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Full Metal Fridays PDF
Full Metal Fridays PDF
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.
Additional Characteristics:
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
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
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
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.
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
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
1
riding the storm
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
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
cutlass Lacerator
POW P+S POW P+S
4 13 4 10
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
1
THE ART OF SYNTHESIS
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.
Ingredients: 1 unit alchemical waste (liquid), 1 unit mineral Ingredients: 1 unit alchemical waste (liquid), 1 unit mineral
crystals crystals
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.
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
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
Encounter
The Specter of Alchemy
Hero-Level Encounter
Encounter Points: 23
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
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
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
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
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.
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 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.
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
The dread will not attack someone wearing the mask of Base Size Small
Riksasivus.
Guard 3
PHYS
ECT
5 I
N
4
the lost chamber
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
2
THE WRONG SIDE OF THE LAW
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
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
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.
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
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.
vitality 12
Base Size Small
Encounter Points 6
2
dead end
SPD STR MAT RAT DEF ARM SPD STR MAT RAT DEF ARM
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
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
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
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.
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
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.
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
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.
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
Attack Modifier: 0
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
1
The Nobles Tournament
2
The Nobles Tournament
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.
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
4
The Nobles Tournament
Adversaries
SPD STR MAT RAT DEF ARM SPD STR MAT RAT DEF ARM
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
ECT
E
U
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.
1 2 AGILITY
3
PHYS
4
IQ
ECT
E
U
6
LL
TE
5 I
N
5
The Nobles Tournament
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