iron kingdoms - full metal fridays 1.4.4 - dead end

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1 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, we’re counting down to launch day with free new RPG content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious gangs of the Iron Kingdoms. Check back every Friday for new Iron Kingdoms RPG content! INSTALLMENT 4, WEEK 4: DEAD END BY SIMON BERMAN Hero-Level Combat Encounter Encounter Points: 40 Adversaries: The Red Kings (street gang) including Fynne di Vinianni, Luka “Left Fist” Istori, Morna Petrork, 4 Human Thieves, 3 Human Thugs Description: This encounter takes place in a dead-end alley in which the Red Kings have prepared an ambush. The characters could be their intended targets if the PCs are known to be in Merywyn and carrying valuable goods or if they have been targeted by any faction of the Llaelese conflict and a contract placed on their lives. Alternatively, the characters accidentally stumble into an ambush the Red Kings set for an unrelated target. Special Rules/Tactics: The Red Kings lure the characters into the alley with cries for help by one of their lookouts. This member of the gang lies on the ground toward the rear of the alley, and he claims to have been robbed and attacked. If the characters investigate, Luka “Left Fist” Istori leaps from a hiding place in the alley’s trash and attempt to garrote the last character to enter the alley. If his attempt at garroting is interrupted or no longer tenable, he uses a quick action to equip his great axe for the duration of the combat. Other gang members lay concealed among the alley’s rubbish, and two of them, including the sorceress Morna Petrork, wait on the roofs of the alley’s buildings. As her first action, she casts Wall of Fire at the alley’s entrance to prevent the characters’ escape. The characters can attempt to spot these well-hidden criminals with a successful Detection roll against a target number of 16.

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Full Metal Fridays 1.4.4 - Dead End

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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, we’re counting down to launch day with free new RPG content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious gangs of the Iron Kingdoms.

Check back every Friday for new Iron Kingdoms RPG content!

Installment 4, Week 4:

DeaD enDBy Simon Berman

Hero-Level Combat Encounter

Encounter Points: 40

Adversaries: The Red Kings (street gang) including Fynne di Vinianni, Luka “Left Fist” Istori, Morna Petrork, 4 Human Thieves, 3 Human Thugs

Description: This encounter takes place in a dead-end alley in which the Red Kings have prepared an ambush. The characters could be their intended targets if the PCs are known to be in Merywyn and carrying valuable goods or if they have been targeted by any faction of the Llaelese conflict and a contract placed on their lives. Alternatively, the characters accidentally stumble into an ambush the Red Kings set for an unrelated target.

Special Rules/Tactics: The Red Kings lure the characters into the alley with cries for help by one of their lookouts.

This member of the gang lies on the ground toward the rear of the alley, and he claims to have been robbed and attacked. If the characters investigate, Luka “Left Fist” Istori leaps from a hiding place in the alley’s trash and attempt to garrote the last character to enter the alley. If his attempt at garroting is interrupted or no longer tenable, he uses a quick action to equip his great axe for the duration of the combat.

Other gang members lay concealed among the alley’s rubbish, and two of them, including the sorceress Morna Petrork, wait on the roofs of the alley’s buildings. As her first action, she casts Wall of Fire at the alley’s entrance to prevent the characters’ escape. The characters can attempt to spot these well-hidden criminals with a successful Detection roll against a target number of 16.

dead end

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The Red Kings attempt to surround the characters and offer them a chance to hand over their valuables if they are intent on robbery, but otherwise they initiate battle via a surprise round. If the characters initiate combat, use the normal initiative rules.

The Red Kings do not fight to the death, and if more than three of their members are incapacitated they attempt to flee.

club, banded POW P+S

1 4

Hand cannon RNG AOE POW

12 — 12

aBIlItIesskIlls (stat alreaDy IncluDeD)

Climbing 7, Intimidation 6, Pickpocket 7, Lock Picking 6

anatomical Precision – When this character hits a living target with a melee attack but the damage roll fails to exceed the target’s ARM, the target suffers d3 damage points instead of the damage rolled.

Backstab – This character gains an additional die on his back strike damage rolls.

Blood Spiller – The character gains +2 on damage rolls against living characters.

Dodger – When this character is missed by an enemy attack, he can immediately advance up to 2˝ after the attack is resolved unless he was missed while advancing. He cannot be targeted by free strikes during this movement.

vitAlity 12BASE SizE smallENcOuNtER POiNtS 6

SPD STR MAT RAT DEF ARM

WillPoWER iniTiATivE DETEcT SnEAk

garrote POW P+S

— —

pistol RNG AOE POW

8 — 110

aBIlItIesskIlls (stat alreaDy IncluDeD)

Intimidation 6

Blood Spiller – The character gains +2 on damage rolls against living characters.

roll With it – When the character would ordinarily be knocked down, he goes prone instead. The character loses this ability while he is mounted.

vitAlity 15BASE SizE smallENcOuNtER POiNtS 7

SPD STR MAT RAT DEF ARM

WillPoWER iniTiATivE DETEcT SnEAk

axe, great POW P+S

6 13

(See previous Full Metal Friday: “The Red Kings.”)

sword POW P+S

3 8

SPD STR MAT RAT DEF ARM

WillPoWER iniTiATivE DETEcT SnEAk

aBIlItIesDodger – When this character is missed by an enemy attack, she can immediately advance up to 2˝ after the attack is resolved unless she was missed while advancing. She cannot be targeted by free strikes during this movement.

immunity: Fire – The character is immune to fire damage.

spells cOSt RNG AOE POW uP OFF

starter 1 8 — — no *The spellcaster starts a small fire within the range of the spell and in line of sight. This spell can be used to target an enemy, in which case it requires an attack roll. If the enemy is hit, he suffers the Fire continuous effect.

HoWlIng Flames 2 sp 8 — 10 no yesHowling Flames causes fire damage. On a critical hit, the character hit suffers the Fire continuous effect.

ImmolatIon 2 8 — 12 no yesImmolation causes fire damage. On a critical hit, the character hit suffers the Fire continuous effect.

Wall oF FIre 2 ctrl Wall — yes noPlace the wall template anywhere completely in the spellcaster’s control area where it does not touch a character’s base, an obstruction, or an obstacle. When a character enters or ends his turn in the wall area, he suffers an unboostable POW 12 fire damage roll and the Fire continuous effect. Characters within the wall template gain concealment.

ARcANE 5vitAlity 7BASE SizE smallENcOuNtER POiNtS 8

dead end

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Copyright 2001–2013 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.

dagger POW P+S

1 4

aBIlItIesskIlls (stat alreaDy IncluDeD)

Climbing 7, Pickpocket 7, Lock Picking 6, Escape Artist 8

Dodger – When this character is missed by an enemy attack, he can immediately advance up to 2˝ after the attack is resolved unless he was missed while advancing. He cannot be targeted by free strikes during this movement.

Get away – When the character is missed by an enemy attack at any time other than while advancing, instead of advancing up to 2˝, the character can immediately make a full advance.

vitAlity 5BASE SizE smallENcOuNtER POiNtS 1

SPD STR MAT RAT DEF ARM

WillPoWER iniTiATivE DETEcT SnEAk

sword POW P+S

3 8

aBIlItIesskIlls (stat alreaDy IncluDeD)

Intimidation 5

anatomical Precision – When this character hits a living target with a melee attack but the damage roll fails to exceed the target’s ARM, the target suffers d3 damage points instead of the damage rolled.

vitAlity 7BASE SizE smallENcOuNtER POiNtS 5

SPD STR MAT RAT DEF ARM

WillPoWER iniTiATivE DETEcT SnEAk

pistol RNG AOE POW

8 — 10