Mechanikal Engineering roll against a target number of 12. If
falling, these instead rely on wicked, barbed spikes lining the
the mechanism is still functional, the character can activate it
trap to dispatch a victim. Many an unwary adventurer has fallen
with a quick action without a skill roll. To activate a disabled
into an Orgoth pit trap to die a slow death impaled on spikes.
mechanism, a character must spend one full action and make
Some of these Orgoth pit traps are hidden, covered with a stone a Mechanikal Engineering roll against a target number of14.
slab. This slab is designed to fall open when weight is placed
upon it, dumping a hapless intruder into the pit. The pits are
generally only ten feet deep, relying more on the spikes for
damage than the fall itself.

Special Rules: When a character triggers a hidden pit trap Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer
Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
center a 3 AOE over him. He must pass an AGL roll against Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For the third month of Full Metal Fridays were taking a look at the intrepid
scholars and other adventurers who delve into the remains of history.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 3, Week 4:
The Lost Chamber
By William Oz Schoonover

Hero-Level Combat Encounter When the characters arrive for the meeting at Bartlesbys
home, they are ushered into a large library. The room
Adversaries: Dread (14)
contains thousands of books, but more notable are the
Description: This series of encounters follows a group glass cases evenly spaced around the room. Each of
of characters as they search for a previously unexplored these cases holds various old artifacts, some definitely
section of an Orgoth tomb. Orgoth in origin.
Bartlesby sits behind a large stone desk absentmindedly
Scene 1: playing with a black dagger embellished with strange
runes. As the characters take the seats offered to them, he
The Collector places the dagger on top of a pile of unopened envelopes.
The characters have been contacted by a man named Bartlesby presents the characters with a non-disclosure/
Matthias Bartlesby. He has a reputation for being a non-compete agreement and explains that he would
wealthy eccentric and for financing expeditions to like them to undertake an expedition on his behalf into
various areas of western Immoren. the nearby mountains. Until the characters sign the

1
the lost chamber

agreement, he will say only that he is hoping to expand TARGET NUMBER Information Discovered
his collection and is worried that any more information
Orgoth torturers wore iron masks,
could be sold to his rivals.
12 many of which were imbued with
After the party members have each signed their names, dark magic.
their potential employer giggles with glee and walks to Often, Orgoth masks were cursed
a nearby bookshelf. He produces a key on a chain that 14 to harm anyone wearing them
he wears under his shirt. He inserts the key into a gap except the owner.
between two books and unlocks a mechanism. A section Riksasivus was a noted Orgoth
of the adjacent bookshelf slides into the floor to reveal a 16 torturer who worked in the area
where the tomb was found.
safe. Shielding the dial with his body, Bartlesby inputs
the combination. He then opens the safe and withdraws Riksasivus was known to turn
a silk-wrapped object from inside. 18 some of his victims into powerful
undead creations.
He returns to his desk and motions the characters to
gather around it. He reverently unwraps the object to
reveal a weathered book. He then explains that this is
Scene 2: A Trip to
the diary of a prominent member of the local resistance
from the final years of the Orgoth Occupation. It
the Mountains
recounts the authors rescue from an Orgoth torturer The characters can find and investigate the tomb without
named Riksasivus. Bartlesby opens the book and reads major setbacks. They are likely to encounter creatures
a passage: that have made the abandoned chambers their homes,
like burrow-mawgs and dregg. Crypt spiders (NQ issue
I was chained to a wall awaiting my fate when I heard the sound
#43), razorbats, or devil rats (NQ issue #45) are also good
of fighting coming from down the hallway. Moments later my
monsters for these encounters.
friends rushed into the room. When they had unchained me we
ran away from the fighting, going deeper into the catacombs, When the characters reach the intersection described in
where we came to the intersection of two tunnels. We heard the diary they find it just as drawn on the map. Where
the sound of wind coming down the middle of the three tunnels the diary indicates a fourth tunnel opening there is
we faced and followed it to a natural cave, which led to our only a wall carved with the leering faces commonly
freedom. I can never repay my comrades from saving me from found in Orgoth reliefs. A character with Lore (Orgoth)
Riksasivus and the tortures I would have endured without or Mechanikal Engineering can make a roll against a
their actions. target number of 14 to examine the wall. If successful
the character discovers that the wall is actually a sealing
After reading the passage, Bartlesby goes to the wall
trap. He will also know that these traps involve enormous
and takes down a large hand-drawn map in a frame. He
stones that can barely be budged once triggered. This side
places the map on the desk, explaining that it is from
of the trap is seamless, but there may be enough of a gap
the expedition that discovered and explored an Orgoth
on the other side to lift the stone with the proper tools.
tomb fifty years ago. He is sure the diary is referring to
the same tomb and uses the map to point out the path he The sealing trap indicates that there is in fact more to this
believes the diary refers to. The described intersection is tomb than the last expedition found. Orgoth black stone is
not along the path. Bartlesby is convinced the tomb has nearly indestructible, and using enough explosives to clear
a hidden door to an untouched section that may hold the trap will bring down all the surrounding tunnels.
valuable artifacts. To his knowledge no other expedition
has been made to the area, since nothing of importance Duskenvale
was found by those who discovered the tomb. The small mountain village of Duskenvale is home to
hunters, trappers, and independent miners. It has a
The man offers the characters a large sum of money to
small tavern and a blacksmiths shop. The village is a
journey to the area and bring him any relics that they find.
few hours by horse from the general area of the tomb.
The characters can stay in the library for as long as they The characters can stop in this village tavern on their
need to research. The following table indicates what a initial trip to the tomb, or they can return here to rest
character learns with a research skill roll. after their first investigations come up fruitless.
The characters can ask the villagers about the tomb,
but most locals will not speak of it. The best chance
of gathering information is to wait until the hunters,
trappers, and miners return to town after sundown to
gather in the tavern. The characters will need to tread
carefully when making inquiries of these folk, since few
of them will be very personable.

2
the lost chamber

If the characters are patient enough or generous of toxins in the air. Seventy-five feet down the hole, there
enough with drinks, they will overhear a conversation is a ledge wide enough to stand on. The ledge widens to
mentioning the Rotten Maw. the north to form the floor of a chamber. A crack in the
north wall of this chamber opens into a room.
A hunter named Alberd is comparing stories with a few
others about the conditions of a nearby valley. Sometime
in the last few decades a large sinkhole the locals have
Room 1
The first room the characters enter is approximately
nicknamed the Rotten Maw opened in the valley.
30 feet by 30 feet. It is empty except for four niches in
A terrible smell emanated from the hole, and animals
the corners, which each hold a mummified body. Each
became scarce in the valley. One of the hunters tells a
body is contorted in a different way, seemingly locked
secondhand story of a man who attempted to investigate
in a state of pain. A character trained in Mechanikal
the hole shortly after it was found. The man climbed
Engineering that examines these niches can make a roll
down into the hole but became sick and had to be pulled
against a target number of 20 to determine that the wall
back out by his partners. Another hunter in the group
at the back of each of these niches is false. There is no
says he has recently been to the valley and the smell
visible opening mechanism for the false wall.
seems to have mostly gone away.
Along the west wall of the room is an indentation.
A character with the Navigation skill will be able to
The characters recognize this as the sealing trap they
make the connection between the location of the valley
discovered earlier and find part of a leg sticking out from
and the Orgoth site to realize that the Rotten Maw is
under the stone. The skeletal leg is wearing a boot and
likely above the tomb. A character with the Alchemy
is covered in deteriorating cloth. With the proper tools
skill will know that the description of what happened in
and strength (such as an ogrun with a lever) a character
the valley when the hole appeared indicates there was
can make a Mechanikal Engineering roll against a target
sulfur gas coming from it, which makes it likely that the
number of 12 to pry up the sealing stone enough to drag
hole connects to a network of caves.
the body out from under it. There is almost nothing of
Alberd is leaving in the morning and offers to lead the value on the corpse since all of its possessions were
characters to the Rotten Maw valley for a fee of 20gc. crushed with it, but the characters find a notebook. The
If the characters ask around the tavern to try and find final dates in the notebook are from nearly 100 years
another guide they will be rejected; Alberd is the most earlier. Parts of the book are written in code, but from
respected hunter in the region, and no one is willing to what the characters can read it is clear that the owner
get on his bad side. Alberd is trying to take advantage of was an explorer who discovered many interesting things
the characters, seeing them as incapable of negotiating he didnt survive to tell the world about.
the wilderness without him. If there is a character in
When the characters leave this room the niches will
the group with obvious wilderness experience, such
open to reveal dread tomb guards (see below).
as a ranger or an explorer, or if a character with the
Negotiation skill makes a successful roll against a target
number of 13, Alberd will lower the price to 12gc.

Scene 3: Game Master Notes


The Unmapped The number of dread that are released is determined by

Chambers the Game Master. For a group that is not very combat
oriented, one dread is enough of a challenge. For a much
Alberd leads the characters up into the mountains using more combat-focused party with some experience, using
foot trails that are otherwise impassable. The characters all four is recommended.
can bring a pack animal along, but nothing larger can
make the journey.
When they arrive at the Rotten Maw the smell is still
noticeable. A Preservation of Corben pendant lowered
into the hole will faintly glow. The sides of the pit are Room 2
unstable, and a character can climb down only with the The second room is approximately 35 feet by 35 feet.
use of a rope. There is a door opposite from the one the characters
enter through. A little over halfway across the room is
The glow from the pendant grows stronger as a character an open spike pit that runs from one side wall to the
makes his way down the hole, but it does not reach other and is 18 feet across.
candle brightness, which would indicate a lethal amount

3
the lost chamber

The dread that entered the previous room quietly makes The Dread Tomb Guard is a specialized necromantic
its way to the doorway and then attacks the characters, creation. It does not rely on sheer strength to destroy
attempting to drive them into the pit. intruders but instead works with pit traps or other
hazards to defeat trespassers within its domain.
Room 3 Dread retain much of the intelligence they had in life,
After the characters have crossed the spiked pit they
but it is twisted to create a cunning that makes them
are able to enter the last room, which is the final resting
dangerous opponents. Dread Tomb Guards attempt to
place of Riksasivus. There is a large stone sarcophagus in
remain hidden and stalk an intruder until the best time
the center of the room with an image of an Orgoth man
to attack. Often a Tomb Guard remains unseen until
carved into the lid. Resting on the face of the carving is
a party has discovered a pit trap blocking their path,
an iron mask.
revealing itself at the only exit and attempting to force
The Mask of Riksasivus its victims into the pit.

The Mask of Riksasivus is a dangerous Orgoth object. Special Rules/Tactics: The dread will attempt to remain
If the players failed to discover that Orgoth masks are unseen while following the characters. The characters
sometimes cursed, a character with Lore (Orgoth) can may attempt to detect it (or them) with a Detection roll
make a roll against a target number of 16 to remember against a target number of 16. If the dread remains
that touching the mask is probably dangerous. undiscovered it will reveal itself as the characters move
into the room with the pit traps.
If a character touches the mask, he is compelled to put
it on. To resist this compulsion a character must make a A dread fights with no regard for its own safety and will
successful Willpower roll against a target number of 16. not break off an attack until its target is destroyed.
If the character succeeds he can either immediately drop
the mask or hold onto it. For every minute that he holds
the mask he must make another Willpower roll as above, SPD STR MAT RAT DEF ARM
with a cumulative 1 to his Willpower. If the character
fails this roll he dons the mask. Willpower Initiative Detect Sneak

A character who places the mask of Riksasivus on his


Hand blade
face immediately feels an evil presence trying to take
POW P+S
over his body. To try to remove the mask he must make 5 12
a Willpower roll against a target number of 18. If he
Blessed Weapon Attacks from this weapon ignore spell effects that add to
succeeds he can immediately take off the mask, at which a targets DEF or ARM.
point he is holding it again and must roll to resist putting
Beat Back When this character hits a target with a melee attack, he can
it back on as above. For every minute that he wears the immediately push his target 1 directly away. After the target is pushed, this
mask he must succeed at a Willpower roll against a target character can advance up to 1.
number of 20 with a cumulative 1 to his Willpower. If ABILITIES
the character fails the roll while wearing the mask he is
Dread gain boosted Willpower rolls.
immediately possessed by the spirit of Riksasivus, and
Terror Dread cause Terror [16].
becomes an NPC under the Game Masters control.
Spell Ward Dread cannot be targeted by spells.
Once in possession of a new body Riksasivus attempts
Tough This character is incredibly hardy. When this character is disabled,
to hide the change long enough to escape the tomb. If he roll a d6. On a 5 or 6, the character heals 1 vitality point, is no longer
is discovered, he makes every effort to escape, killing disabled, and is knocked down.
anyone who stands in his way. Undead A dread is not a living character and never flees.

The dread will not attack someone wearing the mask of Base Size Small
Riksasivus.

Dread Tomb 1 2 AGILITY

Guard 3
PHYS

The Orgoth were masters of necromancy and made 4


IQ

ECT

many undead creations. Dread are just one of the horrific E


U

things they created. 6


LL
TE

5 I
N

4
the lost chamber

Lore The Notebook


A character can make a Lore (Orgoth) skill roll to The notebooks code is based on Cygnaran. Deciphering
determine what he knows about this creature. The the code in the notebook requires a Cryptography skill
higher the characters total, the more he learns. The roll against a target number of 14. Once deciphered the
character learns all the information up to his total. dead explorers notebook becomes a valuable source of
information. Most notable is his plan to return to his
12: Dread are a specific type of undead and are
base camp in a nearby cave and retrieve a case in order
sometimes found in Orgoth ruins.
to safely transport the mask. Additionally, the explorers
14: Dread were created by the Orgoth to guard important notebook contains references to several other Orgoth
sites. The presence and number of dread can indicate the sites he has explored across western Immoren. If the
ruins importance to the Orgoth. characters desire, they can utilize the explorers notes as
a roadmap of potential sites to investigate.
16: Dread were created with a long-lost dark ritual that
make the creatures resistant to damage and immune
to magic.

Wrap Up Game Master Notes


The characters are free to do what they wish with the
mask once they have it, but they should be aware that What powers the mask possesses, beyond making dread
there are repercussions to any decision they make. created by Riksasivus not attack its wearer, can be
determined by the Game Master. The mask could easily be
If the characters decide to destroy the mask, they will a major plot hook in an ongoing series of adventures.
make an enemy of Bartlesby. Destroying the mask is
also much more difficult than it may seem. The mask
resists melting and most other kinds of damage that
would destroy a mundane item made of iron. The
Mask of Riksasivus has ARM20 and 20 damage points.
Damage rolls made against the Mask of Riksasivus roll
an additional die and drop the highest result. The Mask
of Riksasivus cannot be targeted by magical attacks.
If the characters decide to return the mask to Bartlesby
it is likely from his handling of other objects that he will
not treat it as dangerous and will likely fall victim to the
spirit of Riksasivus. It is also possible that gaining the
mask to use its power was his goal all along, and he may
have in his possession knowledge to allow him to use
the mask without losing his will.
Lastly, the party may decide that they can make more
money finding another buyer for the mask, which will
also make an enemy of Bartlesby. It is also likely that
knowledge of their possession of the mask will spread
once they begin looking for buyers, and they could draw
all manner of unwanted attention.

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer


Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

5
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious
gangs of the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 4, Week 1:
The Wrong Side
of the Law
By Simon Berman

Criminal exploits make exciting fodder for Iron Kingdoms their local underground networks and might work in the
gaming as characters work to foil nefarious plots or enact short term with specialists to conduct a tempting heist. The
some of their own. However, running a gang or other most successful criminals treat crime like a businessand
criminal outfit takes more work for a group of characters that business rewards fast thinking and the ability to act on
than simply choosing to be members of an outlaw a rare opportunity.
adventuring company (see Iron Kingdoms Full Metal Fantasy
Roleplaying Game: Core Rules, p.152). In this weeks offering
for Full Metal Fridays we take a look at some of the most
Confidence Tricks
common criminal pursuits in the Iron Kingdoms to inform Clever criminals regularly employ confidence tricks and
players and Game Masters alike about roleplaying in the scams. Even at the simplest levels, confidence tricks usually
seedy underbelly of western Immoren. rely on trust. Street urchins might convince a stranger to
lend them an item of some small worth, such as a watch,
Many criminals and gangs specialize in one or more areas of
and then simply vanish into a crowd. If a young criminal
crime, but it is a rare gangster indeed who turns his nose up
can master the art of appearing trustworthy, he can in time
at a lucrative opportunity for larceny outside his preferred
begin to develop the ruthless social skills to engage in more
arena. Career criminals are invariably well connected in
complex cons.

1
THE WRONG SIDE OF THE LAW

Professional con men almost always operate in groups to


orchestrate their complicated schemes. A gang attempting Moneylending
to divest a Cygnaran noblewoman of her heirloom jewels Gangs can earn a respectable profit through moneylending.
might make considerable efforts to impersonate an exiled By loaning out money with steep interest rates, gangs can
member of the Llaelese aristocracy and his household, parlay illicitly gained coin into massive returns. A borrower
perhaps going so far as to forge false documents to verify is typically given a short period of time to repay the debt,
their crafted identities. One notorious incident in this with compounded interest added weekly or even daily.
vein involved a group of confidence artists who not only Borrowers who prove either unwilling or unable to pay
pretended to be exiled Llaelese refugees to gain the trust face threats of violence made against them, their property,
of a noble family in Bainsmarket but also had some of their and their families by the enforcers of the gang. This kind of
number impersonate Khadoran assassins in pursuit of the exploitative lending provides a steady trickle of funds into
faux exiles. Alarmed to see their new friends under attack in a gangs coffers.
the street, the Cygnaran nobles invited the confidence men
into their home for safety. Several days after their guests Moneylending also includes opportunities for massive
had moved on to their next target, the nobles discovered scores. A gang might seek out a borrower with access to an
that their finest jewels had been pilfered. especially appealing business or facility, particularly those
without a head for numbers or those who find themselves
Since confidence games hinge on gaining the trust of the in desperate situations, and offer them a large loan. An
victim, characters who are potentially sympathetic enjoy individual in dire straits can scarcely afford to decline,
the greatest success. Humans have the easiest time gaining even though the debt may be nearly impossible to repay.
the confidence of most citizens of the Iron Kingdoms, more Once a borrower is caught in an untenable position, the
so if they are (or can appear to be) of the same ethnic group gang offers to forgive part or all of the debt in exchange for
or social strata. Gobbers also make excellent swindlers, a favor, such as leaving the gates of a storehouse unlocked
given their diminutive size and apparent harmlessness. or diverting shipments of valuable goods to waiting
members of the gang.
Labor Rackets
Criminal gangs and other organizations naturally attract Murder for Hire
violent individuals to their ranks and employ their talents Professional killers are common among western Immorens
for various minor crimes. criminal class. Most murders are the result of crimes of
Successful criminal organizations become well versed in the passion, perpetrated by an individual who feels he has been
arts of extortion and coercion, using the looming presences wronged and committed in the heat of the moment. Hired
of their most dangerous members to gain the assent of their killers, on the other hand, possess a strong desire for gold
victims and rivals. Although these talents commonly come and approach their targets with impersonal regard. Such
into play between competing criminals, such skills do not killers are useful to gangs, as they usually do not have any
go unnoticed by more legitimate institutions. In some cities, allegiance that would lead investigators back to the gang
notably Steelwater Flats, companies have been known and their use enables important gang members to protect
to hire criminal thugs to intimidate and coerce business ironclad alibis. For this reason, most clever gangs prefer to
rivals. Gangs are often eager for such jobs, which involve hire out-of-towners for these jobs.
the opportunity to infiltrate legitimate businesses. Once a From time to time an individual or organization (legitimate
few gang members have secured places within a business, or otherwise) has need of the services of a murderer, and
they go out of their way to bring in more members, turning someone willing to undertake the risks stands to make
the business into a lucrative source of income. a tidy sum for the bloody work. The murderer-for-hire
As organized labor has gained momentum across the is typically a feared and well-connected criminal who
Iron Kingdoms, it has become increasingly common for typically also pursues less lethal criminal activities in the
unscrupulous companies to hire thugs as strikebreakers, alleys and streets of virtually every city.
or sometimes to temporarily replace unskilled laborers. Contacting a murderer-for-hire almost always requires
Of course, this sword cuts both ways, and unprincipled good street connections, since few killers take a job from
local unions are not above hiring their own violent louts a stranger for fear of being set up by the authorities. Once
to protect picket lines or combat city watchmen and under contract, most killers require payment up front,
strikebreakers. The lines between gang warfare and labor with the fee varying by the perceived difficulty of the task.
protests have grown increasingly unclear in some cities. Few murderers accept jobs targeting military personnel or
members of the upper class due to the potentially high-risk
ramifications of success, let alone the penalties of failure.

2
THE WRONG SIDE OF THE LAW

Robbery Robbers who prefer to avoid direct confrontation may


instead pursue breaking and entering. These break-in artists
Whether a criminal robs his victim at gun- or knife-point, range from those who simply smash down a door or pry
picks his pockets, or burgles his home, robbery is by far the open a window to gain access, to the agile urban climbers
most common crime of the Iron Kingdoms. A wide range known as second-story men who easily scale structures to
of specialized thieves practice their trade in the cities of reach upper windows, which typically are less secure than
the Iron Kingdoms, from nimble-fingered pickpockets to guarded lower entrances.
catfooted second-story men. Whatever their preferred method of robbery, thieves
Manyperhaps mostyoung criminals begin their careers require the services of professional fences to move stolen
as pickpockets on crowded city streets. Some work as goods, especially easily recognizable items such as jewelry.
cutpurses, stealthily slashing the pockets and pouches Fences profit from these transactions because they are able
of their victims. Others operate in groups, with one thief to purchase goods for a fraction of their value and can use a
distracting the victim by pretending to accidentally jostle number of methods to disguise them for sale. A process like
him while a compatriot rifles his pockets. Some criminal covering the monogram engraved on a fine pocket watch is
outfits spend the bulk of their time and derive the majority fairly straightforward, while more complex techniques may
of their income from pickpocketing operations. Gobbers involve a wide range of different alchemical solutions. The
and children make particularly effective pickpockets due best fences have a network in place to move recognizable
to their small size, unassuming demeanor, and manual items out of a city, duchy, or even nation if needed.
dexterity, to say nothing of their ability to disappear into
narrow corners of the city should they draw the attention
of their victims. An older criminal might become the leader
Smuggling
of a gang of child robbers, fencing their stolen goods with Smuggling can be a high-risk, high-profit enterprise for a
unscrupulous merchants. gang. When the Protectorate of Menoth required smuggled
cortexes for its warjacks, loyal Menites living abroad
Some pickpockets graduate to armed robbery, working in provided the majority of the devices, but several gangs
small groups to rob their victims through force. Muggings amassed sizeable fortunes by stealing and delivering
and holdups often involve dragging the victim into an alley military-grade cortexes to the nation.
or other secluded location to rifle through his belongings
in privacy. Some gangs of robbers prefer to target wealthy- Other smugglers work in the contested territories of Llael.
looking individuals and others choose the easy pickings There is profit to be made on both legs of the journey to the
of drunks stumbling out of dockside taverns, though embattled territory, since gangs can sell military hardware
the wisest robbers pick their targets with care. Armed to the Llaelese Resistance and transport desperate refugees
robbery is a potentially dangerous line of crime, as any out of military-controlled districts. The Black River is the
victim might feel the need to fight for his life, and the Iron main channel for these smuggling operations, and larger
Kingdoms are home to deadly combatants who might not river gangs employ entire fleets of swift blockade-runners
appear overly threatening to the untrained eye. Outside the to deliver their merchandise.
cities, highwaymen and brigands operating from secluded
wilderness hideouts are a constant threat to travelers on the
lonely roads.

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.
3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious
gangs of the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 4, Week 2:
Anatomy of a Gang
By Simon Berman

Whether youre a Game Master building a gang of NPCs for


your campaign or a group of players crafting characters as
members of an outlaw adventuring company (see Iron Kingdoms
Boss
Every criminal outfit needs a boss, a leader the gang looks
Full Metal Fantasy Roleplaying Game: Core Rules, p.152), youll to for the final word on all matters. The most effective
want to give some thought to what roles youll need to fill. Not bosses delegate minor responsibilities, but the most
every gang is identical. Small-time bands of pickpockets and important decisions for the gang fall to the boss: matters
thieves have a dramatically different roster than an organized of life and death, or at the least, the difference between
crime family with influence over an entire city. freedom and incarceration.
As you begin to flesh out your characters or NPCs, Bosses are called by different names depending on the
consider what kinds of crime your gang usually commits. gangs nation and city of residence, its preferred criminal
In last weeks Full Metal Fridays installment we explored pursuits, and the idiosyncrasies of its members. Bosses
common criminal pursuits and rackets, some of which have are rarely elected but instead rise to the top through
more specialized needs than others. Since most criminal cleverness or a proclivity for violence. Depending on the
gangs dabble in a number of illicit pursuits, however, gangs preferred criminal activities, the boss might be a
you can expect to fill certain roles no matter your gangs mastermind or simply the toughest, and often loudest,
specialty. The roles described here are given titles for member of the gang.
convenience, but many gangs dispense with formal labels
altogether, and not every gang utilizes every role. It is the boss responsibility to ensure the success of the
gang in its endeavors. In its simplest form, this means he
must make sure his followers are successful criminals who

1
anatomy of a gang

stay free from the arm of the law. Gangs that engage in such as extravagant events where politicians can expect to
complex crimes, like long-term confidence games or heists eat and drink the finest delicacies the gang can afford. Fixers
from heavily protected facilities or individuals, should be with proficiency in the legal systems of the Iron Kingdoms
led by a boss with a gift for planning. A boss can expect are particularly prized, as they know how closely they can
a share of all the gangs profits. When the gang makes a skirt the line of legality without stepping over it.
score, the earnings are passed up the ladder of the gangs
hierarchy, with each member taking a cut along the way. A When plans go awry, gang members turn to their resident
boss in charge of a large gang can receive dozens of payouts fixer. Whether its a matter of springing a compatriot from
at a time as the gang performs jobs across a city. the city jail, disposing of an inconvenient body, or finding a
specifically configured laborjack in a hurry, the fixer knows
Most bosses choose to delegate minor responsibilities to an how to resolve a dicey situation quickly.
underboss or to a number of subordinates based on their
specialties or talents.
The boss sits at the center of the criminal network and
Lookout
orchestrates its actions. Most bosses dont worry themselves Lookouts are often new members of a gang who spend
about the day-to-day management of the gang, but the big much of their time keeping an eye on city watchmen or rival
decisions are his to make, and his word is final. Successful gang members while their more experienced colleagues
bosses do not tolerate insolence, and crossing a gang boss commit crimes. Sometimes considered a punishment duty,
almost certainly results in a death sentence. standing watch is still an important aspect of almost any
criminal undertaking.

Underboss Soldiers
The underboss is an important part of most gangs. It falls
to him to carry out the boss commands, settle disputes A gangs rank-and-file members are called soldiers.
between members of the organization, collect shares of loot Discharged military men, desperate refugees, and members
from underlings, and generally help oversee the routine of poor families are often drawn to the life of a gang soldier.
business of the gang. A single boss might have many Membership in a gang can offer a measure of protection
underbosses, each ruling a smaller cohort of gang members. and potential earnings that such individuals could hardly
Over time, each of these smaller groups might specialize in attain otherwise.
a particular avenue of crime, with each underboss acting as The talents and abilities of soldiers can vary wildly from
the go-to man for a particular job. member to member, but they are all expected to follow the
Some underbosses are chosen out of simple cronyism, orders of their superiors without question. Large gangs
but shrewd bosses choose a second-in-command who often structure soldiers into cells each led by a captain, a
complements their own strengths and weaknesses. Bosses trusted veteran of the gang. Gang captains are given a piece
who rule through brute force often pick the gangs canniest of territory and tasked with protecting the gangs holdings
member for his foresight and silver tongue. Alternatively, and generating profit from it. Eventually every gang must
bosses who lead through cunning employ the most violent fight to defend its territory, against either armed members
and thuggish member of the gang to enforce their will. of the city watch or rival gangs seeking to expand their
borders. Soldiers make up a gangs primary force during
Some underbosses long for the day when they will rule these conflicts.
the gang themselves, and accordingly, wise bosses keep
a watchful eye on their seconds. The maxim keep your
friends close and your enemies closer is even more
applicable in the criminal underworld than anywhere else
Specialist
Specialists fall outside the normal structure of a gang, often
in the Iron Kingdoms.
reporting only to a boss and his most trusted lieutenants.
These individuals, such as mechanikal engineers,
Enforcer physicians, or arcanists, possess rare or prized skills and
are therefore invaluable to their gang. Bosses are careful
Few gangs specialize in making a living from violence, but not to endanger their specialists and rarely send them
almost every criminal organization keeps a few enforcers on jobs that do not require their unique talents. Though
around. These members usually spend most of their time they share similarities with fixers, specialists differ in
engaged in theft or robbery and serve as the gangs resident one important way: a fixer is expected to perform many
heavies. The boss looks to these members to intimidate different tasks, whereas a specialist focuses all his abilities
rivals or punish other members of the gang for holding in one particular field.
out on loot or betraying the gang. Ogrun and trollkin
sometimes fill this role even in primarily human gangs. Some specialists do not swear allegiance to a single gang
but rather work as freelance operators who sell their skills
to all the different gangs of a city. For other roles this kind of
Fixer behavior would be met with violence, but skilled specialists
are afforded special consideration.
Rarely holding an official position within a gang, the fixer is
someone the gang can rely on for quick thinking and social
connections. Fixers maintain contacts across the criminal
underworld and sometimes beyond. For instance, larger Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer
Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
gangs employ fixers who can influence the political structure Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
of a city. These men and women are proficient at winning Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
over members of a citys power structure through activities Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

2
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious
gangs of the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 4, Week 3:
The Red Kings
By Simon Berman

The Khadoran invaders were not the only ones to profit years. They have done dirty work for employers on every
from the fall of Llael. The chaos of the invasion and side of the Llaelese conflict and possess a reputation for
subsequent occupation was fruitful for many of Llaels less ruthless practicality.
ethical citizens, especially those who already operated in
the shadows of organized crime. The gangs membership varies between ten and fifteen
associates as individuals are arrested, killed, or flee the
Established over a decade ago as a loose collection of reach of the law, but its core members have been through
pickpockets and thieves, the Red Kings have survived thick and thin together for the past five years. The gang
brutal gang wars, the invasion, and the occupation, all operates out of the basement of a tenement in an industrial
without taking a side in the larger conflict. The Red Kings neighborhood. The building is otherwise vacant and is in
might not be the most powerful gang in Merywyn, but they such poor shape that the Khadoran 1st Army has designated
have held their own against Llaelese rivals, resisted the it unsuitable for the quartering of troops.
influx of Khadoran bratyas, and evaded the authorities for

1
THE RED KINGS

Fynne di Vinianni Cost: 2gc


Garrote
Di Vinianni grew up with the Red Kings and has led the
gang as their undisputed boss since 603AR, after stabbing Skill: Unarmed
the previous leader to death in the aftermath of a botched Attack Modifier: 0
robbery resulting in the deaths of three gang members. A
large man in his early thirties, di Vinianni is given to few POW:
words and harbors a dislike of rash decisions. Description: A garrote is a device designed to strangle
Under his direction, the Red Kings have weathered years a victim from behind, regardless of the form it takes.
of turmoil and developed a reputation for patience and Purpose-built garrotes consist of a length of wire with a
pragmatism among the often-foolhardy criminal gangs of handle on each end. The garrote is not a battlefield weapon
Merywyn. Though di Vinianni prefers for the Red Kings and can be used only from behind a target with the element
to focus on pickpocketing and extortion rackets, he is not of surprise.
above engaging in the occasional armed robbery. In a fight Special Rules: This weapon causes no damage. Instead, it is
he relies on his trusted hand cannon and banded club. used to choke the life out of a victim.
To use this weapon, the attacking character must succeed
Morna Petrork in hitting his target with a back strike with the garrote.
If the attack hits, the attacker can begin strangling his
Morna Petrork is the sole member of the Red Kings to
victim. The attacker and victim immediately each roll a
evince the Gift of Magic, which she wields as a powerful
d6. The attacker adds his STR to his roll and the victim
fire sorceress. Like di Vinianni, Petrork has been a member
adds his PHY. If the attackers total is higher, the victim
of the gang since her youth and has proven herself as both
suffers 1PHY. If the victim wins, he breaks free. If the
a clear thinker and a powerful asset in a fight. Di Viniannis
totals are equal, nothing happens.
trusted second-in-command, Petrork is treated with equal
measures of fear and respect by the other gang members. The attacker can take no other actions while strangling his
victim, but he can release the victim at any time. At the start
Petrork is quick to angerperhaps a feature of her
of each of the attackers subsequent turns, the two characters
Umbrean heritagebut she is also a quick thinker, traits
roll again to determine the effect of the strangulation.
that make her an excellent complement to di Vinianni, with
his preference for ponderous thought and preparation. She While being garroted, a victim cannot speak, yell, or use
rarely takes part in the day-to-day muggings and purse his voice to make any sound. The victim can use his turns
cuttings of the gangs rank-and-file members, since her to attempt to fight his attacker off as a full action (triggering
responsibilities for making sure her compatriots pay their another strangulation roll that might result in further PHY
dues and stay in line take up the lions share of her time. loss), fight through his terror with a successful Willpower
roll to take another action, or fight to get a mouthful of air

Luka Left Fist Istori (no effect, but does not force another strangulation roll). If
the victim attempts to take any action other than fighting
A veteran of the Khadoran Winter Guard who chose to stay his attacker off, he must make a Willpower roll against a
in Merywyn at the end of his service, Luka is a notorious target number of14. If he succeeds, he can take any action
bruiser for the Red Kings. His presence alone intimidates he is physically capable of but suffers a 3 penalty on skill
the gangs rivals, and he has garroted over a dozen men and and attack rolls and cannot move away from his attacker. If
women in his few years as a member. he fails, he must forfeit his turn.

He first encountered the gang after murdering a former If a victim is reduced to 0PHY, he is knocked out. If he
member who attempted to rob him at gunpoint in a is strangled beyond 0PHY, he dies. A character recovers
dockside tavern during the first months of the Khadoran PHY lost as a result of strangulation at a rate of 1 point per
occupation. He cut the mans throat and had calmly hour of rest.
returned to drinking his beer when di Vinianni and the
other Red Kings returned to the tavern. Confronted by the
gang, Istori asked, Need a new recruit? Maybe one whos
less stupid and better armed? di Vinianni recruited him
on the spot.
Since then the Khadoran has been the gangs most brutal
and competent enforcer. Luka employs the garrote when
dealing with high-profile enemies of the Red Kings, and the
lengths of braided red cord he uses for the task have become
a calling card of sorts, letting the lowlifes of Merywyn
know the consequence of crossing the gang.

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer


Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

2
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious
gangs of the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 4, Week 4:
Dead End
By Simon Berman

Hero-Level Combat Encounter This member of the gang lies on the ground toward the
rear of the alley, and he claims to have been robbed and
Encounter Points: 40
attacked. If the characters investigate, Luka Left Fist
Adversaries: The Red Kings (street gang) including Istori leaps from a hiding place in the alleys trash and
Fynne di Vinianni, Luka Left Fist Istori, Morna attempt to garrote the last character to enter the alley.
Petrork, 4 Human Thieves, 3 Human Thugs If his attempt at garroting is interrupted or no longer
tenable, he uses a quick action to equip his great axe for
Description: This encounter takes place in a dead-end
the duration of the combat.
alley in which the Red Kings have prepared an ambush.
The characters could be their intended targets if the PCs Other gang members lay concealed among the alleys
are known to be in Merywyn and carrying valuable rubbish, and two of them, including the sorceress Morna
goods or if they have been targeted by any faction of Petrork, wait on the roofs of the alleys buildings. As her
the Llaelese conflict and a contract placed on their lives. first action, she casts Wall of Fire at the alleys entrance
Alternatively, the characters accidentally stumble into to prevent the characters escape. The characters can
an ambush the Red Kings set for an unrelated target. attempt to spot these well-hidden criminals with a
successful Detection roll against a target number of16.
Special Rules/Tactics: The Red Kings lure the characters
into the alley with cries for help by one of their lookouts.

1
dead end

The Red Kings attempt to surround the characters and


offer them a chance to hand over their valuables if they
are intent on robbery, but otherwise they initiate battle SPD STR MAT RAT DEF ARM
via a surprise round. If the characters initiate combat, Willpower Initiative Detect Sneak
use the normal initiative rules.
The Red Kings do not fight to the death, and if more garrote
than three of their members are incapacitated they POW P+S
attempt to flee.
(See previous Full Metal Friday: The Red Kings.)

axe, great
SPD STR MAT RAT DEF ARM POW P+S
6 13
Willpower Initiative Detect Sneak
pistol
RNG AOE POW
sword 8 110
POW P+S
3 8 ABILITIES
ABILITIES Skills (stat already included)
Dodger When this character is missed by an enemy attack, she can Intimidation 6
immediately advance up to 2 after the attack is resolved unless she was missed Blood Spiller The character gains +2 on damage rolls against living
while advancing. She cannot be targeted by free strikes during this movement. characters.
Immunity: Fire The character is immune to fire damage. Roll With It When the character would ordinarily be knocked down, he
goes prone instead. The character loses this ability while he is mounted.
spells COST RNG AOE POW UP OFF
Starter 1 8 No * vitality 15
The spellcaster starts a small fire within the range of the spell and in line of
Base Size Small
sight. This spell can be used to target an enemy, in which case it requires an
attack roll. If the enemy is hit, he suffers the Fire continuous effect. Encounter Points 7
Howling Flames 2 SP 8 10 No Yes
Howling Flames causes fire damage. On a critical hit, the character hit suffers
the Fire continuous effect.

Immolation 2 8 12 No Yes SPD STR MAT RAT DEF ARM


Immolation causes fire damage. On a critical hit, the character hit suffers the
Fire continuous effect. Willpower Initiative Detect Sneak
Wall of Fire 2 CTRL WALL Yes No
Place the wall template anywhere completely in the spellcasters control
area where it does not touch a characters base, an obstruction, or an club, banded
obstacle. When a character enters or ends his turn in the wall area, he suffers POW P+S
an unboostable POW 12 fire damage roll and the Fire continuous effect. 1 4
Characters within the wall template gain concealment.
Hand Cannon
arcane 5
RNG AOE POW
vitality 7 12 12
Base Size Small
ABILITIES
Encounter Points 8
Skills (stat already included)
Climbing 7, Intimidation 6, Pickpocket 7, Lock Picking 6
Anatomical Precision When this character hits a living target with a
melee attack but the damage roll fails to exceed the targets ARM, the target
suffers d3 damage points instead of the damage rolled.
Backstab This character gains an additional die on his back strike damage rolls.
Blood Spiller The character gains +2 on damage rolls against living
characters.
Dodger When this character is missed by an enemy attack, he can
immediately advance up to 2 after the attack is resolved unless he was missed
while advancing. He cannot be targeted by free strikes during this movement.

vitality 12
Base Size Small
Encounter Points 6

2
dead end

SPD STR MAT RAT DEF ARM SPD STR MAT RAT DEF ARM

Willpower Initiative Detect Sneak Willpower Initiative Detect Sneak

dagger sword
POW P+S POW P+S
1 4 3 8

ABILITIES pistol
Skills (stat already included) RNG AOE POW
8 10
Climbing 7, Pickpocket 7, Lock Picking 6, Escape Artist 8
Dodger When this character is missed by an enemy attack, he can ABILITIES
immediately advance up to 2 after the attack is resolved unless he was
missed while advancing. He cannot be targeted by free strikes during this
Skills (stat already included)
movement. Intimidation 5
Get Away When the character is missed by an enemy attack at any time Anatomical Precision When this character hits a living target with a
other than while advancing, instead of advancing up to 2, the character can melee attack but the damage roll fails to exceed the targets ARM, the target
immediately make a full advance. suffers d3 damage points instead of the damage rolled.

vitality 5 vitality 7
Base Size Small Base Size Small
Encounter Points 1 Encounter Points 5

Copyright 20012013 Privateer Press, Inc. All Rights Reserved. Privateer


Press, Iron Kingdoms, Immoren, Full Metal Fantasy, warjack, warcaster,
warbeast, and all associated logos are trademarks of Privateer Press, Inc.
Permission is hereby granted to make photocopies for personal, non-
commercial use only.

3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 5, Week 1:
History of Dueling and
Common Equipment
By William Oz Schoonover

Dueling plays different roles in the varied cultures of blades or drawn pistols are still used to resolve many issues
Immoren and is a prominent part of some societies. In this of honor and ego.
first week of our look at dueling well discuss the history of
During the Warlord Era many conflicts were settled with
duels as well as the weapons commonly used by duelists in
violence, and the only thing that set duels apart from other
the human kingdoms of modern western Immoren.
skirmishes was the number of participants. The Molgur
in particular came to settle many disputes of leadership,
History of property, succession, and hunting rights with singular
combat. While most conflicts were resolved as quickly as
Dueling they arose, duels to settle matters of great importance took
place before the whole tribe. A special area was often set
Dueling traditions in the Iron Kingdoms have roots running
aside in the center of each community. This is the origin
deep into the regions long history. Early tribal duels to
of the kuor dueling platform found in the center of most
determine primacy of status eventually became a means to
trollkin villages.
address a wide range of disputes. Use of dueling expanded
over time to cover issues of law and honor. In the modern With the rise of civilization, dueling became more
era few legal disputes are resolved by dueling, but crossed structured. During the Thousand Cities Era the people of

1
History of Dueling and Common Equipment

the ancient kingdom of Rynyr developed stringent rules for


dueling. The Orgoth did little to stamp out the practice of Melee Weapons
dueling specifically, but any activity that had the potential
Cloak, Weighted
to threaten the stability of the populace was quickly
punished. Cost: 10 gc

Dueling, like many other things in western Immoren, Description: A traditional tool of defense developed in
flourished after the Corvis Treaties. The Rynnish traditions the dueling schools of Llael, the weighted cloak is used
in the nation of Llael led to an even more established by combatants across the Iron Kingdoms. It resembles a
structure for dueling that was eventually recorded into a common cloak, but a series of weights have been sewn into
set of rules called The Duello. This Llaelese dueling code the bottom hem. A skilled duelist can use the cloak to tangle
established rules for many aspects of arranging the duel and an enemys weapon, making it harder for an opponent to
the satisfaction of honor, and it became more common for strike him.
duelists to offer their services for hire, whether temporarily To use a weighted cloak, a character must spend a quick
or as a member of a nobles staff. Llael is also home to many action to take it up and wrap it around his off hand. A
prestigious dueling schools and has significantly influenced character cannot make attacks with that hand while using
the dueling cultures of its neighboring nations. the cloak. Anyone in the front arc of a character using a
weighted cloak suffers 1 on melee attack rolls targeting
New Equipment that character.

The weapons and equipment associated with dueling have Dueling Buckler
developed over the centuries. When men first began dueling
Cost: 10 gc
any weapon would do, but in the modern era the rapier has
Skill: Hand Weapon
become the favored weapon of many duelists. The items
Attack Modifier: 1
here represent the current state of dueling equipment.
POW: 0

Description: The dueling buckler is a small shield gripped


in the off hand. Useful in deflecting strikes in a melee, the
dueling buckler can also be used as a weapon to deliver
jabbing blows with its flat face or rim.
Military Duels
In addition to the more codified system of civilian dueling, Special Rules: A character armed with a dueling buckler
there have been many instances of single combat between who does not attack with it during his turn can use a quick
two rival leaders deciding the outcome of a battle. While this action to gain +1ARM against melee attacks originating in
type of personal combat lacks most of the rules associated
with formal dueling, it is commonly allowed to take place his front arc for one round. The dueling buckler cannot be
without interference from warriors of either side. One of used while also carrying a shield.
the earliest examples of this is the confrontation between
Horfar Grimmr and Priest-King Golivant. Twice during their Dueling Pistols
fateful battle beneath the Shield of Thrace they clashed. The
tide of battle separated them for a time, but as the Molgur Cost: 100+ gc per pair
forces began to lose, Grimmr sought to end the battle by Effective Range: 60 feet (10)
killing Golivant. More recently, the most significant combat
of this nature, between Lord Commander Stryker and Extreme Range: 300 feet
Hierarch Voyle, resulted in the cessation of major hostilities Ammo: 1 (light round)
between Cygnar and the Protectorate and a change in the Skill: Pistol
leadership of a nation. Attack Modifier: +1 (firing a custom bullet), 0 (firing a
Ancient dueling traditions still persist among the wild standard light round)
peoples of Immoren, such as the Tharn. One of the most POW: 10
notable formal duels in all of recorded history saw a
confrontation between the traditions of tribal society and Description: These typically exquisite firearms are sold as
a more modern duelist. At the end of the Siege of Midfast,
Markus Graza used his knowledge of tribal custom to
a pair in an ornate box along with fine powder horns and a
challenge the fourteen chiefs of the barbarian tribes custom gunsmiths kit for casting bullets for the pistols. The
assailing the city and delay the full brunt of their forces design of these weapons has changed little for hundreds
upon the people there. Over the course of seven days he of years, as they are intended as instruments for highly
successively defeated each chief in single combat, only
succumbing to his wounds after finishing the final duel. ritualized aristocratic duels rather than as weapons of war.
With his death he became an ascendant of Morrow, bringing
brought an end to the siege. Special Rules: Antiquated as they are, dueling pistols are
very difficult to load, taking a full action rather than a
standard quick action.

A dueling pistol firing a bullet manufactured with the


casting kit that comes with the weapon gains +1 to its attack
roll. A dueling pistol firing any other round does not gain
this bonus.

2
History of Dueling and Common Equipment

Tournament Foil
Armor
Cost: 10 gc
Skill: Hand Weapon Plastron
Attack Modifier: 0 Cost: 20 gc
POW: 0 SPD Modifier: 0
Description: The tournament foil is specifically designed DEF Modifier: 0
to facilitate sporting duels without risk of major injury. It ARM Modifier: +2
is capable of causing pain and bruising but cannot cause Description: This is a light quilted-leather vest worn by
mortal injury. It is long and slender with unsharpened duelists while practicing and during sporting competitions.
edges. At the tip of the blade is a three-pronged point While it does offer some protection against practice
designed to catch on an opponents clothing so touches can weapons, it does little to protect its wearer in true combat.
easily be seen by a judge.
Special Rules: None.
Special Rules: This weapon cannot reduce any aspect of a
characters life spiral to less than 1 vitality.

When using the tournament foil in a non-lethal duel a


successful attack roll against an opponent counts as a touch.

Practice Equipment
The tournament foil and the plastron are recent inventions
that owe their existence to a recent growth in organized
exhibitions of dueling skill.
Many dueling schools still teach with swords with blunted
blades, but some have adopted the tournament foil as a
standard weapon.
Professional duelists find it hard to take a fight seriously
when these items are employed. Many exiled Llaelese nobles
sponsor sporting tournaments specifically for dueling that
offer large enough prize purses to make even the proudest
duelist lower himself to using non-lethal equipment.

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.
3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and more
on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can
drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 5, Week 2:
Incorporating Dueling
into a Game
By William Oz Schoonover

Although dueling has a place in the Iron Kingdoms, it does not is an appropriate recourse to an affront, but not every
fit into every situation and should not be used to resolve every conflict escalates to combat. If someone has given offense
disagreement that arises. For example, in high society the unknowingly, the matter can be resolved simply by the offer
entire process of a duel from the time of the initial challenge and acceptance of an apology. If the issue is not directly
to the resolution of the combat can take up to a week, making related to a matter of honor, such as in the case of two
a duel a poor choice for quickly resolving a conflict. nobles with a business dispute, the participants are just as
likely to try and settle their disagreement with negotiation
It is also important to remember a duel is a combat that
as they are to resort to a duel. The only time a duel is sure to
follows an established set of rules, not just any time two
be unavoidable is if the conflict involves the honor of one of
characters have a fight.
the parties, for instance if one is accused of being a coward.

When to Duel Along with considering the culture of the parties in question,
also consider their stations in life. Although it is common for
As the Game Master, the first thing to consider when duels to take place between gentlemen in Ord, for example,
deciding if a duel is an appropriate response to a situation organized duels are less common among the lower classes
is the parties involved in the altercation. Among the of that kingdom, who prefer to answer slights on family
upper levels of society in the Iron Kingdoms dueling honor with an immediate unregulated brawl. When the

1
Incorporating Dueling into a Game

poor or criminal elements of the Iron Kingdoms resolve a


dispute with violence, there are rarely any rules involved.
It is also considered inappropriate to challenge a member of
a significantly lower class to a duel, and anyon can ignore a
challenge without damage to his reputation if the challenger The Duello
is from a significantly lower standing. A player can, of A challenge to duel must be issued publicly and chance
course, choose to ignore these customs. given for an apology to be proffered. If the challenged gives
no apology, the challenge is accepted. A challenge may be
ignored should it be of a trivial nature or from a trivial person.
Setting Up a Duel Challenges are never delivered at night, for it is desirable
to proceed with grace and allow sufficient time for apology.
The Llaelese dueling code, The Duello, has been widely
adopted as the standard set of rules for dueling across the The challenged and the challenger must choose seconds of
Iron Kingdoms. It establishes protocols governing a number equal station to their own.
of aspects of dueling, though some are taken more literally The challenged chooses the ground; the challenger chooses
than others. For instance, traditionally it was a rare member the distance; the seconds fix the time and terms of firing.
of the Llaelese aristocracy who did not keep a professional The challenged and the challenger decide upon the terms of
duelist among his retainers. Many refugee Llaelese nobles victory, which are assumed to be the drawing of first blood
unless otherwise specified.
now living in Ord and Cygnar have found it difficult to
continue paying the fees of these professional duelists, Upon meeting at the ground, if the cause of the challenge is
which has contributed to a larger number of skilled killers such that no apology or explanation can or will be received,
the challenged takes his ground and calls on the challenger
looking for employment. to proceed.
Whatever the cause, the first part of a duel is the challenge. No apology can be received after the parties have taken
After an incident worthy of a duel has occurred a public the ground until there has been an exchange of fire or an
engagement with blades.
challenge must be given, and then there must be sufficient
time allowed for the challenged individual to offer an The seconds load pistols or inspect blades in the presence
apology. If an apology is offered and accepted, the honor of of each other.
both parties is preserved without the need for confrontation. Firing may be regulatedfirst by signal; second by word of
On occasion, however, the injured party is eager to meet on command; or third at pleasure, as is agreeable to the parties.
the dueling ground and will refuse all apologies made. In all cases a misfire is equivalent to a shot.

After a challenge has been accepted, both duelists choose Where seconds disagree and resolve to exchange shots
their seconds. These seconds act as assistants, judges, and themselves, it must be at the same time as the principals.
replacements if necessary, particularly if the duelists are Once the terms of victory are met or if both principals
of vastly disproportionate skill or physical ability. After can or will no longer continue, the seconds must attempt
reconciliation. If the challenged will not accept reconciliation
seconds are chosen they confer to decide the terms of the at this point, a second meeting must be arranged.
duel. The challenged party chooses where the duel will
occur, and the challenger chooses at what distance the duel
will be fought. The seconds negotiate more specific details:
the weapons to be used, the time the duel will begin, and so
on. One of the most important aspects of the duel that must
be decided are the terms of victory. The most common is After the duel has started, the seconds act as judges to
first blood, but the duelists can also agree to fight until one determine not only who has won the duel but also when
party submits or is killed. the terms of honor have been met.

When the appointed time arrives, the parties meet at the


chosen location. At this point there is still a chance that an
apology can resolve the conflict. Once the challenged party
takes his ground, however, no apology can prevent the
duel. Finally, the seconds inspect the weapons to be used. If Deloping
those are firearms, they are loaded in the presence of both
It is a common practice in a duel that is only being fought to
seconds before this inspection. save face for the participants to discharge their pistols at the
ground and have their seconds declare that honor has been
When both seconds are satisfied by the weapons, the parties satisfied. This practice, known as deloping, permits duelists
face off against each other. In a duel with melee weapons, to preserve not only their honor, but also their lives. Deloping
combat is usually initiated after both parties have made in a duel is a risky gambit, however: if the opponent does
not also deign to do so, a duelist has essentially given his
it known that they are ready. When firearms are involved
opponent a free shot at him.
the terms of the duel are arranged to include whether both
parties will fire at a signal such as the chiming of a nearby
clock tower, at the call of a judge, or when they choose.

2
Incorporating Dueling into a Game

arts, but most are fought with melee weapons. The notion of a
The Quick-Draw Showdown duel with ranged weapons would never occur to most Iosans,
A pistol duel is fought with the participants facing off
as it undermines the private and personal nature of the clash.
against each other with pistols in hand and taking a shot
at the agreed time. With the reduction of pistol cost due Most of these duels are fought to first blood, but sometimes
to advances in manufacturing over the last few centuries, the participants agree to fight to the death. Accidental
there has been a growing trend for a new style of conflict deaths also occur, of course. In the case of a death, the
resolution among gunmen that shares some similarities witnesses are tasked to bring word of the outcome to
with dueling but does not follow its rules. necessary friends and family. So long as the duel was
conducted honorably there is an expectation that there will
The quick-draw showdown is popular among the lower
be no retaliation or legal consequences brought against the
classes, in the wilder areas of western Immoren, and
surviving party. Nonetheless, noble houses have sometimes
among the growing number of adventurers who consider
harbored longstanding enmity over such fatalities.
themselves pistoleers. The object of the conflict is usually
the resolution of an argument, but it can also simply Iosans living outside of that nation rarely initiate duels,
be a test to see who is the more skilled combatant. For but those born to certain families may be familiar with the
this showdown, the two gunmen face off with holstered practice. Duels between Iosans in human lands happen
weapons. The competition is a combination of intimidating from time to time, kept as private and secret as those in
the other participant, drawing weapons as quickly as Ios. Otherwise an Iosans attitude toward the practice may
possible, and making an accurate shot. vary depending on the nation in which he lives. An Iosan
who has spent most of his life in Llael, for instance, may
The characters first make a contested Intimidation roll.
be entirely comfortable with the Code Duello and even
The loser of this roll suffers a 2 penalty to his Initiative.
become a professional duelist.
The characters then make initiative rolls and follow the
standard rules for combat.
Rhul
Dueling among The dwarves of Rhul have laws governing every aspect of
their society, and dueling is no exception. As a matter of

Non-Humans cultural tradition, any severe dispute can be resolved by


martial effort, either as a larger feud between entire clans
The descriptions of dueling offered above focus on how or as individual duels. These clashes are governed by rules
dueling is handled in the human societies of Immoren, so detailed and exacting that they are a standard area of
but dueling is also a regular aspect of other cultures. The specialization among legal experts in Rhul. In general,
approach to dueling and the specific customs surrounding other avenues of reconciliation be exhausted before a
it vary widelymost non-human races do not choose duel is considered appropriate. A trade embargo against
seconds for their duels, for examplebut on the whole a rival clan might be appropriate, for instance, but if the
dueling is embraced as a sometimes necessary method for other clan still refuses to submit, combat can then legally
settling otherwise irreconcilable disputes. be employed. These clashes can take the form of a limited
skirmish between clan warriors or can be decided by a duel
Ios of champions. At both the larger and smaller scales there
are specific rules governing how these battles can begin, be
Ios has an uncomfortable relationship with duels, which
conducted, and be resolved. Every effort is made to prevent
are technically illegal but still practiced among the
larger duels from spilling over to uninvolved parties or
aristocracy in particular. Historically the government
otherwise disrupting ordinary business.
has had limited success in interfering with the internal
disputes of its myriad noble houses and their well-armed Although the rules governing the circumstances and
sons and daughters. Iosans approach these duels with structures of Rhulic duels and feuds are labyrinthine by non-
great seriousness and have long employed them as a means Rhulic standards, the most complex of these stipulations
to confront an accuser, settle a bitter rivalry, or resolve a are reserved for the larger clashes. Individual duels are
matter quickly and privately and therefore avoid public more straightforward; Rhulic clan lords and warriors are
scandal or dishonor to ones house. Despite the practice generally conversant with the particulars and quickly come
being considered slightly disreputable, victors earn a to an agreement in most cases. The laws pertinent to these
certain prestige. contests focus on making them as fair as possible, such as
by stipulating parity of weaponry and skill and by allowing
Considerable ceremony accompanies these duels, which
for seconds and champions to fight by proxy. Witnesses are
must include uninvolved parties bearing witness on both
required for the outcome of a duel to carry the weight of
sides, these having a similar role as seconds in the human
law. On matters of importance, Rhulfolk prefer a priest be
kingdoms. Duels are always conducted in secrecy, at a pre-
employed as witness and judge, as such individuals are
established place and time. The weapons and method of the
fully versed in the legal and ritual procedures. If a duel
duel varies considerably and are determined ahead of time.
involves members of the same clan, the clan lord may be
Arcane duels are possible if both parties are skilled in such
invited to stand as judge instead of or in addition to a priest
of the Great Fathers.

3
Incorporating Dueling into a Game

The duelists for a particular fight are usually chosen so as Along with the emphasis on mastery of weapons, which are
to take the best advantage of the agreement reached for that worn at all times, these aspects of skorne culture contribute
duel; often the only stake the participants themselves have to an environment where dueling is a major part of life. A
in the fight is the honor of their clan. Because the Rhulfolk challenge to fight may be offered and answered between
place particular importance on clan loyalty, however, every skorne warriors even without any perceived slight or
clan can choose from among a wealth of volunteers for such insult, purely to test the mettle and prowess of a peer or a
duels. It is not uncommon for complex duels to be arranged subordinate. As a matter of honor these fights are not to the
for involving multiple combatants, or several in a row. death, but they can still result in bloodshed and injury. The
These are still considered duels so long as the fighting is need to answer insults or overt challenges of honor might
one-on-one in each case. prompt an immediate duel, with the drawing of weapons
and a clash begun at once and with little ritual.
When a dispute goes beyond small groups to involve two or
more entire clans, it is deemed a feud. Feuds can be employed More important and severe challenges, such as aspersions
to determine the outcome of major contract disputes, on house leaders or high-ranking officers, might result in
including the rights to significant construction projects or formal duels at a specific time and location, and these are
other lucrative work. A clans fortunes can easily rise or fall usually attended by any house members with an interest in
based on the outcome of a feud, and so entire well-armed the outcome. Most significant houses have a fighting arena
clan forces, including steamjacks, can be dispatched to wage set aside for this purpose as well as fighting instruction and
them. Although organized similarly to smaller duels, feuds sparring between house leaders and officers. When a duel
may require the witnessing presence of higher authorities is arranged, it is most common for the participants to wield
such as moot judges, who represent the Moot of the Hundred whichever weapon they are most familiar with. In cases
Houses in Ghord. It is the priority of a moot judge to ensure where a clearly superior combatant faces an inferior, the
that feuds do not escalate or destroy protected property, such more skilled warrior may gain the respect of his peers by
as important buildings. All decisions of a moot judge are putting aside familiar weapons to employ those with which
final and binding, becoming law. he is less comfortable.

Clan lords can earn considerable acclaim and honor by The most ritualized duels in skorne society occur yearly
interceding to end a long-standing feud by personal during the Trials of the Aspirant Praetorians. During this
combat against their rival clan lord, although most such time young skorne who hope to join the ranks of a great
matches can be decided by proxy champions. A duel of this houses Praetorians participate in numerous sword duels to
nature carries considerable risk, particularly for the clan prove themselves worthy of the honor of membership.
with military superiority. Some smaller clans are adroit at
Vinter Raelthornes conquest of the skorne was greatly
leveraging challenges of honor to force an otherwise more
aided by the significance they place on dueling. As he
powerful adversary into a position where they would lose
traveled across the skorne empire toward Halaak, Vinter
respect and prestige by refusing a personal duel. Similarly,
subjugated house after house by defeating their lords and
a moot judge can force a one-on-one duel between clan
champions in duels and absorbing their military strength
champions to quickly resolve a feud that has escalated and
into his own force. His last act as supreme archdominar
begun to threaten the public peace.
has already become legend, whereby he single-handedly
defeated an entire room of tyrants and dominars, including
Skorne killing several with their own weapons.
A large portion of the population of the Skorne Empire is
made up of members of the warrior caste, who live by the
hoksune code. One of the core philosophies of this code states
Tharn
Among the savage Tharn, duels are less structured and far
that a true warrior truly lives only while risking his life
more brutal. Power among these tribes is usually determined
in combat. Additionally warriors are taught to beware the
by who is strongest and fiercest, a status that is hard won
path of least resistance and to seek the harder path in order
through many bloody conflicts. When a tribes leader begins
to reap the benefits of the obstacles they must overcome. To
to show age or weakness, for example, it is not long before he
a skorne warrior, every injury and every minute of pain is a
begins facing challenges from its younger members.
lesson that allows them to forge their strength.
A typical Tharn duel begins with the challenger calling to
To understand the skorne outlook on dueling one must
the challenged, boasting of his own prowess while casting
understand the caste system. Very regimented, this system
doubt on the abilities of the challenged. The challenged can
offers many opportunities for an individual to find insult
continue this verbal exchange, but often the response is a
in the actions or words of anyone who is a member of his
roar of rage as both parties channel the Devourer and then
own or a lower caste. Honor is a vitally important concept
violently clash. There is no special area set aside for these
to the warriors of the skorne and is bound up in ones duty
conflicts, which can range through the village in a frenzied
to ones caste, house, and superiors as well as in personal
path of destruction.
adherence to hoksune. Killing another over a perceived
insult or challenge to ones honor is perfectly acceptable and
proper behavior. Peers consider the death of a combatant as
an affirmation of his weakness and the end of the matter.

4
Incorporating Dueling into a Game

The fight usually ends once one of the combatants While melee duels are the most common and exciting for
demonstrates clear dominance over the other. A duel can spectators, trollkin leaders sometimes use other means to
certainly be fought to the death, though, and the victor may best one another either atop the kuar or anywhere the kin
decide to kill his adversary to make an example of him, can gather in number to witness. Direct feats of strength
particularly in duels for tribal leadership. Due to the brutal and stamina such as arm-wrestling or drinking may be
nature of Tharn fighting, it is not uncommon for combatants undertaken by two trollkin to take the measure of the other.
(and sometimes observers) to suffer grievous injuries in these Shamans, elders, fell callers, and chroniclers may face one
clashes. A Tharn can find his place in the tribe significantly another for a verbal duel, an intense debate involving
lowered if he is maimed, and the standing of any combatant heated words along with tricks of oratory, seeking to not
who begs for mercy is permanently damaged. only prove their position but also sway those listening.
Losing one of these duels can be just as severe to a trollkins
Trollkin standing as a loss by weapons, as being shamed or proven
Dueling is an accepted way to deal with many disagreements foolish can unseat a chieftain. There is also a variant of the
in trollkin society, and combatants gain and lose influence Tohmaak Mahkeiri ceremony whereby two trollkin stand
and reputation based not only on victories and losses but close and stare into one anothers eyes, trying to force the
also on a complex assessment of the contest and their other to back down by sheer force of will. This ceremony
performance in it. Whatever the purpose of the duel, it takes has superstitious and mystical overtones among the
place at the kriels kuar, a huge stone platform in the center trollkin, who claim participants can peer into the soul of
of the village that serves as both a gathering place for the the other and gauge their true worth. Long minutes or even
kriel and an arena to settle scores through confrontation. hours can pass in such a mental confrontation; if it becomes
clear to both that they are deadlocked, a physical duel will
Trollkin usually fight their duels with whatever weapon they commence to settle the matter.
are most familiar with. The most common choices are axes
and hammers, but any weapon is considered acceptable, and It is common practice for the younger members of a
more than one trollkin has made a point of spurning weapons trollkin community to take part in many duels to establish
altogether to fight bare-handed. Regardless of the weapon a reputation. It is also not unheard of for leaders in the
chosen, combatants are expected to fight honorably, and the community to face off to resolve a conflict that cannot
numerous spectators intervene if cheating is suspected. In be decided by other means. In his rise to power Hoarluk
most of these clashes, forcing an opponent off the platform Doomshaper challenged countless elders to duels, both
grants victory to the one remaining. physical and mental, and was never defeated.

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.

5
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 5, Week 3:
Ways to Use Dueling
By William Oz Schoonover

This weeks Full Metal Friday offers ways for both Game
Masters and players to use dueling in a game. Plot hooks
The Exiled Noble
The Llaelese aristocracy patronized many dueling schools,
give the Game Master a situational premise, providing
employed a large number of professional duelists, and
enough background and motivation to build adventures
contributed heavily to the popularity of dueling. Nobles
on. The maneuvers are new gameplay options for Duelist
who have fled the turmoil in Llael have taken their
characters to use in a fight.
traditions, and in some cases their dueling retainers, with
them into exile. This has strengthened the dueling cultures
Plot Hooks for of both Ord and Cygnar.

Duelists Game Masters wishing to include dueling in their


campaigns can use these nobles in any number of ways.
The invasion of Llael has forced many dueling masters, Here is one example:
professional duelists, and nobles with a love of dueling to
A noble seeking to make a name for himself in his newly
find new homesand in some cases new employment. This
adopted home is sponsoring an exhibition of dueling skill
provides many opportunities for dueling to be incorporated
at his villa outside of Mercir. In addition to building his
into an ongoing campaign. The following are just a few of
own esteem in the community, he is using the event to seek
the many ways dueling can be the focus of a game.
a skilled duelist to add to his staff.

1
ways to use Dueling

Entrance in the tournament is free, so any of the player The dwarf player character will check in with his clans local
characters can participate. It is common knowledge that estate, as is Rhulic custom. His clans lack of manpower in
many prominent duelists will be competing, which will this area means that he is their best option for a champion
make winning quite a challenge. The tournament winner in the duel.
will receive a monetary reward and be offered a permanent
position as a bodyguard to the noble, who fears an assassin
has been hired to kill him.
Dueling
The catch is that one of the tournament competitors is in fact Maneuvers
an assassin hired to kill the noble. He hopes to be offered
The following are a list of maneuvers taught in Llaelese
the bodyguard position to make completing his contract a
dueling schools. In order to use a maneuver, a character
simple task.
must have the required prerequisites.

The Newly Established Most of these maneuvers can be used only while armed
with a light one-handed weapon, like the rapier. Attempting
School them with heavier weapons is strenuous and slow, all too
A famous master duelist has recently opened a school in the often resulting in being run through by a better-equipped
Ordic city of Midfast. The masters renown has made his swordsman. The Game Master has final say on whether or
school an instant success. not a weapon is appropriate for any the following maneuvers.
The school is secretly a base for the Llaelese Resistance. Deflecting Strike
After hours the building is used for meetings and as a
location for organizing shipments of weapons and supplies Prerequisite: Duelist, light one-handed weapon, Hand
back to Llael. Capable fighters who enroll in the school are Weapon 3
recruited to guard the shipments in transit. Description: Although it is a strike, the purpose of this
Khadoran intelligence agents are aware that aid shipments maneuver is not to wound the opponent but to deflect his
are being smuggled into occupied Llael and are close to weapon out of position, making a return strike much more
tracing the shipments to Midfast. Having caught wind of difficult.
the Khadoran threat, the schools founder is readying his Special Rules: The deflecting strike is a melee attack that
students for battle and spreading word among the mercenary causes no damage. If the attack hits, for one round the target
community that he is looking for some capable adventurers. character suffers a 2 penalty to his next melee attack roll.
If the party has any interest in making allies with the
Resistance, fighting to defend the shipments is certain
Feint*
to make them friends in the right places. If the party is Prerequisite: Unarmed Combat 2
unaffiliated or aligned with Khador in some way, they can
Description: A character with the proper degree of skill
be brought in on the other side of the conflict to help put an
can attempt to mislead his opponent with a false attack to
end to the shipments.
put him off balance and make it easier to hit that opponent
with follow-up attacks.
The Call of the Clan
The local branch of a Rhulic player characters clan has Special Rules: A character can spend 1 feat point to make
had a dispute with another locally represented clan over a feint attack while armed with a one-handed weapon
the shipment of goods. Tensions are high at home, and his or great weapon. He makes an attack roll using PRW +
clan is not in the position to start a full-blown feud with its Unarmed Combat. If the attack hits, the target takes no
rivals. In addition, the clan does not have a large number of damage but suffers 2 DEF for one round.
members in the area. A character with Unarmed Combat 3 or more can advance
A senior member of the other clan comes forward with the 1 after a successful feint attack roll.
offer of a compromise: resolve the dispute through a duel, * The Feint maneuver also appears in No Quarter Presents
and the issue will not be brought to the notice of the lords Iron Kingdoms Full Metal Fantasy Roleplaying Game: Urban
of either clan. Although his own clan would likely win an Adventure.
extended feud because of their numbers, such a situation
would incur unknown costs in damages as well as potential
injuries he would rather not risk. Additionally, his clan
has access to a formidable champion who has won many
duels, while the PC clan has no one of similar standing. The
clan representative keeps this information to himself and
focuses on the expediency of a duel whose winner will gain
a favorable position in the negotiations.

2
ways to use Dueling

Hidden Guard Turning Riposte


Prerequisite: Duelist, light one-handed weapon, Hand Prerequisite: Duelist, light one-handed weapon, Hand
Weapon 2 Weapon 2

Attack Modifier: 0 Description: This footwork maneuver allows the duelist to


quickly change his position in response to an opponents
Description: This specialized overhand parry protects a
attack.
swordsmans backline and is a favorite of flashy duelists
seeking to outshine their opponents. Special Rules: When this character is missed by a melee
attack, he can change his facing before making his Riposte
Special Rules: A character using this maneuver spends 1
attack. If he does, he suffers a 2 penalty to his Riposte
feat point and uses a quick action. For one round enemies
attack roll.
cannot claim melee attack back strike bonuses against him.
A character with AGL 6 or higher can advance up to 1
Lashing Strike before making his Riposte attack. If he does, he suffers the
Prerequisite: Duelist, light one-handed weapon, Hand penalty described above.
Weapon 2

Attack Modifier: 0

Description: A broad circular cut favored by those who


fight with curved swords, the lashing strike hits with
extreme force but is a slow maneuver compared to many of
the classical dueling moves.

Special Rules: A character using this maneuver can spend


1 feat point to increase the POW of a melee attack by +2.
For one round after using the lashing strike a character
is not considered to have a melee range, does not engage
other characters, and cannot make additional attacks or
free strikes.

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer


Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 5, Week 4:
The Nobles Tournament
By William Oz Schoonover

Hero-Level Combat Encounter

Adversaries: Denys Manet, Mirek Orlov, Human Duelists


Scene 1: Before
(as necessary) the Tournament
Description: This series of encounters take place in and The characters have become aware of a dueling tournament
around a sporting dueling tournament sponsored by an taking place in Kings Vine. The tournament is being
exiled Llaelese noble. sponsored by a prominent exiled Llaelese earl named
The noble is sponsoring the tournament as a recruitment Armand Feraud. The contests will use non-lethal weapons
tool, as he lost all his most capable retainers in the fall of provided by the host, and the winner will claim a significant
Llael. He is most eager to fill a bodyguard position since purse as a reward. Registration for the tournament is being
he has recently learned that there may be a contract out on held in a nearby tavern and is open to all comers.
his life. The event has drawn many duelists, one of whom
is an assassin.

1
The Nobles Tournament

Each detail comes from a different individual at the


Gathering Information reception, and the attendees response to the effort of
When the characters arrive in town they can seek out
gathering the information varies depending on the approach
additional information about the event. The local taverns
a player character uses. The Game Master should feel free to
offer many easily overheard conversations. Ferauds family
add further bonuses or penalties to the roll as appropriate
has maintained an estate near Kings Vine for at least one
(deciding, for instance, that the Riverboat Captain is much
hundred years. He arrived in the city days before the invasion
more receptive to a character who introduces himself
of Llael. This could mean that he has very high connections
by offering him a drink). The target number for learning
who warned him to flee or that he is simply very lucky.
a detail is 16. Rolls can be made using Bribery, Etiquette,
Feraud previously employed a few well-known retainers
Interrogation, Negotiation, or Seduction. For the purposes
who did not arrive with him and have not been seen since
of these checks, these skills suggest slightly different and
the invasion. Rumors abound regarding what happened to
broader use of these social skills than their description in
those individuals, with the consensus being that they must
the Core Rules. For example, Seduction can represent flattery
be dead. Many of the townsfolk speculate Feraud is holding
and a general attempt to charm, Negotiation can represent
the tournament to recruit staff and will offer the winner, and
a discussion with an implied exchange of future favors, and
possibly other skilled duelists, a position.
Intimidation can represent simply being a bit more forceful
A character with the Streetwise skill can gather additional and firm in ones requests.
information. Without making a roll, any character trained in
Each detail can be verified from other sources. Once a
Streetwise hears rumors in the tavern that someone has put
detail is learned it can be included in a conversation with
out a contract on Ferauds life. On a roll of 12 the character
another source to attempt to verify it. A character confirms
learns that there is at least one assassin attempting to kill
or denies information without requiring a roll.
Feraud. On a roll of 14 the character learns that the assassin
has entered the dueling tournament. The following describes the significant attendees at the
reception, the modifiers to skill rolls when interacting with
The Reception them, which detail they know, and which facts they can verify.
Registration for the tournament takes place over four hours
at a large tavern called the Drunken Jack. The wait to The Shipping Magnate
register is never more than fifteen minutes. The shipping magnate is in his late 50s. He is a self-made
In the evening, after registration has been closed for an man and responds well to flattery.
hour, there is a reception at Ferauds estate a short distance Modifiers: +2 to rolls using Seduction, 2 to rolls using
outside of Kings Vine to honor the tournament participants. Intimidation
Numerous nobles and other prominent members of the
community are also in attendance. The event offers the Detail: He and Orlovs father were both riverboat captains
duelists a chance to gauge their potential opponents and on the Black River twenty years ago. They knew each other
allows the spectators a first look at the combatants. Many well, and Orlovs father was always honorable.
of the wealthy spectators begin betting on the upcoming Confirmation: The shipping magnate knows that Orlov is
competitions; a large amount of money will exchange hands not a Khadoran, disproving the egotistical duelist. Orlovs
over the course of the tournament. If the player characters family has Umbrean roots, but he was born in Llael.
did not discover all the information about the assassin
earlier, they overhear several of the partygoers gossiping The Baron
about it during the reception.
The baron is a local Cygnaran noble in his late 60s. He does
As the attendees mingle, two names are brought up more not like to be badgered.
than any others: Denys Manet and Mirek Orlov. These men
are the obvious favorites to win the tournament, and one Modifiers: +2 to rolls using Etiquette, 2 to rolls using
of the two is most likely the assassin sent after Feraud. The Negotiation, No roll for Cygnaran characters with the
player characters can mingle during the reception to gather Aristocrat career
more information about the two duelists. The reception Detail: Orlovs family lost everything in the invasion of
attendees have six pieces of information about Manet and Llael. Hes been seen in the company of river pirates and
Orlov, but not all of them are true. other shady characters.

Confirmation: The baron confirms that Orlovs father was


a riverboat captain who started a small shipping company
based in Merywyn prior to the Khadoran invasion.

2
The Nobles Tournament

The Hapless Duelist Scene 2:


The hapless duelist is wearing fine clothes that show a bit
of wear and tear. He is afraid that others dont think he The Tournament
belongs here.
The tournament begins on the morning following the
Modifiers: +2 to rolls using Bribery, 2 to rolls using reception. It uses a single-elimination format, and all the
Intimidation contests are fought in a single day.

Detail: Manet looks a lot like a man who lost a duel against Every player character taking part in the tournament faces
a Mercir nobles second four years ago. That man went by off with a human duelist (see below) during the first round
the name Collins and suffered a wound to the chest that of the tournament. Manet and Orlov also fight human
ended the duel. duelists and win. If there are multiple player characters that
pass the first round they face each other during the second
Confirmation: The hapless duelist was on the same boat round. If only one player character wins his first match he
with Manet and fought alongside him against the bog trogs, faces another human duelist in the second round. Manet
confirming the river boat captains statement. and Orlov fight each other during the second round, and
Orlov is the victor. If a player character wins in the second
The Courtesan round he faces Orlov in the final round.
The courtesan is a woman in her mid 20s. She quickly grows
bored with flattery.

Modifiers: +2 to rolls using Interrogation, 2 to rolls using


Seduction, No roll for characters with the Highwayman
career A Note on Time
The description of the length of the tournament given
Detail: Manet is a master duelist who served the Llaelese
assumes a limited field with only one or two player characters
crown. participating. If an entire party enters the tournament it
will go longer than three rounds. For a larger tournament
Confirmation: The courtesan confirms Manet has a scar on the bouts are spread over two days. In the case of a longer
his chest from a sword cut. tournament, Manet and Orlov duel on the second day.

The Riverboat Captain


The captain is a gruff, finely dressed man. His clothing is
a few seasons past fashionable, but he takes offense to any
Player characters not participating in the competition are
suggestions that he has come on hard times and is anything
spectators. They can make side bets and take notes on
but prosperous.
the fighting techniques of potential opponents for their
Modifiers: +2 to rolls using Etiquette, 2 to rolls using friends. A character who watches a bout can make an INT
Intimidation or Negotiation roll against a target number of 12 to gain insight about
the way a character fights. If the roll succeeds he can pass
Detail: Manet arrived in the city on the captains boat. He
this information on to give a character facing the observed
helped fend off a bog trog raid as they passed through the
duelist a free reroll during a bout.
Marchfells.

Confirmation: The riverboat captain has seen Orlov fight Bouts


in disreputable fight clubs in other ports, confirming the
Each round of the tournament is a bout. Each bout is fought
barons statement.
until a participant has scored three touches. In order to
score a touch a character must hit his opponent with a melee
The Egotistical Duelist attack. All participants are armed with tournament foils.
The egotistical duelist is full of himself. He will posture
The two combatants face off six feet apart and roll initiative.
loudly but quickly backs down from a real confrontation.
They fight until a touch is scored. After each touch there is
Modifiers: +2 to rolls using Intimidation, 2 to rolls using a reset. The reset consists of both participants returning to
Seduction their starting positions and rolling again for initiative.

Detail: Orlov is secretly a Khadoran. He speaks in a fake When a participant has scored three touches, the bout is
Llaelese accent. over and the winner is declared. Feraud has hired several
line judges to ensure the bouts are fought honorably and
Confirmation: The egotistical duelist served the Llaelese
without cheating. If a character is observed cheating,
crown and has never met Manet.
such as using magic or being under the influence of
alchemical enhancement, he is immediately evicted from
the tournament.

3
The Nobles Tournament

Scene 3: The Attack


After the tournament has ended Earl Feraud invites a few
participants, including Orlov and the player characters,
to stay the night in his mansion. If the player characters
performed well it is recognition for their abilities. I Think Weve Got
Conversely, if they were unable to secure victory in their the Wrong Guy
bouts, the earl has seen their potential and wants to foster If the player characters mistakenly identify Orlov as the
it. The ceremony to award the winner will be held the next potential assassin, he profusely denies any accusation.
morning, and Feraud wants to speak with his guests about Having lived a hard life in the aftermath of the Khadoran
a private matter over breakfast. invasion of Llael, Orlov is not a trusting man and responds
violently to any attack or attempt to restrain him. He will not
As the other spectators and duelist leave the mansion seek to kill the player characters in a confrontation, however,
simply to prevent them from harming or imprisoning him.
everyone who is staying overnight is shown to richly
appointed rooms. If the player characters check, Orlov is
not in his room.

Shortly after midnight there is a loud disturbance at the front


gate. One of the losing duelists is drunk and demanding to
see the earl, noisily complaining that his opponent was a Wrap-Up
cheater and demanding the opportunity to redeem himself. There are two possible outcomes to the combat during the night.
The estates staff attempts to calm the man down and send
him away without resorting to violence. The altercation is The Earl is Rescued
loud enough to wake people sleeping in the house, and most If the players rescue the earl they have breakfast with him
of the house staff is watching from a safe distance. and Orlov the following morning. Feraud explains that he
The drunk at the gate is a distraction. Manet (the assassin has job offers for everyone. He is involved in many things,
hired to kill Feraud) and some of his henchmen scale the and he needs individuals with a certain skill set to assist
back wall of the estate and make their way to the earls him. The first task he will give his new employees is tracking
quarters. A member of the house staff on his way to check down the party responsible for the attempt on his life.
the earls fireplace sees the assassins and manages to cry Regardless of the outcome of the breakfast discussion, the
out before he is killed. The warning is enough for the earl award ceremony takes place in mid-morning. The winner
to lock himself in a small private sitting chamber attached of the tournament is given 100 gold crowns.
to his room before the assassins reach him and alerts the
player characters to the danger. The Earl Dies
Orlov, who has trouble sleeping, is walking the grounds to If the earl is killed, the assassins plant evidence pointing
clear his mind. He hears the drunk at the gate and attempts the blame at Orlov and the player characters, who must
to help. then evade the authorities and track down who is really
responsible in order to clear their names.
Manet and six human duelists are in the earls room. They
have taken a ceremonial axe from a display in the hallway
and are attempting to chop through the door of his hiding
place. The axe has a POW of 3. The door has ARM16 and
can take 10 damage before collapsing. The earl is defense 10,
and will die if he is hit with any attack.

If the player characters enter the room, Manet instructs


his men to hold them off while the man with the axe
keeps trying to reachand killthe earl. Manet targets
whichever character performed the best during the
tournament. Manet is a skilled swordsman and can use
Hidden Guard, Lashing Strike, and Turning Riposte. He
will fight to keep the characters from stopping his man
from breaking through to the earl, even if it means breaking
away from his initial target.

4
The Nobles Tournament

Adversaries
SPD STR MAT RAT DEF ARM SPD STR MAT RAT DEF ARM

Willpower Initiative Detect Sneak Willpower Initiative Detect Sneak

rapier rapier
POW P+S POW P+S
2 8 2 8

garrote ABILITIES
POW P+S Skills (stat already included)

Climbing 7, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8,
(See previous Full Metal Friday: The Red Kings.) Seduction 5, Streetwise 5

pistol Feat Points Orlov starts each encounter with 1 feat point. He is allocated
1 feat point at the start of each of his turns. Orlov can have only 1 feat point
RNG AOE POW
8 10 at a time.
Parry While armed with a hand weapon, the character cannot be targeted
ABILITIES by free strikes.

Skills (stat already included) Precision Strike When the character hits with a melee attack, he chooses
the branch of the targets life spiral or the column of the targets damage
Climbing 6, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8, grid that is hit, if applicable.
Seduction 5, Streetwise 5
Riposte Once per round when this character is missed by an enemys
Ambidexterous This character does not suffer the normal attack roll melee attack, immediately after the attack is resolved he can make one
penalty while using the Two-Weapon Fighting ability. normal attack against the attacking enemy. To make a ranged attack, the
Feat Points Manet starts each encounter with 1 feat point. He is allocated 1 characters ranged weapon must be loaded.
feat point at the start of each of his turns. Manet can have only 1 feat point at
a time.
Base Size Small
Parry While armed with a hand weapon, the character cannot be targeted
Encounter Points 10
by free strikes.
Quick Work When this character kills one or more enemies with a melee
attack during his combat action, immediately after that attack is resolved this
character can make one ranged attack.
1 2 AGILITY

To make a ranged attack, the characters ranged weapon must be loaded.


3
PHYS

Riposte Once per round when this character is missed by an enemys


melee attack, immediately after the attack is resolved he can make one 4
normal attack against the attacking enemy.
IQ

ECT

E
U

To make a ranged attack, the characters ranged weapon must be loaded.


6
LL

Two-Weapon Fighting While fighting with a one-handed weapon or


TE

pistol in each hand, the character gains an additional attack for the second 5 I
N

weapon. He suffers 2 on attacks rolls with the second weapon while doing
so.

Base Size Small


Encounter Points 10

1 2 AGILITY

3
PHYS

4
IQ

ECT

E
U

6
LL
TE

5 I
N

5
The Nobles Tournament

SPD STR MAT RAT DEF ARM

Willpower Initiative Detect Sneak

sword
POW P+S
3 8

ABILITIES
Skills (stat already included)
Climbing 6, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8,
Seduction 5, Streetwise 5
Parry While armed with a hand weapon, the character cannot be targeted
by free strikes.
Riposte Once per round when this character is missed by an enemys
melee attack, immediately after the attack is resolved he can make one
normal attack against the attacking enemy. To make a ranged attack, the
characters ranged weapon must be loaded.
Variable MAT When this character is introduced, roll a die. On a 12 his
MAT is reduced by 1. On a 56 his MAT is increased by +1.

vitality 7
Base Size Small
Encounter Points 4

Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer


Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador,
Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle
Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood,
warcaster, warjack, warbeast, and all associated logos are trademarks of
Privateer Press, Inc. Permission is hereby granted to make photocopies
for personal, non-commercial use only.

You might also like