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D&D 3rd Ed.-Iron Kingdoms-Jack of All Sides PDF
D&D 3rd Ed.-Iron Kingdoms-Jack of All Sides PDF
Sides
A -FREE- Iron Kingdoms RPG Adventure
for PCs of Levels 2-4
Legal Disclaimer
Iron Kingdoms, WARMACHINE, Warjacks, Steamjack, Cygnar, All other contents copyright 2006 Buccaneer Bass. All rights reserved.
Cryx, Khador, Highgate, Farrow, Thrall, Gorax, Devil Rat and all This is a free fan-written product and therefore it’s strictly forbidden to
names of creatures and places are trademark and copyright of Privateer reproduce and sell the contents for gain of profit. I guess nobody reads this
Press, Inc., 2000-2006. Used with permission. stuff. Anyway, so far we haven’t been sued yet ...
Jack of All Sides
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this License, the Contributors grant You a perpetual, worldwide, Jack of All Sides Copyright 2006, Buccaneer Bass;
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License to Use, the Open Game Content. Tabruyn. All rights reserved.
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License. Copyright 2004, Privateer Press, Inc. All rights reserved.
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Jack of All Sides
Table of Contents
Page 5 ....................................................................................................................................5
Introduction ............................................................................................................................. 6
Adventure Summary ...........................................................................................................7
The 7th Cygnaran Infantry Divison ....................................................................................7
Map: Surroundings: .........................................................................................................9
Act I
10
The Trenches ........................................................................................................................
Map: Trenches ................................................................................................................10
Just Another Day ................................................................................................................11
A Nightly Attack ................................................................................................................12
Act II
A Convoy Ambushed .........................................................................................................15
The Trap ............................................................................................................................16
The Butcher ........................................................................................................................16
Doom ............................................................................................................................... 17
Act III
The Situation .......................................................................................................................
19
Tool-up Time .....................................................................................................................19
The Bridge ..........................................................................................................................
21
Czarnograv ..........................................................................................................................
22
Map : Czarnograv ........................................................................................................... 22
Concluding The Adventure ................................................................................................24
Appendices
Appendix A: Creatures .......................................................................................................25
Appendix B: NPCs ............................................................................................................26
Appendix C: Handouts
Handout: English .............................................................................................................28
Handout: “Khadoran” ........................................................................................................29
Map: General Surroundings ..............................................................................................30
About Buccaneer Bass .........................................................................................................31
About Privateer Press ........................................................................................................31
Special Thanks
- A big “Harrrrrrrrrrrrrrrh!!!” to the pirates at Privateer Press.
- Thanks to Tim ‘As he hands me back the gun,
> I pull the trigger.’ Derkoningen for the adventure idea.
- The new pets on the block : Truffel the rabbit and Kruimel & Loki the cats
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Page 5
Alright, I’m sure you’re all familiar with the fuss about page 5.
Well, we here in the Bass feel a bit frustrated. All the WARMACHINE players get to be cool and
act all tough and what do we get?? Nothing. We have to sit quietly in the corner of the gaming store,
playing the Iron Kingdoms roleplaying game and act as a bunch of lawful good Morrow-worshipping
paladins. Did the Witchfire trilogy feature a page 5 statement? No, Sir, it didn’t. Did the Lock &
Load have a page 5 statement? NO !! And then the Iron Kingdoms Character and World Guide were
released and again we were left hungry, no, STARVING for a bit of coolness, for that spark that
makes the WARMACHINE players shred metal, hurl devastating spells and pop feats with a ferocity
never before seen in any game.
Well, that does it. We’re going to take matters in our own hands now. Here’s the Buccaneer Bass
page 5 so all you RPG fanatics will feel pride swelling in your chests when the name of your character
is mentioned, you will rise up to epic levels of heroism, smite evil whenever you can and make those
Monsternomicon buggers wish they had dug their dungeons a bit deeper and leagues away from your
singing blades and mind-ripping spells.
This world is called the Iron Kingdoms, where we all yearn for the next longest night, where we can
hail the lily-white beauty of the Virgin Moon, where we stare right back at the Eye of the Wurm
and have the Devourer send shivers down our spine, where the warbards awe us with tales of brave
mercenary companies and military heroes, where Arcane Mechaniks boss around steamjacks and bodgers
are tossing their hammers, where the mighty trollkin fellcallers deafen us with their piercing cries and
runes flicker brightly on the magelock pistols of the gunmage, where the fierce battle chaplains heal in the
name of Morrow and the blackclad seeks to destroy their work, where the elven magehunters skulk in
the shadows and pistoleers handle their disputes in a duel, where the riflemen can’t decide who to give
a headshot first, where second-story men hesitate when confronted with our mighty chimneys and we
all giggle and blush in the presence of the stunning Gwenneth Bylethorpe.
Is this a world for the feint of heart? No, this is a grim world covered in the steam and ashes of
warjacks, destined to be immersed in military strife and prone to the musings of courtly intrigue.
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Introduction
This adventure was developed for the European To play the adventure, the IKCG, IKWG and
Toy Fair 2004 in Ghent, Belgium and is designed Monsternomicon – Volume 1: Denizens of the
for three to four characters of levels 2-4. At the Iron Kingdoms will provide you with steamjack
convention we used 7th level characters but that loads of cool setting information. For this particular
was just to introduce some of the cool prestige adventure also the WARMACHINE books Prime
classes which were featured in the IKCG. The pre- and Escalation might come in handy as several of
generated characters used at the convention will the units/jacks featured in those books will make an
also show up some day in the NPC section of our appearance.
website. As you will notice, this adventure can very
easily be upgraded for higher level play: just throw As Privateer Press has included an evolving
more and stronger Khadoran troops at your players. storyline into WARMACHINE and the Iron
Kingdoms, we thought it would be a good idea to
The adventure was written with the “Iron follow their trail. Therefore this adventure is best
Kingdoms”-RPG setting in mind. This RPG suited for DM’s running a campaign during the
setting is published by “Privateer Press”, and names timeline described in the Escalation book.
as “Cygnar” and “Khador” are fully detailed and Llael?
explained in the gaming products they produce. There is no Llael, only the Motherland.
Want to know more?
You could visit www.privateerpress.com, or even Please note we’ve taken the liberty to change
better: run to your FLGS and start gaming! the world a bit as every GM will probably do once
in a while. We know there’s no description of a
“Jack of all sides” is a fan-written adventure, maze of trenches being dug between Deepwood
developed by the Buccaneer Bass crew who are Tower and Northguard, nor is there a small village
nothing less than a bunch of mad hatters and “Iron of Czarnograv on the IK map, let alone a railroad
Kingdoms” fans. They even made a website, to going from Rorschik to this little village.
share their love for the coolest fantasy setting in
the world with everyone willing to listen or read. At the time when we started writing this
Want to know more? adventure, the IKWG wasn’t released yet (Yes,
Visit us at www.buccaneerbass.com. it has taken us THAT long to finish the bloody
You’re more than welcome! bugger) so we figured we could easily adapt the IK
map. In the meantime we’ve checked the IKWG,
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updated where necessary and hopefully aren’t Orsus Zoktavir. The convoy is transporting a
contradicting anything in print prototype warjack created by Commander Adept
Sebastian Nemo. Khadoran spies have infiltrated
the Cygnaran army and now the Butcher is after
Conventions this prototype to enhance Khador’s own research.
During the assault the PCs will spot a spy trying
To save some space, you won’t find stats for to disassemble the prototype. When that spy has
NPCs and Monsters all over the place. Instead, finally been dispatched, the PCs learn he was really
the NPCs are fully described in the appendix. The a Cygnaran journeyman warcaster, trying to disable
monsters, and where you can find them, are also the warjack before it would fall into the wrong
hiding in this appendix. hands. But now the Butcher has gotten away with
the prototype and the characters are sent after him,
Text that should be read aloud to the players in order to make up for what they’ve done.
is enclosed in a grey box. Of course, the other
information we’ve included might add to your The prototype is headed to Czarnograv where
gaming experience: In the end, you should really try it will be loaded on a train to Korsk. The characters
to make the world, characters and monsters come will have to keep a tight timing schedule in order to
alive! reach Czarnograv and destroy the prototype before
it’s on its way to Khador’s icy capital.
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Act I
Wherein the player characters are enjoying a nice cup of hot coffee when
their wake-up call arrives
The Trenches
“Usually the men are lazy about digging at first,
of trenches was dug between Northguard and
but after a little shelling they are all the other way, and
Deepwood tower to prevent Khadoran incursions
it is most important that you prevent them digging the
into Cygnar.
trench so deep that they can’t fire out of it.”
The part of the trenches the PCs are in is located
- Colwyn Philipps, Cygnaran Trencher Captain. -
somewhere in the middle between Northguard and
Deepwood tower, about 150 miles south-east of
Due to Khador’s invasion of Llael, tensions
Rorschik and 110 miles south-west of Merywyn.
are running high and the Cygnaran border with
Khador and Llael is on high alert. A huge maze
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It’s up to the DM how long the conversation own men. Should this come to be true, the guilty
with the lieutenant will take. Jennings can be will be charged with treason and will face the firing
persudaded to impart the following information: squad.
- The 7th will probably be disbanded after As soon as lieutenant Jennings finishes his second
last week’s disastrous campaign. The remaining bowl of soup, he and sergeant Krogan leave to
soldiers might be transferred to different inspect the rest of the trenches. Jennings’ jovial
detachments although he has heard that serving a approach doesn’t sit well with Krogan and he might
tour in Rannigh’s Cliff fortress is more likely. return later to reprimand the characters for their
lack of duty.
- The lieutenant is on his way from Northguard
to meet up with a small convoy somewhere to the
south-west of the PCs current locations. A Nightly Attack
About fifteen minutes after Krogan and
- A spy seems to be active in the ranks of the
Jennings have left, an explosion can be heard to the
Cygnaran military. The Khadoran army has
west. Suddenly all hell breaks loose. Flares light the
attacked several strategic locations near the border
air and alarm whistles are blown all over the line...
and these assaults could have only been coordinated
with information from the inside.
“After finishing your soup, you head back
- It is rumoured that Custler died of friendly towards the line to switch places with the
fire. The Cygnaran military are investigating the privates at the chain gun to allow them some rest
possibilities of Custler being shot by one of his as well.
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The DM is advised to give all the players their - Priestly types should witness a Khadoran
moment of glory. Below are some examples of what soldier towering over a badly wounded sergeant
can be done. Krogan. Right before the Khadoran deals him the
- Characters armed with ranged weapons can final blow, the character should be able to intervene
make a Spot skill check to pick out Khadoran officers
barking commands. These officers should preferably
be killed with one or two shots regardless of level
and hit points. Viktor Keller oversees the field of battle...
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Act II
Wherein the characters get to battle the Butcher.
A Convoy Ambushed The horses pulling the wagons are all dead.
Summary: Lieutenant Jennings and the PCs
locate the convoy only to find it in the middle of an About thirty Winterguard soldiers are pouring
ambush by the 7th Border Legion. The characters from the forest to attack the convoy while
must help defend the convoy and will notice several others are staying behind the forest’s
someone trying to dismantle the prototype warjack. edge to provide suppressing fire.
Then the Butcher moves in, grabs the prototype
and heads back north towards the Motherland. The Cygnaran soldiers are spread out between
The characters are sent after him on a mission to the wagons and several of them have already
destroy the prototype. fallen to the rain of bullets coming from the
forest.”
While on route with lieutenant Jennings nothing
much happens. This is a good point for the
characters to get to know the lieutenant a bit better. At this point lieutenant Jennings will give the
Have him tell some of his experiences with Custler order to charge.
as this is something he has in common with the
PCs. Also have him mention the spy again when Before he and the PCs can reach the wagons
discussing Custler’s death. This should stick in the however, they are taken under fire by some of the
players’ memory when the next encounter occurs. Winterguard and a part of the attacking soldiers
start heading towards them on an interception
Suddenly the characters become aware of a combat course to prevent them from reaching the convoy.
transpiring close to their location. The idea is to keep the characters occupied. Don’t
let them reach the wagons too soon. Make sure they
have their hands full with the Winterguard.
“As you reach a clearing you see a convoy of 5
low wooden wagons covered by canvasses lying If necessary, throw in a couple of rounds of
under heavy fire. melee combat.
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He removes the canvas from one of the wagons Together the three of them will disappear into
and a Cygnaran warjack is revealed. None of the forest while the rest of the Khadoran forces
you have ever seen this particular type of warjack cover their retreat.
before. The warjack is inactive and lying prone
on its back. “The shot’s a clean hit...
The soldier climbs on top of the wagon and While the soldier slowly tumbles over and falls
reaches underneath the warjack’s armor. Then from the wagon, you hear a clanging noise coming
he starts ripping out wires from within the from the forest as metal feet are thundering
headsystem, obviously trying to disable the towards the clearing.
warjack.
The tree line is suddenly torn apart as two
The convoy defenders fail to notice him as huge Khadoran warjacks move into the clearing,
everyone is occupied keeping the Khadorans at splintering trees on their way as twigs. Both ‘jacks
bay... “ are wielding heavy axes and one of them has an
enormous bombard cannon instead of a hand.
The idea is to have one of the characters shoot
the soldier who should obviously be made to look
The ‘jacks are accompanied by a lone figure, a
like the spy in action. If none of the characters
towering giant brandishing a huge axe. You have
takes the initiative, have lieutenant Jennings order
heard of this man.
them to shoot the soldier. Worst case scenario,
have the lieutenant himself shoot the guy. Jennings
This is the infamous Butcher of Khardov, Orsus
will then head for the wagon.
Zoktavir himself.
When the ‘spy’ has been shot, throw some more
A fierce battlecry howls over the battlefield
Winterguard towards them to prevent them from
chilling you to the bone as he casually strolls next
going near the wagons.
to the Destroyer warjack.
The soldier is actually a journeyman warcaster, one
The Juggernaut suddenly speeds up and runs
of Nemo’s students and not a spy at all. He’s just
towards the wagon carrying the prototype. With
trying to destroy the prototype so it won’t fall in
its open fist, it grabs the wagon and starts pulling
the hands of Khador.
it back towards the Butcher...”
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Doom
To keep the risk of running into Cygnaran
forces as small as possible, Commander Zoktavir
and his troops will try to get back across the
border as soon as they acquire the prototype
warjack. To cover their retreat - and to kill off any
surviving witnesses - Orsus leaves behind a couple
of Doomreavers.
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Act III
Wherein the player characters are confronted with one of their own bullets, to be
followed by loads of Khadoran bullets at the station.
Summary: The characters will learn the truth and Jennings is taken to Northguard for further
about the ‘spy’ and face the consequences. They investigations.
are sent after the Butcher to try and destroy the
Tool-up Time
prototype.
Eventually the officer will understand that the
characters misunderstood what was happening
The Situation
and the shooting was a simple mistake. But now
A wounded officer from the Cygnaran convoy he wants restitution from the PCs for a dead
comes to the players explaining that they were on journeyman, a stolen prototype and morally broken
their way towards Northguard, transporting a troops.
prototype Warjack that isn’t operational yet.
The prototype is a design of Nemo himself and
has some brand new electrical experiments in it.
It’s a disaster that Zoktavir got away with it! Kayleigh D’Elyse, hot shot
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Here is the lay-down: Face military court (and - 2 Khadoran uniforms that fit and aren’t all
almost certain death before the firing squad) or go shot up. Please note that these uniforms will not be
on a daring mission to destroy the prototype. able to be used by gobber of trollkin characters for
example. Only human-sized characters will fit.
Assuming that your players know what’s good - Several documents in the coat of a Khadoran
for them, they’d better choose the mission. The sergeant. (see the handouts in the appendix)
characters will get the opportunity to take along the
following equipment: If the players don’t search the fallen bodies, one
of the soldiers will come to the ranking officer
- 1 explosive grenade (IKCG p191) per character. whilst the characters are preparing for departure,
- All the rope they care to drag along. stashing away the extra ammo and such.
- Lots of extra ammo.
- One healers kit. The captain informs the characters that important
(Yup, just one. papers were found on the body of a Khadoran
What did you expect after that fight?) sergeant.
- Anything they can salvage from the battlefield
or corpses of fallen Khadoran soldiers. The Handouts
If the characters think about searching the These include the following:
Khadoran corpses, they will find the following: - A map of the surroundings.
- Two versions of the mission briefing. One in
Cygnaran (English), one in Khadoran (Russian).
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however, we assume that there is. There’s even “A simple but sturdy stone bridge leads up to a
a railroad from Rorschik to Czarnograv. small guardhouse on the other side of the river.
A bit of light leaks through the cracks of the
4. The mission briefing is added both in window shutters.
English and in Cyrillic. We know Khador isn’t
Russia but it’s close enough for our purposes.
A single guard can be seen near the door of the
These handouts were included as a little
guardhouse. Tiny clouds of smoke cringle from
bonus for characters who can read Khadoran. his pipe as he keeps moving to defeat the cold.”
Give the English version to those players and
the Cyrillic version to the characters who The bridge is a simple stone structure with a
don’t know Khadoran. small guardhouse on the other side of the river.
Outside the guardhouse is a lone guard struggling
The mission briefing contains information
about the planning of the attack on the
against the bitter cold. A listen check at DC
Cygnaran convoy and about how and when 18 will reveal voices from the inside. If the roll
the prototype must be brought to a nearby equals or exceeds DC 25, the PC will be able to
station. determine that there are two more guards inside.
If you are running this adventure with higher level
As the map of the surroundings only features characters, you might want to include an Argus as
one village with a railroad ending in it, it a watchdog in this encounter.
should not be hard to figure out where the
prototype ‘jack has been taken. Characters who have skills such as knowledge
(geography), profession (cartographer), survival,
Assume the characters are coming from the
… can make a skill check at DC 15. If they pass,
south and will have to head north towards
Czarnograv.
they will realize that they are quite close to
Czarnograv and the sounds of gunfire might travel
all the way to the village.
The Bridge This means the characters will have to come up
The map features a couple of bridges. Should with a silent way to dispatch the guards, sneak on
the characters try to cross one of them, you can by or ignore the guardhouse altogether and cross
use the following information. The river will the river at a different location. Another option is
be frozen but the ice won’t be extremely thick. to dress up in the Khadoran uniforms they found
Crossing the river over the ice will be possible on at the ambush and bluff their way past the guards.
foot, but not on horseback.
The guard outside is smoking a pipe and isn’t
Please note that the characters shouldn’t be able expecting anyone to come this way. He might be
to catch up with the Butcher. The Doomreavers convinced that the characters are Khadoran forces
and the whole interrogation provide enough time that where separated from the others since the
for Kommander Zoktavir to reach Czarnograv attack. Zoktavir and the others passed by a couple
well ahead of the PCs. If they do make good of hours ago. Obviously anyone trying to bluff
progress, this bridge scene can stall them a bit their way through will have to speak Khadoran
more. fluently.
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Czarnograv
F
B
C
B
A
G I
J
E
H
D
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H: Barracks
Barracks containing some guards and
mechanics. This area is mainly used for repairs.
I: Station
Main station building. Used by the officers for
lodging and for storage of the extra ammunition
and weapons.
J: Tents
Tents of Khadoran soldiers. If an alarm or
gunshots can be heard, this is the area the main
force of Khadoran soldiers will come from.
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Hi guys ...
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Appendices
Where the critters roam.
Light Warjack
CR 11; Large construct; HD 14d10+30;
Init+2; Spd 25 ft.; AC 26; Atk +17 melee (1d8+7,
slam); SQ construct traits, damage reduction
10/serricsteel, darkvision 60 ft., low-light vision,
steamjack abilities; AL N; SV Fort +4, Ref +6,
A. Creatures Will +4; Str 25, Dex 15, Con -, Int 8, Wis 11,
Cha 1.
Heavy Warjack
CR 13; Large construct; HD 18d10+30; Init+0;
Spd 20 ft.; AC 29; Atk +23 melee (1d10+10, slam);
SQ construct traits, damage reduction 15/quenched
Argus serricsteel, darkvision 60 ft., low-light vision,
steamjack abilities; AL N; SV Fort +6, Ref +6,
CR 3; Medium-size magical beast; HD 3d10+3; Will +6; Str 30, Dex 11, Con -, Int 8, Wis 11,
Init+2; Spd 40 ft.; AC 14; Atk 2 bites +5 melee Cha 1
(1d6+2, bite); SA Doppler Bark, Grappling bite;
SQ Scent; AL usually neutral; SV Fort +4, Ref Note: These are the generic stats which can
+5, Will +1; Str 14, Dex 14, Con 13, Int 3, Wis 10, be found in the IKCG p349. They can of course
Cha 10. be adjusted to represent certain Cygnaran or
Khadoran warjacks however unless you’re runnig
Skills & Feats: Hide +5, Listen +6, Spot +5, this adventure with a high level party, we would
Swim +5; Alertness recommend not having the PCs encounter combat
with warjacks.
Note: Further information on the Argus can be
found in the MNM p8
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Handout in English
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Handout in “Khadoran”
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