Full Metal Fridays Volume 1 (7375830)

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John Maddox (order #7375830)

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Full Metal Fridays Volume 1 pdf - Iron Kingdoms supplement

Transcript of Full Metal Fridays Volume 1 (7375830)

  • John Maddox (order #7375830)

  • 1Installment 1, Week1:

    RaIdeRs on the hIgh seasBy Matt Goetz art By Brian Snoddy

    Known for their ferocity and fighting prowess, the Satyxis are the source of many grisly stories told in ports along the Broken Coast. Those in the service of the Cryxian Black Fleet take great joy in preying on the navies of the Iron Kingdoms. Guided by ancient traditions of plunder and bloodshed, these blighted fiends are as deadly as they are merciless.

    Whether a ship-borne raider or a wielder of enigmatic blood magic, a Satyxis is a terrifying sight to any who makes his living on the sea. While very few who encounter the Satyxis escape with their lives, the stories of those rare survivors describe the immense ferocity, bravery, and wickedness of these fell women of the waves.

    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!

    John Maddox (order #7375830)

  • Women of the Sea

    2

    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 known as the foremost living servants of Lord Toruk. They are easily distinguished by the twisted horns growing from their skulls, a physical manifestation of the dragon blight that transformed their race.Some mainlanders think the Satyxis form is connected to Toruk, but this blight originates from a different dragon, now deceased. In 1650 BR, over six centuries before the founding of Cryx, the Dragonfather battled the white dragon Shazkz in the skies over Satyx. Though Shazkz tried to defend himself, Toruk savaged the lesser dragon and consumed his essence. Blighted blood rained down 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, changed in different ways. They became something inhuman, growing their characteristic horns and having 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 was quick to join the fate of her people to the great dragon, offering him warriors and worship. From that 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 predation upon those living on the mainland, making them feared and despised by the majority of non-Cryxians. Satyxis are killed on sight in most mainland towns and cities and are treated warily even in those few pirate dens where they are sometimes seen.Archetypes: Gifted, Mighty, SkilledLanguages: Satyxis start the game with three languages: Satyxi, Scharde, and one other they have picked up in their travels. Satyxi is generally used only for communication between Satyxis and in rituals and is not widely spoken.Height: 5569 inches (not including horns)Weight: 100160 poundsAdditional Characteristics:

    Satyxis with the Gifted archetype cannot have the Arcane Mechanik or Arcanist careers.

    A Satyxis must be female. Horns: In addition to her normal attacks, a Satyxis

    can make one unarmed melee attack with her horns during each of her turns. This attack uses the Unarmed Combat skill and is POW 3. On a critical hit, the target is knocked down. If a Satyxis uses her horns to make a knockout strike that damages her target, add +2 to the target number to avoid the knockout.

    satyxIs

    STARTING VALUE

    PHY 5

    SPD 6

    STR 5

    AGL 3

    PRW 4

    POI 3

    INT 3

    ARC *

    PER 3

    HERO LIMIT

    VET LIMIT

    EPIC LIMIT

    7 8 8

    7 7 7

    6 7 8

    5 6 7

    5 6 7

    4 5 6

    5 6 7

    4 6 7

    5 6 7

    satyxIs

    Copyright 2001-2013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cygnar, Cryx, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Trollbloods, Trollblood, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, 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.

    John Maddox (order #7375830)

  • 1Installment 1, Week 2:

    Blood and PlunderBy Jason soles

    Though known for their cruelty and vicious blood magic, along the shores of the Broken Coast Satyxis are most infamous for the lightning raids they conduct on the fleets of the Iron Kingdoms. The following career allows you to play as one of the fierce raiders of a Satyxis crew.

    RaideRAmong the bloodthirsty Satyxis serving the Cryxian Black Fleet, none are more feared than the cruel raiders. Vicious reavers born to ride the waves, they strike relentlessly wherever their masters and the fates bid them. These merciless raiders are well versed in the use of wicked chain whips crafted to flay flesh from bone and inflict pain across the mystical tethers that bind steamjacks to their warcasters. The mainlands defenders have learned to dread the terrible sound of Satyxis war horns, for soon raiders emerge from fog-shrouded darkness to rip apart any who stand against

    them before stealing away with their plunder and captives bound for the slave pits of Blackwater.Satyxis raiders are no mere pirates. Behind their savagery are ancient rituals and rites drawn from the very foundation of their race. The raiders, like all Satyxis, are accustomed not only to slaughter but also to the arcane. They regularly look to the visions and portents of the witches among their number to guide them toward their next prey. Playing a Raider: Satyxis Raiders are skilled melee fighters specializing in the use of their lacerator whips. They are also quite capable of using their natural horns to lethal effect, and their unarmed capabilities should not be underestimated. The Raider career pairs well with the Pirate career, granting the character access to a number of useful abilities such as Waylay, which increases the effectiveness of a Satyxis horns in her attempts to knock out a victim. It is also worth keeping in mind that a Raiders

    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!

    John Maddox (order #7375830)

  • Blood and Plunder

    2

    life is a constant struggle, and only the most ruthless and bloodthirsty rise to command. Additionally, Satyxis have a powerful affinity for the arcane. A player wishing to play a leader among the Satyxis should consider taking Military Officer, Sorcerer, or Warcaster as her second career.

    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 to inflict truly thunderous blows with her horns with the Ram ability. Note, however, that the Satyxis are feared and truly hated by the mainlanders they have preyed upon for centuries. This animosity runs deep, and virtually anywhere outside the Scharde Islands Satyxis will be attacked on sight. As a result, while Satyxis characters can make excellent antagonists, they are extremely difficult player characters to work into games set outside the confines of the Nightmare Empire.

    New abilitiesBoardIng actIon

    Prerequisite: Jumping 1A character with Boarding Action can use the Jumping skill to make a long jump as a quick action instead of a full action after making a full advance.

    ram

    Prerequisite: Unarmed Combat 3When this character hits an enemy with her horns, the enemy is knocked down and can be pushed 1 directly away from this character. If the enemy is pushed, this character can immediately advance directly toward him, up to the distance that enemy was pushed.

    Starting abilitieS, ConneCtionS, and

    SKillS

    Special: A character starting with the Raider career must choose Cutthroat, Duelist, Gun Mage, Military Officer, Pirate, Pistoleer, Ranger, Sorcerer, or Warcaster for her other career.Abilities: Specialization (Lacerator)Connections: Connections (Black Fleet)Military Skills: Hand Weapon 1 and Unarmed Combat 1Occupational Skills: Intimidation 1, Jumping 1, Sailing 1, Swimming 1

    Starting aSSetS Lacerator, Leather Armor

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

    RaideR ConneCtions Connections (Black Fleet)

    RaideR MilitaRy skills Hand Weapon 4, Pistol 3, Thrown Weapon 3, Unarmed Combat 4

    RaideR oCCupational skills Command 2, General Skills 4, Navigation 3, Rope Use 4, Sailing 3

    RaideR PReRequisites: satyxis

    sPrInt

    Prerequisite: AGL 6At the end of this characters turn, if she destroyed one or more enemy models with melee attacks that turn she can make a full advance.

    New Melee weapoNlacerator

    Cost: These weapons are never available for sale.Skill: Hand WeaponAttack Modifier: 3POW: 4Description: Lacerators are the wicked whips of chain favored by the cruel Satyxis raiders. The secrets of the lacerators creation are known only to the blood witches among them.Special Rules: Lacerators are magical reach weapons.Attacks from lacerators ignore ARM bonuses from bucklers and shields.On a critical hit, the character hit is knocked down.When a lacerator damages a bonded steamjack, the steamjacks controller suffers 1 damage point.

    Copyright 2001-2013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cygnar, Cryx, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Trollbloods, Trollblood, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, 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.

    John Maddox (order #7375830)

  • 1Installment 1, Week 3:

    RIdIng the stoRmBy Matt Goetz

    Beyond fending off vicious pirates, trading blows in drunken brawls, and struggling to scrape together enough crowns to buy a hot meal, the sailors of western Immoren face danger from an altogether uncaring source: the very waters of the Meredius on which they ply their trade. Rough storms, powerful tides, and more can destroy a vessel, leaving its hapless crew to struggle against the waves or die a watery death.The following hazards are designed to increase the danger of your maritime encounters and include rules for situations like explosions below deck and severe weather conditions.

    RemIndeRThe rules for Swimming (p. 194) and effects of deep water (p. 222) are found in the Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules book.

    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!

    John Maddox (order #7375830)

  • riding the storm

    2

    Fire Down BelowDescription: While combat rages on the deck of a ship, gunnery crews beneath keep firing, hoping to wreak enough damage to force the enemy vessel to break away from the attack or cause a defending crew to surrender. These shots tear through a ships hull and can hit volatile stores of blasting powder or the pressurized boilers that power a ships paddle wheels. When this happens, violent secondary explosions erupt up through the deck, throwing great blasts of fire, steam, and shrapnel into the air.

    Special Rules: If you decide a shot has hit a volatile location below decks, place a 3, 4, or 5 AOE on deck and roll for deviation. If the AOE deviates off the deck of the ship, the shot did not trigger a chain reaction. Otherwise, all characters in the AOE take a POW 8 hit that deals fire damage. The affected area of the AOE becomes rough terrain.

    Massive wavesDescription: One of the great dangers of sailing far from the relative safety of the Broken Coast are the massive waves. These walls of water are twice as tall as normal waves, and some grow even higher. Massive waves easily wash over the deck of a ship and sweep away anything not securely strapped to the deckguns, cargo, and crewmen alike are washed overboard by the force of such waves.Special Rules: Massive waves are easy to spot at a distance. A character automatically discovers a wave when it is within his PER in turns away. When the wave hits the ship, anything not securely tied down is pushed 1d6 in the direction the wave is moving (for instance, if a massive wave washes over the starboard side of a ship, objects are pushed toward the port side). Characters hit by the massive wave must pass a STR + Sailing roll against a target number of 15 to avoid being pushed. If a character is holding rigging, ropes, or other secured objects, he gets a +2 bonus to this roll. Medium- and large-based characters also gain this bonus. A pushed object or character falls overboard if it has less than 1 of ground under its base after being pushed.

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

    rough seasDescription: The Meredius is both unforgiving and unpredictable. The pull of Caens three moons cause tides of terrifying power, turning the deck of a ship into tilting, shifting terrain of unreliable footing. This combined with a constant spray of ocean water wetting the deck means that simply moving about becomes a challenge and close-in fighting becomes a nightmare. A heaving ship can cause a crewman to veer wildly off course if he doesnt make careful, measured movements.Special Rules: Rough seas can be added to any maritime encounter. While engaged in rough seas, characters that move more than 30 feet (5) must make an AGL + Sailing roll against a target number of 14. If the roll succeeds, nothing happens. If the roll fails, however, the character is pushed d3 in a random direction and knocked down.

    storM winDsDescription: Winds of terrible force are a common feature of the storms of the Meredius. At its peak, a gales force can rip the masts from a ship, particularly if the crew is unable to bring the sails in before they are caught by the storm. Blasts of wind make sight difficult and cause shots to veer wildly off course. Special Rules: Storm winds can be added to any maritime encounter. While storm winds are in effect, all characters gain +2 DEF against ranged attacks.

    John Maddox (order #7375830)

  • 1Iron 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 before gale-force winds rip the cloth to tatters. The ship pitches underfoot as waves toss the small vessel about like a childs toy, and large swells break over the gunwale, swamping the deck with ankle-deep seawater. A crewman shouts a warning and points off the starboard side just as a sleek, black-hulled ship plows over the crest of the nearest wave. The dark ship strikes with an earsplitting sound, burying its prow into your boat. Horned warrior women leap onto the deck, shrieking as they cut down the crew.

    For the Game masterThe Satyxis of the blackship Hellkite are notorious for rapid strikes. The ship is outfitted with a corroded iron naval ram and barbed boarding planks, allowing the crew to forgo the need to come alongside and grapple an enemy ship. Hellkite simply rams into prey at top speed, imbedding its prow into the target, and drops its planks to allow a bloodthirsty tide of trained Satyxis to rush onto the pinned ships deck. This happens so quickly the captain of the boarded vessel begins to comprehend the situation only when he is face-to-face with Meara Brinebight, captain of the Hellkite.

    John Maddox (order #7375830)

  • sailor take warning

    2

    Like all blackships, Hellkite commands its own weather. Because it can summon up storms to swirl around the ship, it is never without enough wind to fill the sails. The only warning an enemy crew has that the Hellkite is about to attack is a sudden foul turn in the weather, marked by dark storm clouds and rough white-flecked waves.Meara takes great pleasure in striking ships struggling in one of her ships storms. While the ships of other nations pull down their sails to avoid snapping their masts in the powerful winds, Meara flies a blue-black spinnaker to harness the storm wind generated by the blackship, trusting in the strength of her ship and the skill of her crew to endure the peril of the storm. Attacking from within this cloak of storms the Hellkite is protected, shielded from the sight of enemy gun crews by heaving waves, sheets of rain, and gale-force winds.Hellkites crew are a cruel and bloodthirsty lot. Wielding pistols, cutlasses, harpoon guns, and lacerators, they take pleasure in carving a path through a ships defenders, covering the deck with foam made of blood mixed with seawater.

    sailor take WarninGHero-Level Combat EncounterEncounter Points: 57 Adversaries: Satyxis Raiders (8), Black Ogrun Boarders (2), Captain Meara BrinebightAdditional Factors: Rough Seas, Rogue Waves, Allied CrewDescription: This encounter takes place on the seas anywhere along the Broken Coast. The player characters might be onboard a ship as extra security to guard valuable cargo, traveling as passengers, or (if they are part of a naval adventuring company) simply going about their day-to-day business. Regardless of their reasons for being aboard, the outcome is the same: using the cover of a heavy storm, the Hellkite rams the ship and secures boarding planks its crew uses to swarm onto deck. In the confusion of those first few moments, Captain Brinebight shoots down the captain of the player characters ship if he is an NPC, leaving the player characters to direct any defensive efforts.Special Rules/Tactics: This encounter takes place on the deck of a small single-mast ship and uses the Rough Seas and Massive Waves rules available in last weeks Full Metal Fridays release. The deck is represented by an 18 wide by 36 long area. Water barrels and rigging points on deck create cover and grant opportunities to gain elevation.

    Lacerator

    Horns

    PoW P+s

    PoW P+s

    4 10

    3 9

    This weapon has Reach.

    Attacks from lacerators ignore ARM bonuses from bucklers and shields.

    On a critical hit, the character hit is knocked down.

    When a lacerator damages a bonded steamjack, the steamjacks controller suffers 1 damage point.

    On a critical hit, the character hit is knocked down.

    Hand cannon rnG aoe PoW

    12 12

    aBIlItIesskIlls (stat alReady Included)Climbing 5, Command 6, Intimidation 8, Jump 8, Rope Use 6, Sailing 8, Swimming 8

    Battle Plan: Captains Orders This character can spend 1 feat point to use Battle Plan: Captains Orders. Using a battle plan is a quick action. For one round, friendly Hellkite raiders that follow the characters orders roll an extra die for attack rolls and discard the lowest result.

    Feat Points This character starts each encounter with 1 feat point. She is allocated 1 feat point at the start of each of her turns. She can only have up to 1 feat point at a time.

    Gang When making a melee attack targeting an enemy in melee range of another friendly character, this character gains +1 to melee attack and melee damage rolls. When making a melee attack targeting an enemy in melee range of another friendly character with this ability, these bonuses are increased to +2.

    Ram When this character hits an enemy with her horns, the enemy is knocked down and can be pushed 1 directly away from this character. If the enemy is pushed, this character can immediately advance directly toward the pushed enemy up to the distance that the character was moved.

    Specialization [Lacerator] This character ignores penalties while fighting with a lacerator (included above).

    Command ranGe 6Base size smallenCounter Points 9

    SPD STR MAT RAT DEF ARM

    WillPoWER iniTiATivE DETEcT SnEAk

    INTELLECT

    AGILITY

    PHYSIQU

    E

    1 2

    34

    65

    John Maddox (order #7375830)

  • sailor take warning

    3

    cutLass PoW P+s

    4 13

    If this weapon damages a target with an equal or smaller base, immediately after the attack is resolved the damaged character can be pushed any distance directly toward the character armed with the harpoon.

    Harpoon gun rnG aoe PoW

    10 12

    aBilities: 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.

    Reel In After pushing a model with the harpoon gun, black ogrun can make one normal melee attack against the model pushed. After resolving this melee attack, the black ogrun can make additional melee attacks during its combat action.

    Terror Black Ogrun cause Terror [12].

    Vitality 9Base size medIumenCounter Points 8

    SPD STR MAT RAT DEF ARM

    WillPoWER iniTiATivE DETEcT SnEAk

    aBilitiesskIlls (stat alReady Included)Climbing 6, Intimidation 7, Rope Use 6, Sailing 6, Swimming 7

    Gang When making a melee attack targeting an enemy in melee range of another friendly character, this character gains +1 to melee attack and melee damage rolls. When making a melee attack targeting an enemy in melee range of another friendly character with this ability, these bonuses are increased to +2.

    Vitality 6Base size smallenCounter Points 4

    SPD STR MAT RAT DEF ARM

    WillPoWER iniTiATivE DETEcT SnEAk

    Lacerator

    Horns

    PoW P+s

    PoW P+s

    4 10

    3 9

    This weapon has Reach.

    Attacks from lacerators ignore ARM bonuses from bucklers and shields.

    On a critical hit, the character hit is knocked down.

    When a lacerator damages a bonded steamjack, the steamjacks controller suffers 1 damage point.

    On a critical hit, the character hit is knocked down.

    Use a mix of five human thugs and human thieves, with a Sailing skill of 1 (Core Rules, pp. 344345), to represent 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 characters controller.The encounter begins when the Hellkites crew jumps onto the deck of the ship. Place all of the adversaries on one of the long sides of the PCs ship within 1 of the starboard edge. The friendly crew is placed randomly across the deck. When combat starts, the Hellkites Ogrun fire an opening salvo with their harpoon guns, followed by the Satyxis closing with the nearest targets to engage them with lacerators. Once two or more of her crew are killed, Captain 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 the PCs vessel, causing Fire Down Below. 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.

    ROOm tO maneuveRThe deck size of the PCs ship can vary depending on the size of your player group and the amount of gaming space you have available. The beam (or width) of the ship is intended to give the characters a bit of breathing room to move around, and the overall length is meant to give the area a generally ship-like shape while still fitting into a reasonable area on the table. If you have the space to increase the length of the ship, by all means do so. Many steamships are four to six times as long as they are wide.

    John Maddox (order #7375830)

  • 1Installment 2, Week 1:

    the art of synthesIsBy Matt Goetz art By Brian Snoddy

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

    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!

    John Maddox (order #7375830)

  • THE ART OF SYNTHESIS

    2

    fIeld alchemyalkalIc fluId

    Description: A quick concoction meant to counteract the adverse effects of alchemical acids, alkalic fluid has saved the lives and possessions of many clumsy alchemists.Special Rules: The moment the ingredients are combined, select a friendly character in base contact with the alchemist suffering the Corrosion continuous effect. The continuous effect immediately expires.Brewing Requirements: AlchemyIngredients: 1 unit alchemical waste (liquid), 1 unit mineral crystalsTotal Material Cost: 4 gcAlchemical Formula: Creating alkalic fluid can be done without an alchemy lab and requires a character to mix mineral crystals into a vial of alchemical waste. A character must spend a quick action to combine the ingredients and then makes an INT + Alchemy roll against a target number of 12. If the roll succeeds, the character creates one unit of alkalic fluid. If the roll fails, the ingredients are lost.

    BlackBondDescription: Blackbond is a thick, tarlike substance prized for its adhesive properties.Special Rules: The moment the ingredients are combined, they create a few ounces of this thick, gummy substance. An object coated with blackbond sticks wherever it makes contact and remains stuck for d3 hours. Sand, soot, and similar substances coating a target surface prevent blackbond from adheringit sticks to the grime rather than the intended surface. To remove a stuck object, a character must make a STR roll against a target number of 10.Brewing Requirements: AlchemyIngredients: 1 unit alchemical stone, 1 unit organic oilTotal Material Cost: 2 gcAlchemical Formula: Creating blackbond can be done without an alchemy lab and requires a character to combine a vial of organic oil with powdered alchemical stone. A character must spend a quick action to combine the ingredients and then makes an INT + Alchemy roll against a target number of 12. If the roll succeeds, the character creates one unit of blackbond. If the roll fails, the ingredients are lost.

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

    fIrestIfleDescription: Firestifle generates an expanding cloud of foam that quickly smothers flames. Alchemists often keep the ingredients for this compound on hand so that they can use it to prevent accidental fires from spreading out of control within their labs.Special Rules: The moment the ingredients are combined, place a 3 AOE in base contact with the alchemist. Fire continuous effects on characters in the AOE immediately expire and open flames in the AOE are extinguished.

    Brewing Requirements: AlchemyIngredients: 1 unit alchemical waste (liquid), 1 unit mineral crystalsTotal Material Cost: 4 gcAlchemical Formula: Creating firestifle can be done without an alchemy lab and requires a character to drop mineral crystals into a vial of alchemical waste. A character must spend a quick action to combine the ingredients and then makes an INT + Alchemy roll against a target number of 12. If the roll succeeds, place the firestifle AOE in base contact with the alchemist. If the roll fails, the ingredients are lost.

    GlasseaterDescription: Glasseater is thick blue-green grease that dissolves glass into an acrid vapor immediately upon contact.Special Rules: The moment the ingredients are combined, any glass surface the compound is spread over dissolves into a pale vapor. One unit of glasseater can dissolve three square feet of glass up to a quarter-inch thick.Brewing Requirements: AlchemyIngredients: 1 unit arcane minerals,1 unit mineral acid.Total Material Cost: 9 gcAlchemical Formula: Creating glasseater can be done without an alchemy lab and requires a character to combine powdered arcane minerals with a vial of mineral acid on a surface. A character must spend a quick action to combine the ingredients and then makes an INT + Alchemy roll against a target number of 12. If the roll succeeds, the character creates one unit of glasseater. If the roll fails, the ingredients are lost.

    John Maddox (order #7375830)

  • 1Installment 2, Week 2:

    Clever ConCoCtIonsBy Matt Goetz

    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!

    New formulas are constantly being tested and refined in alchemists workshops throughout western Immoren. Some are tailor-made to the specifications of a single client, while others are the result of an alchemist identifying and attempting to address a common problem. Once a stable alchemical compound has been carefully documented, it is a simple matter for others to reproduce it.

    alChemICal ItemslaughIng gasCost: 21 gcDescription: Those wishing to incapacitate a large number of individuals without doing them any physical harm can employ this gaseous compound. When inhaled, the vapor causes its victim to laugh

    uncontrollably. The gas causes a deep, hysterical laugh akin to those most often heard from the cells of a lunatic asylum. Individuals under the effects of the gas find most actions extremely difficult while they are wracked with fits of cackling.

    Special Rules: Vials of laughing gas can be used as improvised thrown weapons, but due the inaccuracy of thrown glassware and the low cost of reliable grenade housings (see Iron Kingdoms Full Metal Fantasy Core Rules, p. 297), laughing gas bombs are the preferred delivery method for the substance.

    Laughing gas is a gas effect that causes no damage. When a character is exposed to laughing gas, he must make a PHY roll against a target number of 12. If the roll succeeds, nothing happens. If the roll fails, the character is affected by the gas and begins laughing uncontrollably. The character suffers 1 on his attack

    John Maddox (order #7375830)

  • Clever ConCoCtions

    2

    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.

    and skill rolls. During each of his Maintenance Phases, the character must make an additional PHY roll. If he passes three of these PHY rolls, the gas has run its course and its effects end.Brewing Requirements: AlchemyIngredients: 1 unit alchemical stone, 1 unit arcane extract, 1 unit organic oil

    Total Material Cost: 7 gcAlchemical Formula: Brewing laughing gas requires an alchemy lab and two hours of labor spent combining, cooking, and stabilizing the ingredients. At the end of this time, the alchemist makes an INT + Alchemy skill roll against a target number of 14. If the roll succeeds, the character creates one dose of laughing gas. If the roll fails, he creates one unit of alchemical waste (liquid).

    umbroCulant DropsCost: 27 gcDescription: This dark, syrupy liquid is dropped directly into the eyes, coating the corneas with a glassy black sheen. Those under the effects of the substance have a temporarily increased ability to see in low-light conditions.

    Special Rules: Administering a dose of this substance requires an eyedropper. A living character exposed to umbroculant drops treats light conditions as one step brighter than normal. For a character under its effects, complete darkness is treated as dim light and dim light is treated as bright light. A dose of umbroculant drops lasts for one hour.

    Brewing Requirements: AlchemyIngredients: 1 unit mutagenic extract, 1 unit organic oilTotal Material Cost: 9 gcAlchemical Formula: Brewing umbroculant drops requires an alchemy lab and one hour of labor spent combining, cooking, and stabilizing the ingredients. At the end of this time, the alchemist makes an INT + Alchemy skill roll against a target number of 14. If the roll succeeds, the character creates one dose of umbroculant. If the roll fails, he creates one unit of alchemical waste (liquid).

    alChemICal equIpmentInjeCtIon pIstolCost: 125 gcAmmo: 1 (injector)Effective Range: 4 (24 feet)Extreme Range: Skill: PistolAttack Modifier: 2

    POW: 8AOE: Description: This complicated brass pistol uses a small vial of true air, the alchemical compound used in concussion grenades, to propel an injection dart into a target at range. The injection pistol provides a means of long-range delivery for an alchemists creations but is difficult to use and has a very short range.

    Special Rules: This weapon deals no damage. A damage roll in excess of a targets ARM indicates that the injector had sufficient force to puncture armor and deliver the compound contained within it. The target is immediately subject to the effect of the alchemical compound.

    An injector can be loaded with any injectable alchemical compound. To be injectable, an alchemical compound must be described as a liquid or contain organic oil, organic acid, or organic toxin in its ingredients.

    If a target is hit by an unloaded injector, nothing happens.

    It costs 5 gc for a dart and propellant for a single shot. The alchemical compound must be acquired separately.

    John Maddox (order #7375830)

  • 1Installment 2, Week 3:

    Unsafe WorkIng CondItIonsBy Matt Goetz

    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!

    The interior of an alchemists workshop can be disconcertingif not outright terrifyingto those unfamiliar with the art. Exotic ingredients cover every available surface, bubbling vats of nauseatingly colors occasionally flare with brilliantly colored flame, and great clouds of choking chemicals swirl around the rafters and floorboards, sometimes combining in unpredictable or even catastrophic ways.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 can end with any number of unintended consequences. Stray rounds can impart the necessary shock to detonate a volatile compound, and a careless sweep of the sword might mix dozens of different solutions together. True alchemy requires great care and complex calculation; the accidental combination of acids, poisons, and less-

    identifiable distillates presents a danger to everyone in the room.The following list of potential hazards can be added to any encounter that takes place in an alchemists workshop. These rules can also be applied in marketplaces, warehouses, the lair of Thamarite cultists, and anywhere else alchemical compounds can be bought or are regularly used or stored.

    alChemIst Workshop hazardsCrUCIbleDescription: Fundamentally, crucibles are vessels that can withstand extreme temperatures. In practice, though, they are much more. A crucible stands at the

    John Maddox (order #7375830)

  • Unsafe Working Conditions

    2

    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.

    heart of an alchemists lab, stoked by a hot fire beneath it. Inside the crucible, ingredients are broken down and recombined, touched with arcane energies that convert them from simple parts into a useful whole.To outsiders who hold the crucible in slightly less esteem, the crucible can still serve a useful function. It is, after all, still a giant vat of boiling chemicals.Special Rules: A crucible is represented by a small-, medium-, or large-based model. A character engaged with an enemy within 1 of the crucible can attempt to push his opponent into it. Doing so requires the character first grapple his target (Iron Kingdoms Full Metal Fantasy Core Rules, p. 210). After successfully grappling his target, a character can use a full action to attempt to force his target into the crucible. The characters then make contested STR + Unarmed Combat rolls. If the attacker wins, the character being grappled is pushed 1 toward the crucible. If he contacts the crucible, the character suffers a POW 14 corrosion damage roll and the Fire continuous effect. If the grappled character wins or draws, he is not forced into the crucible, although he remains grappled.

    dangeroUs mIssDescription: Attacks in the workshop must be carefully aimed to guard against causing unintended chemical reactions. The larger and more elaborate an alchemists workshop, the more likely an errant shot or careless close combat attack will have unintended consequences. Bullets might pass through dozens of bottles before hitting a wall, and broad strikes can clear entire workbenches of their contents.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 POW 8 corrosion damage roll.

    tar CandleCost: 5 gcDescription: 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 speeding up the process of alchemical distillation, but one used irresponsibly can throw out gouts of intensely hot, if short-lived, fire. A new, fully fueled tar candle costs

    50 gc. It costs 10 gc for the housing and sufficient oil for an extra reservoir.Special Rules: Using a tar candle as a weapon requires an extra quick action to spin the pressure valve fully open. A tar candle has the following profile:

    Ammo: Effective Range: 18 feet (3) Extreme Range: Skill: Thrown Attack Modifier: 2 POW: 10 AOE: Special Rules: This weapon deals fire damage. On a critical hit, targets suffer the Fire continuous effect.

    toxIC CloUdDescription: Caustic or poisonous clouds often fill the workplace of an alchemist, the noxious byproducts of their craft. Most alchemists wear gas masks to protect themselves against these gases. Those who dont take such precautions have short-lived careers marked by consumptive lung diseases and early death.Special Rules: A toxic cloud can be represented by a 3 , 4 , or 5 AOE centered over an alchemists workbench or some other sufficiently extraordinary piece of equipment. The AOE is a cloud and gas effect that remains in play unless acted on by an outside force, such as a Wind Blast spell or a strong cross-breeze blowing through a broken window. A character must succeed on a Willpower roll against a target number of 12 to enter the AOE. A character who enters or ends his activation in the cloud suffers d3 damage points.

    John Maddox (order #7375830)

  • 1Installment 2, Week 4:

    alchemIcal ImbalanceBy Matt Goetz art By DaMon Westenhofer anD thorsten Denk

    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!

    The musty, crumbling building is filled with stacked crates of glassware and complex apparatuses of twisted copper and steel. Deep within the labyrinth of disorganized ingredients and equipment, a foul stink of ammonia and sulfur creates choking fumes that thicken the air. Floating amid the swirling fog is a translucent figure dressed in the attire of an alchemist, flasks and vials orbiting its outstretched hands like the moons of Caen. Suddenly it notices you amid the clutter, glassy eyes snapping down to pin you in place. Behind you the door to this placethe only doorslams shut with a sound of finality, and the specter begins to drift closer.

    For the Game masterIn life, Victor di Cavour was an accomplished alchemist of Corvis. He produced alchemical reagents and restoratives

    to provide for the needs of his community, using the coins he earned to fund his passion: the study of ancient alchemies, particularly from pages purported to contain information copied from the Crucibilus Synthetatus. Di Cavour hoped to find a key to a means of alchemically extending natural life within the scrawled pages.Tragically, di Cavours work was cut short. He was betrayed and murdered by his apprentice for his notebooks, which contained a significant number of proprietary alchemical preparations. In the aftermath of his violent death, di Cavours spirit lingered on in his laboratory, each passing year fracturing his memories and twisting his once-gentle personality into something more clinical and cruel. With his great work unfinished, the specter of di Cavour is caught in a perpetual cycle of attempting to complete his impossible masterpiece.

    John Maddox (order #7375830)

  • AlchemicAl imbAlAnce

    2

    The specter of di Cavour retains some of the alchemists living memories, but they are fragmented and tainted with a bitter desire for revenge. He does not have a specific target for his revenge; memories of the person responsible for his murder are among those he lost in death. Instead di Cavour lashes out against anyone he feels presents a threat to him or his work. Several refugees new to Corvis have already fallen victim to his wrath, and he has controlled others with his deathly powers to function as assistants and harvesters of supplies. Though it has taken several months, di Cavours former home has once again been stocked with all the materials he needs to practice the art of alchemy.The Order of the Golden Crucible has heard some rather disturbing rumors regarding di Cavours recent resurgence. Unwilling to dedicate resources to the investigation the organization has extended the opportunity to mercenaries and investigators in the region. Dealing with di Cavour is one way for unaffiliated alchemists seeking the orders attention to make their name known and those simply seeking gold know that the pockets of the order run deep.

    encounterthe specter oF alchemyHero-Level EncounterEncounter Points: 23Adversary: Victor di CavourAdditional Factors: Alchemical hazardsDescription: This encounter involves the characters entering the former home of Victor di Cavour, either at the behest of the Order of the Golden Crucible or to investigate rumors of unnatural activity they have heard on the streets of Corvis. The encounter begins the moment all the PCs enter di Cavours home. The specter psychokinetically closes and seals the doors behind the characters before beginning the attack.

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

    Special Rules/Tactics: This encounter uses the rules for alchemical hazards presented last week.

    Full Metal Fridays 2.3Player characters and di Cavour alike can use the ingredients found in the five rooms to create any field alchemy compound they desire. Di Cavour also has several

    John Maddox (order #7375830)

  • AlchemicAl imbAlAnce

    3

    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.

    shelves of charred books and notes related to his research that give clues to his obsessive yet impossible undertaking.

    Di Cavour fights by using his psychokinetic abilities for field alchemy or to hurl alchemical items such as vitriolic fire, acid, and rust agent. There are d3 prepared alchemical items in each of the rooms. Di Cavour distrusts other alchemists due to the nature of his murder, and he focuses attacks on them first. During the encounter he shouts at the characters to leave him to his work, warning them that they will not steal the formulae from him.Di Cavour phases from room to room within the laboratory to avoid anyone engaging him or to gather a fresh supply of items he can use to attack. If he exhausts his supply of alchemical items, di Cavour uses Dark Influence to make player characters attack each other as often as possible.

    Because di Cavour is a specter, he presents the player characters with a much greater challenge if they have no means of dealing with his incorporeality. If they do not already have Ashes of Urcaen prepared, they have a chance to discover a dose of the item within the workshoplikely a dust-covered bottle of the compound refined before di Cavour found himself in his present state. A character can spend a full action to search for a bottle of Ashes of Urcaen. The character makes a Detection skill roll against a target number of 15. If the character is an Alchemist, he gains +2 to his roll. If he succeeds, he discovers the Ashes of Urcaen. If he fails, he does not discover anything in that room. The characters can attempt to search each room once.

    abIlItIesskIlls (stat already Included)Dark Influence During his turn, di Cavour can use a quick action to control 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, di Cavour makes a contested Willpower roll against him. If the target wins, nothing happens. If di Cavour wins, he takes control of the character. Di Cavour immediately causes the affected character to make a full advance followed by a quick action or a melee or ranged attack.

    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 up to 1 feat point at a time.

    Incorporeal Di Cavour can move through rough terrain, solid objects, and other characters. Blessed weapons affect him normally. Spells and other magical weapons can damage di Cavour but roll one fewer die on damage rolls. No other weapons can harm him.

    obsession Di Cavour is obsessed with the manufacture of alchemical substances, in particular the impossible task of replicating recipes from the Crucibilus Synthetatus. Convincing him of the impossibility of this endeavor is a key to laying his spirit to rest.

    Phase Di Cavour can spend a quick action to immediately be placed anywhere within thirty feet (5) of his current location.

    Psychokinesis Di Cavour can manipulate small objects by manifesting psychokinetic energy. He can pick up unattended objects within his command range weighing five pounds or less and move them up to 8 as a quick action. 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 + POW 2 for a mundane object.

    terror Di Cavour causes Terror [16].

    Undead Di Cavour is an undead creature and never flees.

    command ranGe 6base sIze smallencounter poInts 9

    SPD STR MAT RAT DEF ARM

    WillPoWER iniTiATivE DETEcT SnEAk

    INTELLECT

    AGILITY

    PHYSIQU

    E

    1 2

    34

    65

    VIctor dI caVourVictor di Cavour is the specter of a Llaelese alchemist and currently haunts his former Corvis home.

    John Maddox (order #7375830)

  • 1Installment 3, Week1:

    equIppIng Yourself for an expedItIon

    By William Oz SchOOnOver

    Over the 800 years of their occupation of western Immoren, the Orgoth built many structures, from massive fortress cities to extensive catacombs. Few of these survived the Scourge, but isolated Orgoth tombs and vaults can still be found scattered across the Iron Kingdoms. In 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 knowledge, wealth, and power.These vaults contain secrets that have lain undisturbed for hundreds of years. Some of these secrets are very valuable, but all of them are dangerous. Expeditions to search out these sites are launched by a variety of groups, including universities, arcane organizations, and somewhat shadier elements of society.

    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!

    Expeditions into ancient ruins require a mix of scholarly knowledge and combat skills and should never be undertaken lightly. Besides the possibility of conflict, explorers might also face myriad other challenges unique to the environment.

    gearThe first step to preparing to investigate an ancient location is making sure the group is properly equipped. Most often, a company investigating these sites includes scholars, their assistants, and bodyguards. While the groups guards carry conventional gear, scholars typically employ more specialized equipment.

    John Maddox (order #7375830)

  • Equipping YoursElf for an ExpEdition

    2

    adventurIng scholars toolsCost: 15 gcDescription: This small satchel contains the tools of the trade for the adventuring scholar. Inside are brushes and picks for archeological digs, a set of small magnifying glasses, paper and charcoal for taking rubbings, measuring devices, and other items to make the scholars job easier.Special Rules: A character with a set of adventuring scholars tools gains +2 to Lore and Research skill rolls when attempting to learn something from an artifact or location he is inspecting.

    all-Weather notebookCost: 20 gcDescription: This is a leather-bound journal in a leather slipcase. Both the leather and the paper have been alchemically treated to resist the destructive effects of inclement weather. The pages cannot be written on with regular ink, and the notebook is sold with a supply of all-weather ink. Replacement bottles of this special ink can be bought separately for 5 gc each.

    bottled lIghtBottled light (Core Rules, p. 294) can be very useful when exploring any underground structure, as it does not ignite pockets of dangerous gases like a torch or lantern would.

    durkIn barCost: 15 gcSkill: Great WeaponAttack Modifier: 2POW: 5Description: Designed centuries ago by the prominent Rhulic mining clan from whom it takes its name, the Durkin bar has found its way into the equipment of many explorers and thieves. Cast as a single piece of steel incorporating elements of a pick, adze, and pry bar, this versatile tool can be used as a lever, digging tool, or improvised weapon.The most common length of Durkin bar sold in the Iron Kingdoms is thirty-six inches, but they are available in multiple lengths, including the massive seven-foot heavy Durkin bar designed for use by ogrun.Special Rules: A character must have at least STR 5 to use this weapon and can only use this weapon two-handed.A character using a Durkin bar to attempt to pry open a door or lever a heavy weight gains a +2 bonus to his STR roll. The Game Master sets the target number for the STR roll based on the physical qualities of the object. Opening a rusted metal door or lifting an overturned wagon might require a successful STR roll against a target number of 12, while opening a heavy hinged stone door or lifting a large stone might have a target number of 18 or more. The Durkin bar can also be used as an entrenching spade.

    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.

    hand pIckCost: 5 gcSkill: Hand WeaponAttack Modifier: 1POW: 2Description: Nearly all expedition companies bring excavation tools such as pickaxes and shovels in case of buried ruins. In addition to these large tools, many scholars like to have a hand pick on their belts. These tools are basically hammers with an elongated spike on one side of the head. Many a scholar has found himself fighting for his life with a hand pick after using it to break into a chamber filled with aggressive creatures.

    Special Rules: A character can spend 1 feat point to gain an additional damage die against knocked down and prone targets.

    preservatIon of corben pendantCost: 21 gcDescription: The Preservation of Corben pendant was originally created for mining but quickly found its way into the standard tools of many other organizations that do extensive underground exploration. The main body of the pendant is made from a solidified alchemical compound that is normally black. When this compound comes into contact with methane, carbon monoxide, or an airborne poison, an immediate reaction causes it to turn white and begin glowing faintly. The brightness of the glow indicates the level of poison in the air.The outer layer of the pendant slowly dissolves while it is exposed to harmful gas, but once the pendant is removed from contact with the poison it stops glowing. Special Rules: The pendant glows very faintly when exposed to trace amounts of poisonous gas. As the level of poison grows, so does the glow of the pendant. If the glow becomes candle bright, the poison has reached dangerous levels and the character is in immediate danger of death. A pendant can glow at candle brightness for a total of eight hours before being completely consumed.Brewing Requirements: AlchemyIngredients: 2 units of alchemists stone, 1 unit of arcane extractTotal Material Cost: 7 gcAlchemical Formula: Brewing the Preservation of Corben compound and casting it into a pendant requires an alchemy lab and six hours. After three hours spent combining, cooking, and stabilizing the ingredients, the alchemist makes an INT + Alchemy roll against a target number of 14. If the roll succeeds, the character has successfully created a dose of Preservation of Corben and can pour the compound into a mold. After three additional hours the material solidifies. If the roll fails, the character creates one unit of alchemical waste (liquid).

    John Maddox (order #7375830)

  • 1Installment 3, Week 2:

    PreParIng for an exPedItIonBy William Oz SchOOnOver art By nStOr OSSandn

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

    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!

    John Maddox (order #7375830)

  • Equipping YoursElf for an ExpEdition

    2

    general equIPment and travelMany items required for surviving in the wilderness, such as bedrolls, compasses and dry rations, are detailed in Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules (p. 249). To purchase a piece of gear designed to withstand extreme environmental conditions, such as a winterized bedroll, double the price of the item given there. This section lists a few other helpful items a party might want before striking out on an expedition.

    ITEMSCanoe, three-person 20 gcMap, local terrain 3 gcPulley hoist 5 gcSack, waterproof, sixteen-gallon capacity 2 gcTent, six-person 30 gcTent, personal 15 gcWagon, heavy 85 gcWagon, small 50 gc

    An adventuring company must also take adequate provisions for the feeding and care of all the expedition members, including any animals. Foraging for food is possible in some areas, but it is time consuming and should not be relied on as the only source of food. Transporting all the supplies for a large expedition will likely require multiple wagons as well as draft animals to haul them.

    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 consumer travel solutions for the final leg of a journey.

    It is logistically easiest to hire additional expedition members, buy provisions for the expedition, and make arrangements for transport as close to the site as possible. Unfortunately this is not always possible, and the company must allow for the extra transportation costs of transporting supplies by train or river barge.

    research and sPecIal collectIonsIf an expedition is searching for a site from the ancient kingdom of Morrdh or the burial chambers of a king from the Thousand Cities Era, there are few sources of information. Intact Orgoth sites are even rarer, as the invaders sought to destroy any relics of their own civilization their enemies could use against them. Written records, whether documents or inscriptions carved in stone, were a main target for destruction, whether those covered aspects of Immorens past or the Orgoths own activities in western Immoren.

    Fortunately for modern scholars in the Iron Kingdoms, the Orgoth were not completely successful, and some ancient documents survive that an explorer can look to for information.

    An exceptional few are from the Orgoth themselves, while others are from the ancient civilizations of western Immoren or scholars who lived during the Occupation. Works written in the 400 years since the Rebellion are more common, though even those are closely guarded.

    Gaining access to a document detailing Immorens ancient past is seldom a simple task. The scarcity of original texts from the time of the Occupation or before makes such items invaluable, and the owners of such documents are always worried about theft. Even copies are rare and highly prized. Documents of an occult nature, especially those of Morrdh or Orgoth origin, present even further complications. Many 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 anyone who exhibits undue interest in such baleful artifacts of harboring dark secrets. This sentiment makes many private collectors hesitant to allow word to spread about the contents of their collections.

    UnIvErSITIESThe most readily accessible collections of historical documents are held at large universities, although this access is not universal. Characters with a connection to the university or who have a wealthy patron they can call upon for influence can gain access to a collection without complex negotiations or bribes. Explorers and Aristocrats find this easier than most. Arcanists and Priests with the University Education ability may have spent time at a place of higher learning or at least understand the intricacies of dealing with such systems.

    All other characters need to find alternate ways of accessing the information, be it through bribery, coercion, or breaking and entering.

    A character who gains admittance to a university collection still has to deal with heavy restrictions while accessing the texts. Typically they are only allowed to review the material in a reading room staffed by university personnel. This access is limited to a certain amount of material at a time and only for a limited amount of time per visit.

    ArcAnE OrgAnIzATIOnSThe arcane organizations of western Immoren, such as the Fraternal Order of Wizardry, keep libraries that can offer more insight than those available to the universities. Access to these collections is extremely restricted. Characters without a connection to the organization are almost never granted access except in the most extreme circumstances.

    An order member in good standing can access its library but is still treated as an outsider by its staff. These libraries are managed much like the universities described above, with closely monitored reading rooms and limited access. One added restriction for an arcane organizations collection is the consideration of rank; different ranks have different privileges. New initiates are not granted access to a collection in the same way a high-ranking member is, and members from distant chapter houses may be viewed with a degree of suspicion and distrust. The information contained in the requested documents can affect who has access, as can the rarity of the document within the particular collection and the

    John Maddox (order #7375830)

  • Equipping YoursElf for an ExpEdition

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    organization as a whole. Lastly, there is always the question of internal politics. If the curator of a collection has a problem with a characters goal, background, associates, or patrons, access may be denied with no appeals.

    PrIvATE cOllEcTOrSPrivate collectors offer a Game Master a broad spectrum of options. One private collector may have only a single record of potential interest, while another might be an aristocrat with an extensive collection of relics from the Rebellion. Access to these collections can vary widely. The owner of a diary might not even admit its existence, but the aristocrat with an extensive library may be commissioning the party to explore a location he has heavily researched in hopes of adding to his collection.

    local condItIonsA party can choose to rely solely on their own abilities and previous research to find the goal of their expedition, but they may find it useful to seek out local assistance. This generally takes one of three forms: local legends, eyewitness accounts, and local guides.

    lOcAl lEgEndSTime, and events such as the Scourge, has destroyed many of the obvious indications of where locations like tombs or ancient castles can be found. Often in such cases important clues to the past have been preserved in local legends, stories, and regional songs. The oral traditions of a region can vary greatly from one culture to another, however. In some areas embellishment to make a story better may be the norm, while in others passing down accurate information is highly regarded.

    There are broadly two kinds of stories: those covering the known and those speculating on the unknown.

    KnOwn FAcTSMany legends and stories are based on known facts: things like historical rulers, regional battles, or other details or events that were witnessed by large numbers of people. The significant facts of many of these stories are verifiable through written accounts and other research, but smaller details may not be as widely known. For example, the story of a battle that resulted in an army being completely routed could be learned in a number of ways. The specifics that the losing general fled east into a forest and was never heard from again might only be known by a few witnesses who passed the story down to their children.

    UnKnOwn SPEcUlATIOnThese kinds of stories cover unlimited amounts of topics, from strange sounds echoing through the mountains at night to the sighting of strange creatures in the sewers of a major city. Many of these stories are not documented and rely entirely on the regions storytellers for their propagation. These stories can often contain the most important clues that lead an expedition to its goal.

    EyEwITnESS AccOUnTSIn addition to the folklore of an area, it is also probable people currently living in the region have firsthand information about the exact location of the ancient site the party seeks. There are, however, several problems with this method of information gathering that give the Game Master tools to work with.

    The first issue a party may find is that no one who has ever been to the site has returned alive to speak of it. This is slightly better than absolutely no information simply because the locals are aware of which part of the region is dangerous, allowing the expedition to narrow the scope of its search.

    If members of a community have knowledge of a site, there are a few ways to handle the situation. If the site is related to something from a dark time in Immorens history, such as the time of the kingdom of Morrdh, there could be a superstitious fear among the locals that speaking of the site could somehow invoke the evil residing there. It is also possible the party will arouse the anger of a population with their intentions to disturb a place regarded with such fear.

    Another issue with gathering information from a local community 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 of chances to make rolls using Lore and Deception. He should also keep in mind that in some cases such deception is benign, while other times the liar could be trying to lure the party into an ambush or impede their search in other ways.

    lOcAl gUIdESThere are many options available when the Game Master is determining what kind of guide is available in an area. Two parts of this are the capability of the party and the hesitancy of a previous visitor to revisit a site. This decision, like many others, should be weighed against its value to the story and the capability of the party.

    If the party is made up primarily of characters who are at home in the wilderness, they may not need a guide to lead them to a site, but they will be helped by a well-drawn map provided by someone who has been there. If the party is full of university professors and students who have naively blundered into the wilderness, they need a guide who will stay with them all the way to the destination to ensure they dont fall victim to the hazards of the wilderness.

    Then there is the personality of an available guide. A guide who is terrified of returning to the site in question may be willing only to draw a map and give ominous warnings. Another guide may be willing to return to the general area but will take the party only as far as the entrance of the site, refusing to set foot beyond that point.

    The quality of a guide is also something the Game Master can vary. Some guides are just local miners willing to take the party as far as a base camp. These guides rarely ask for much payment, unless they are experiencing a prolonged dry spell in their mining efforts. Other guides are professional hunters or retired military scouts that will be a major NPC addition to the party and expect to be paid a significant amount of money for their talents and time. There is always the danger a guide is actually a bandit. He could be leading the party into a trap set by the rest of his band. This is another place where the skills of the characters come into play, as they begin to piece together inconsistencies and errors in a would-be bandits story.

    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.

    John Maddox (order #7375830)

  • 1Installment 3, Week 3:

    archItects of DeathBy William Oz SchOOnOver

    The creativity of the Orgoth knew no bounds when building ways to inflict pain and death. This installment focuses on traps they built to protect their structures. Orgoth traps 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 become more dangerous due to their unpredictability. The results of deteriorated traps going off can vary widely. Some might do absolutely nothing, while others could cause entire chambers to collapse. Many modern trap makers have studied the remains of Orgoth designs for ways to improve their own creations. The following traps are just a small sample of the many defenses that can be found built into structures.

    When playing a game involving traps the Game Master will likely want to make some rolls for the characters in secret. Detection rolls are a good example of this, since telling a player to roll to detect a trigger will warn him of its existence. Another good use for secret rolls is when a character attempts

    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!

    to disarm a trap. If the roll fails by only 1 point, it is likely that the character will think he has adequately disarmed a trap that is still dangerous.

    trIggerIng trapsThe Game Master should make a note of the location of each element of a trap but not indicate this on the tabletop before it is triggered. A trap might be detected and avoided. When a character gets close to a triggering mechanism he can make a Detection skill roll to spot it. The target number for this roll is listed in the description of the trap below. If the roll 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 Game Master determines when a character has a chance to trigger a trap. Sometimes the triggering character will be able to make a roll to evade the trap or else suffer its effects. Some traps can affect a number of characters, while others affect only the triggering character.

    John Maddox (order #7375830)

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    Tomb traps are usually triggered by a pressure plate disguised as a floor tile, however this plate can be incorporated into other surfaces. Objects of great value may also have triggering mechanisms attached directly to them that will set off a trap if the item is moved.

    traps

    flooD trapDescription: Flood traps are especially dangerous because most of their mechanisms are completely hidden within the walls of a structure. The only warning of their existence is the presence of expertly concealed triggering plates in the floor of a room and a channel cap in the walls or ceiling of the room.

    An intruder stepping onto a pressure sensitive section of the floor triggers the trap. This causes a barrier between the chamber and a nearby reservoir, such as a lake or river, to open. Water is released into a channel connected to the room. A portion of the wall or ceiling of the room is an opening to this channel and is disguised with a cap designed to collapse when hit by the water. The collapse of this cap creates a large hole for water to enter through.

    There is commonly a metal grate at some point in the channel to prevent a victim from using the channel as an escape route. In many traps this grate has rusted and can be removed with a STR roll against a target number of 14.

    The trap can be designed to dispatch its victims in one of two ways. Flood traps are commonly paired with sealing traps (see below) to contain the victims in an area where they will quickly succumb to the rising waters and drown. The traps can also be designed to wash intruders over the edge of a chasm or into a narrow passage where they will be battered to death against the walls.

    Special Rules: When a character triggers this trap, the area he is in quickly fills with water. Any character within 3 of the cap can make a Detection roll against a target number of 10 to hear the water rushing toward him. After one minute, center

    a 3 AOE over the portion of the room containing the channel cap. Characters within the AOE must make a PHY roll against a target number of 14 or be knocked down.

    The water spreads 6 feet (1) from the opening every minute in a direction determined by the Game Master. Characters in the flow of water must make a PHY roll against a target number of 12 or be knocked down. Standing characters in the flow of water are pushed d3 in the direction of the waters flow, while knocked down characters are pushed d6 .

    The water flowing from the opening is between 2 and 3 feet deep. If the water is flowing into an enclosed area it rises 1 foot every minute.

    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 overcome and drowns.

    Detection: For a character to spot a flood trap he must be within 6 feet (1) of the trigger and make a Detection skill roll against a target number of 15. If the roll succeeds he spots the traps trigger. If the roll fails the trigger goes unnoticed.

    Flood traps can also provide clues to the presence of an underground structure. During dry years, the water levels of 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 a character to spend a full action and make a Mechanikal Engineering skill roll against a target number of 14. If the character fails this roll by 3 or more, the trap triggers.

    The second option to disarm the trap is to find the disguised channel cap. This requires a character to be within 6 feet (1) of the cap and make a Detection roll against a target number of 14. If the roll succeeds, the character discovers the channel cap. If the roll fails, he does not find the opening. A discovered cap can be pried open using the proper tools with a Mechanikal Engineering skill roll against a target number of 12. Once the cap is removed, a small-based character can crawl up the channel to the door mechanism. The channels of flood traps are commonly rigged with trigger plates to set off the trap. The reservoir door of a flood trap is also built with anti-tampering mechanisms that will trigger the trap if it is mishandled. To secure the door a character must spend a full action and make a Mechanikal Engineering skill roll against a target number of 14 to lock the door in place. If the roll succeeds, the door is locked. If the roll fails, the trap triggers.

    sealIng trapDescription: Sealing traps are designed to lower large stone slabs or an iron portcullis into a passage to prevent an intruders escape. Stone sealing traps are commonly paired with gas or water traps to quickly dispatch a victim; others simply trap a victim in an inescapable area where he will slowly suffocate.

    Stone sealing traps are designed to line up seamlessly with the ceiling of a chamber while armed and resemble common walls once sealed. Once triggered, one of these traps might go undiscovered, leaving a sealed chamber undisturbed if the witnesses of the traps triggering died within it.

    anatomy of a trapThe following elements define a trap in the game.

    Trap name

    Description: Describes the trap.

    Special rules: Lists any special rules that apply to the trap.

    Detection: Explains how a character discovers the trap.

    Disarming: Gives rules for how to prevent the trap from going off.

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    Special Rules: The triggering plate for this trap is typically 6 feet (1) or more from the slab. When a character triggers this trap any character within 1 of the falling slab he must make an AGL roll against a target number of 10 to avoid being hit by it. If the roll succeeds, he is not hit by the slab. If the roll fails, he is hit and knocked down, and he suffers a POW 16 damage roll.

    A character within 2 of the slab can make an AGL roll against a target number of 14 to put something he is carrying in his hand between the slab and the floor. The Game Master determines whether the object has any chance to prevent the slabs closure; most things will be crushed utterly by the heavy stone slab or iron gate slamming into place to seal a doorway or other corridor.

    Once the trap has been triggered it is very difficult to pry open. The average sealing trap slab weighs 600 pounds, with many weighing more. Lifting one of these slabs will be a challenge for most adventurers (see Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules, p. 199).

    Detection: For a character to spot a sealing trap he must make a Detection skill roll against a target number of 15. If the roll succeeds he spots the traps trigger. If the roll fails the trigger goes unnoticed.

    Disarming: There are two ways to disarm a sealing 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 a character to spend one full action and make a Mechanikal Engineering roll against a target number of 14. If the character fails this roll by 3 or more, the trap is triggered.

    The other option for disarming the trap is to brace something capable of bearing the weight of the slab or gate against it so it cannot fall into place. To accomplish this a character must have something of sufficient size and strength to do the job. He must then spend one full action and make a Mechanikal Engineering roll against a target number of 12. Many experienced tomb robbers and explorers bring a supply of steel bars for this purpose. If a character fails this roll the Game Master determines the results. Perhaps the weight is too great for the brace, which will only slow the door, or perhaps the falling door will easily knock the brace away.

    orgoth pIt trapDescription: The Orgoth took great pride in their cruelty, and nowhere can this be seen more clearly when exploring one of their ancient sites than in their wicked modification of the simple pit trap. Rarely deep enough to kill an intruder from falling, these instead rely on wicked, barbed spikes lining the trap to dispatch a victim. Many an unwary adventurer has fallen into an Orgoth pit trap to die a slow death impaled on spikes.

    Some of these Orgoth pit traps are hidden, covered with a stone 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 center a 3 AOE over him. He must pass an AGL roll against

    a target number of 14 to avoid falling in the pit. All characters within the AOE must pass an AGL roll against a target number of 12 to avoid falling in the pit.

    A character has a chance of falling into a previously opened trap only if he is pushed or fails an attempt to jump over it.

    Characters that fall into an Orgoth pit trap suffer a POW 12 damage roll with an additional die of damage. For pits deeper than 10 feet, add an additional die following the falling rules (Core Rules, p. 205)

    Once in the pit, the AOE remains in play. Characters in the pit gain cover and do not block line of sight. If a character takes damage from a fall into the pit he has been impaled on the spikes. A character impaled on the spikes remains knocked down and suffers d3 damage points during each of his Maintenance Phases. The character cannot regain vitality even if he is freed from the spikes unless treated by a character with the Medicine skill. Treating the wound takes a full action but does not require a skill roll.

    A character wishing to free himself from the spikes must spend one full action and succeed at a Willpower roll against a target number of 16.

    Characters in the pit cannot leave the AOE unless they succeed in a Climbing skill roll against a target number of 14 (see