IKUAK Guide Digital
IKUAK Guide Digital
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2
SCENARIO: HOGWASH
3
IRON KINGDOMS Unleashed ADVENTURE Kit SCENARIO
4
With no one to turn to but each other, the PCs battle their way clash, and the bone grinder Knor took the fallen chieftain’s
through the warlord’s deadliest warriors in order to stop him heart as a trophy. Seeing the threat Morrg posed, Zocha made
before he accomplishes his mad ambition. Fighting on the cliffs, a claim for leadership of the tribe, but she was defeated in
they confront Morrg and his two trained warbeasts, a pair of the battle for dominance that followed. Though physically
deadly razor boars. powerful, the young new leader lacked the conviction or
courage to pursue Morrg. Zocha suspected the dying river
Once the PCs stop the warlord and end his threat, they realize
was part of a plot by Morrg, but the new chieftain disagreed.
he was only the beginning: the farrow was working for a
He claimed the water would return in time and that attacking
human who seeks to exploit the Blackmarsh for its resources
the warlord would gain the White Maw nothing. The heated
and is willing to wipe out everyone within it.
argument ended with Zocha striking out on her own. Soon after,
a small group of warriors led by a Tharn named Galbar decided
Getting the she was right and set out to assist her and her companions.
Players Involved
This adventure kit includes four pregenerated characters.
Each character has specific reasons for hunting down Morrg’s
war band as well as a goal to achieve during the adventure.
Gullin Oakbreaker – The pygmy troll tribe Gullin leads was hit The White Maw Tribe
by Morrg’s raiding farrow. The farrow overwhelmed his village
Later in the adventure, Galbar and a group of warriors
with massive force and took everything of worth they could from the White Maw tribe arrive to assist the PCs. These
carry. They also abducted several tribe members for use as Tharn were persuaded by Zocha's arguments and set
laborers to handle the dangerous explosives needed for Morrg’s out to find her. They have marched hard to catch up to
plan. Gullin is on a quest to rescue his tribe members and the PCs, tracking them deep into Morrg’s territory.
retaliate against the warlord. Some members of his tribe want
to leave the valley—abandoning their abducted kin—to live If the Game Master wants to preserve the surprise, the
among trollkin to the north. Gullin knows the larger trollkin White Maw show up in scene 4 exactly as written. To
kriels would offer protection if asked, but approaching them
foreshadow this, consider having a wounded group of
farrow scouts or a solitary survivor come from the north
would indicate that pygs must rely on trollkin for rescue. That
as the PCs travel. These wounded farrow are survivors
might be satisfactory for other pyg leaders, but not for Gullin.
of an attack by the White Maw and can tell the warriors
To prove his own worth as a leader as well as the worth of his
that they are near. The wounded farrow are reluctant
people, he is determined to recover his lost tribe members.
to offer much information but can be convinced to
Longchops – The ebbing of the Arrowhead River is affecting talk with a promise of their freedom. If the PCs attack
Longchops’ home within the valley; with water levels instead, they later recognize wounds from Tharn-made
receding, prey in his territory is moving off. He could abandon weapons on the farrow’s bodies.
his home for wetter pastures, but Zocha the Outcast promised The adventure should showcase the PCs, not their Tharn
him access to the White Maw’s northern hunting grounds if allies. If the group wants to turn back to meet with the
he helps—a tall order for her, but the gatorman is unaware of Tharn, gently remind the players that they do not know
that. Additionally, his traveling and hunting companion Lurk exactly where or how near the tribe is and that time
encouraged him to join the group. is short before Morrg’s plan comes to fruition. Hours
spent searching for potential allies in the twisted Gnarls
Lurk – Lurk’s swamp home is also vanishing due to the ebbing
is time lost from stopping the warlord’s nefarious plan.
of the river, but more immediate to him is his bitter rivalry with
Morrg’s bone grinder Knor. Years ago, the two were members of
a hunting party of bone grinders and fell into an argument over
the most valuable component of a rare kill. Lurk bushwhacked
Knor, incapacitating him and stealing the valuable components.
He barely escaped the farrow’s retribution. Knor promised to
claim the bog trog’s life and soul by grinding Lurk’s bones for
what he had done. With the others helping him, Lurk has a
chance to get close to Knor, perhaps even turning one of the war
band’s powerful razor boars into an asset he can use to defeat
his old rival once and for all.
5
Scene 1: Opening Shots
6
The brawling farrow distract their companions, giving the PCs the The farrow brigands are not interested in waiting to see why the
element of surprise (see callout) if they attack. The PCs can use PCs are here. They are eager for a fight and immediately attack.
this opportunity to gain a tactical advantage over their opponents.
Combat Encounter #1
If the PCs surprise the farrow,
read or paraphrase
Game Master’s Note:
Scrabbling to recover from your surprise attack, the farrow
Surprise! dive for cover, tripping over the pile of loot and hurling
Whenever one group has the drop on another, there is a themselves behind barricades with distressed squeals.
surprise round. A group with surprise gets to act before
the opposing side has a chance to respond. Surprise Once the farrow are aware of the PCs, a combat encounter
represents ambushes, sneak attacks, and similar events. begins. When an encounter begins, the PCs are typically placed
on the bottom edge of the map. However, at the Game Master’s
During the surprise round, before rolling Initiative,
discretion they may start the encounter on one of the map’s
Gullin can use his battle plan to let his allies move into
cover. This gives them a bonus of +2 DEF against ranged other edges. All parties then roll 2d6 + Initiative to determine
attacks once the battle begins. the order of turns in the encounter. Starting with the highest
total, each character takes a turn. To save time, the Game Master
To resolve the surprise round: can make a single initiative roll for all the farrow.
1. Have Gullin decide if he wants to use Battle Plan: Take Cover.
2. Have the PCs roll 2d6 + Initiative. The highest roll gets
to act first, followed by the next highest, and so on. This
is an initiative roll.
3. Each PC gets to take a turn until the farrow notice they
are there (when a PC takes definitive action, such as
if Longchops fires his rifle or Zocha leaps among the
farrow with her blade).
4. Once the farrow notice the PCs, start over as if it
were the start of a new round. Roll for initiative, this
time including the farrow. Now you’re in a fight! (See
“Combat Encounter #1.”)
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IRON KINGDOMS Unleashed ADVENTURE Kit SCENARIO
Encounter Setup
Board a01 Board a03
When the encounter begins, place
the figures on the tiles as shown.
Tiles needed: A01, A02, A03, A08, A09, A10,
a01
A28, B15, BOARD A01, BOARD A03,
S BOARD A04, BOARD A06
B a08
B a28
Antagonists
B
B
a02
B a03
a10
S
b15
a09 4 FARROW BRIGANDS, 1 SLAUGHTERHOUSER
Board a04 Board a06
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• Morrg has been ordering his patrols and raiding parties back For example, the GM can prompt Lurk to harvest an intact
to the camp recently, telling them they have until sundown bladder or stomach from the group's downed foes to be
tonight before he “opens the gates.” Chrum’s group used the transformed into a single-use "Meat Silencer" for Longchops'
commotion at Morrg’s camp to slip away unnoticed, thinking rifle. Lurk can create this improvised item with a successful
they had plenty of time to check out nearby villages. INT + Alchemy roll against a target number of 14. If Lurk is
played by a newer player who is unfamiliar with the game,
• Morrg’s second-in-command, Knor, took charge of the war
the GM should suggest spending a feat point to boost this roll,
band’s prisoners, including a group of pygmy trolls. They are
since it is difficult. Each attempt requires fifteen minutes spent
held in the main farrow camp, serving as forced labor for the
harvesting and preparing the organs.
bone grinder.
Meat Silencer – This recently extracted bladder or stomach
• If pressed for details about what Morrg’s plans entail, what
bound by tendons can be attached to a rifle barrel as a quick
waits behind the gates, or any similar information, the
action. The next shot fired suffers a –2 RNG penalty but is greatly
brigand responds with three words: “Fire and flood.” Any
muffled, allowing the shooter to remain unnoticed during
further attempts to interrogate him automatically fail. Chrum
a surprise round and to retain the results of any previously
simply repeats those three words, squealing them at the PCs.
performed stealth roll. This item is destroyed immediately on
If a PC tries to intimidate the farrow into accompanying them, being used and only lasts six hours after being fabricated before
Chrum pretends to play along for a short time, but he constantly it falls apart and cannot be used again.
looks for a chance to escape. He might try to alert other farrow to
As they finish in the village, the PCs notice tracks made by
the PCs’ presence, steal a weapon and fight his way out, or simply
the farrows’ distinctive hooves coming into the village from
attempt to slip away when the PCs are distracted by other matters.
the south. Their course is obvious: retrace the brigands’ tracks
south into the forest. The trail is easy to follow, but it requires
Investigating the Bodies time to trace through the forest. A PC following the tracks must
The PCs can take supplies from the fallen farrow and investigate make a PER + Tracking roll against a target number of 10. If the
the bodies for additional information. Each farrow carries the roll fails, the PCs can try again after spending fifteen minutes
items listed in the Equipment section of his profile (p. 31). backtracking to relocate the path.
A character searching the bodies can make a Detection roll to If the PCs spend more than thirty minutes tracking the farrow
discover the following information. A character learns everything through the woods, they encounter a patrol of farrow headed
up to the result of his roll. Regardless of the roll, Longchops knows to Morrg’s camp (4 brigands led by a slaughterhouser). If the PCs
that the farrow smell like they would be delicious to eat. failed to gather any of the information available in the village, an
encounter with one of these farrow patrols gives them a second
Detection chance for interrogation and investigation.
ROLL RESULT INFORMATION GATHERED
The farrows’ weapons are of a much
higher quality than they typically carry.
8+ An odd symbol is etched into the grips
of the weapons: a coat of arms, the sort
used by a human noble or merchant. Regaining Vitality
The farrow bodies have clumps of tar During the course of the adventure, many instances might
stuck in their matted fur. The tar reeks
11+ lead to the PCs losing vitality. To recover lost vitality, a
with a harsh and distinctive smell, but
character can take a brief rest of fifteen minutes to
none of the PCs can identify its origin.
recuperate following an encounter. The PC automatically
One of the brigands wears a small runic regains vitality points equal to his PHY stat. When a
talisman around his neck. Gullin recognizes character regains vitality, he removes the damage from
13+
the item, since it belongs to one of the anywhere on his life spiral. If a character is incapacitated,
kidnapped members of his tribe.
he must first be stabilized with an INT + Medicine roll
against a target number of 14 before he can regain vitality
Fun with Body Parts following an encounter.
(Improvised Alchemy) Characters who have suffered damage continue to recover
At the GM's discretion, the alchemy employed by a bone grinder over time. A character regains 1 vitality point per hour
for the first three hours after being injured. After that, he
can allow creative players to create useful improvised items
regains 1 vitality point each six hours until he regains all
from harvested organs and other body parts. The items being
of his lost vitality.
created should seem at least remotely plausible, be limited in
impact, and generally only last a short time. Creating such
items requires a skill check.
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Scene 2: Two Roads Diverge
Striking out from the derelict village, the PCs can follow the trail
of the brigands back into Warlord Morrg’s territory. Periodically Option 1:
as they travel, the PCs spot gnawed bones hanging from the
branches overhead. These are used to mark the perimeter of the The Right Path
warlord’s land. These grisly markers taken from the farrows’
defeated enemies are similar to warning markers used by the When the PCs enter the hollow,
Tharn. Zocha knows these markers are intended to intimidate read or paraphrase
enemies, but she has seen her own tribe display far worse.
A short journey down the path leads into a swampy hollow
The foul odor from the tar on the farrows’ bodies helps the PCs sheltered by a wooded hill. Overhead, the trees grow together
follow the trail. The route winds south through trackless forest so thickly they block the sky, casting the area into shadow.
for about three miles, weaving across game trails and earthen Sinking into the muck are the remains of a long-abandoned
paths as it leads to a narrow path forking through the trees. mining or logging camp, built by human hands but now little
The PCs should reach the fork in the trail about an hour after more than rotting wood and scraps of rusted iron buried under
they leave the ruined village, though it might take them longer a thick blanket of moss. The whole region reeks of musky
depending on how many Tracking rolls or side encounters swamp smells mingled with the strange odor of the tar that
occur along the way. clung to the farrow brigands.
Traveling from the fork in the path to the hollow takes thirty
When the PCs reach the fork in minutes if the PCs follow the trail directly, but they might take
the path, read or paraphrase more time if they choose to move off the path into the woods
to avoid being noticed. The Game Master should adjust the
Ahead the tracks break off in two directions, following rough-
cut trails through the woods. The tracks heading right lead amount of time required to reach the hollow based on the speed
down into a shaded hollow shrouded by low-hanging trees. To of the party.
the left, the tracks move southeast into the wooded foothills The PCs have come across an abandoned Cygnaran camp. Years
of the Watcher Peaks. Both trails have seen extensive use; ago, it was used by surveyors looking to exploit the natural
tracks both old and new converge on these trails, made by the resources of Blackmarsh Valley. Morrg’s farrow discovered the
passing of hundreds of hooved feet. derelict camp as they expanded their territory into the north
and stripped it of any useful gear left behind. This is one of
A cursory examination of the two paths reveals a mixture of
several similar failed mining sites in the area that belong to
farrow hoofprints and those of some kind of larger hoofed
Aiden Byrne.
creatures. A successful INT + Lore (extraordinary zoology)
roll against a target number of 10 identifies them as razor boar
tracks made by an extremely large specimen. When the PCs move to explore
A PC who spends a moment examining the tracks can make a
the camp, read or paraphrase
PER + Tracking roll against a target number of 13. If he succeeds, Hot, stale air rises off the muddy ground and murky pool of
he notices a series of long drag marks in the dirt of the path to swamp water. Other than the drone of black flies, the hollow
the right, partially obscured by the tracks of farrow. The path is quiet. Beneath the stench, you smell the sour stink of fresh
to the left has a greater number of fresh farrow tracks, heading farrow sweat. At least some of the brigands you faced in the
into the foothills. village to the north must have come this way. There might be
a path that will lead you to Morrg’s camp.
The strange odor is present on both branches of the path, though
the odor is faintly stronger to the right. When the PCs move closer they see ample sign of recent activity
Depending on which branch of the path the PCs choose, they in the derelict camp. The drag marks spotted at the fork in the
encounter one of two different scenes. Along either path, they path are much clearer here due to the soft soil. They lead to a
see plenty of signs they are headed the right way: older markers storage shack built against the hill to the south, which houses
designating the previous boundaries of Morrg’s territory, one of the razor boars (see next page).
fresher farrow tracks in the soil, and occasionally a curing lump
of tar smeared on the ground.
10
Combat Encounter: Terrain
Hungry Hogs The encounter includes the following terrain features.
As the PCs explore the abandoned camp, they are being Camp Buildings: The camp buildings are deteriorated from
watched. A pair of hunting boars, trained by the farrow to act neglect and exposure to the elements. A PC can climb atop a
like guard dogs, dwells in the ruins of two shacks. The boars building with an AGL + Climbing roll against a target number
wait for the PCs to approach before charging out. When any PC of 12. If a PC starts his turn on top of a camp building, roll a
moves within thirty feet (5˝) of either shack, the boars attack. A d6. On a roll of 1 or 2, the section of wall or roof beneath the
PC can make a PER + Detection roll against a target number of PC collapses, dropping him to the ground. The PC suffers no
12 to notice the boars before they attack. If he succeeds, roll for damage but is knocked down.
combat normally. Otherwise, the razor boars gain the element
of surprise (p. 7) when they attack. Chains: Both boars are chained, preventing them from moving
farther than thirty feet (5˝) from their starting positions. The
chains are made of corroded iron and have ARM 15 and 10
When the boars attack, vitality points. A razor boar is not strong enough to break
read or paraphrase its chain, but if it is unable to reach a target an enraged boar
The stillness of the hollow is split by an explosion of activity may try to pull its chain free from the wall. To do so, the boar
from one of the abandoned shacks. With an ear-piercing must spend a quick action and make a STR roll against a target
shriek, a heavy razor boar charges out, dragging a long iron number of 15. If the roll succeeds, the boar breaks the chain’s
chain like a leash. A second boar quickly follows, emerging anchor and can move about freely.
from a similar building across the way. A canny PC can limit the movement of a razor boar by using
the chain to his advantage. Tangling the chain around an object,
The hunting boars have intentionally been left hungry by the
sticking it in place by stabbing between the links, or some
farrow to encourage them to attack trespassers in the hollow.
other clever interference with the chain causes that razor boar
The boars attack anything that approaches within the range of
to suffer the stationary condition for one round. (A stationary
their chains.
razor boar does not activate on its turn, is automatically hit in
melee, and has DEF 5 against ranged and magic attacks.)
Enemy Tactics
At the brink of starvation, the razor boars simply charge the Quagmire: A large pool of murky, stagnant water sits east of
closest available target in an effort to bring it down. the main camp. It is deep water, which the boars refuse to enter.
Encounter Setup
Board a04
B01
Board a01 When the encounter
begins, place the figures
A11
B04
on the tiles as shown.
A12 Tiles needed: A11, A12, A13, A18,
B05
A19, A20, A21, A22, B01, B02,
B04, B05, BOARD A01,
R BOARD A03, BOARD A04,
R BOARD A06
B02
Antagonists
A22
A20 A21
R
A18 A19
A13
2 razor boars
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IRON KINGDOMS Unleashed ADVENTURE Kit SCENARIO
Aftermath Alchemy
Once the PCs deal with the razor boars, they can investigate the ROLL RESULT INFORMATION GATHERED
surrounding buildings. The farrow clearly left the boars here to
The compound is an element of human
protect something. alchemy that has been rendered
13 or lower
effectively inert by prolonged
The Camp exposure to water.
Searching the camp turns up a few items of interest. Many recent
The compound is a kind of alchemical
tracks pass through here, including those of pygmy trolls. The explosive, more volatile than the
farrow swept through the camp and effectively picked it clean, 14+ blasting powder used in firearms.
leaving only the pair of razor boars to dissuade interlopers from Humans frequently use this
discovering the hidden path to their camp (see next page). compound in mining.
Several of the buildings contain human remains that have been The Fallen Totem
here for years, if not longer. They clearly died violently and were
In the ruins of the camp, the PCs find a territory marker similar
left where they fell. The farrow stripped the bodies of armor,
to those used by the farrow. It is old and scattered, but markings
belts, weapons, and equipment. A PC who makes a PER +
on the bones and skulls are clearly Tharn in origin. This region
Detection roll of 14 or higher finds a cracked pocket watch worth
was controlled by the White Maw prior to Morrg’s intrusion
25 gc on one of the bodies, which can be used as trade (or a bribe).
into the valley.
Javelins that Zocha recognizes as Tharn-made impale several
Zocha can reassemble the marker by spending a full action and
of the corpses. She can recover d3 + 1 javelins from the bodies.
making an INT roll against a target number of 10. She gains a +1
These men worked for Byrne, trying to establish a permanent
bonus for each ally who assists her.
mine in the region. They were killed several years ago by the
White Maw tribe for intruding on the Tharn’s territory, when
the tribe still controlled the majority of the Blackmarsh. If Zocha reassembles the totem,
read or paraphrase
A PC can make an INT roll against a target number of 10 to
recognize the men as Cygnaran from what scraps remain of With a few minutes work, you restore the marker, once again
their clothing. The Blackmarsh contains many such small claiming the land for the White Maw. All who pass this way
human encampments, and the PCs know that humans from the will recognize that it belongs to the Tharn, and all White Maw
south have been trying to establish settlements in the region for who lay eyes upon it know that, fighting here, they fight to
many years. Typically when one is discovered, one of the tribes defend their home.
in the area either drives the humans off or wipes them out in
an effort to protect its territory. Some of the clothing bears a
symbol, identical to the one the PCs might have found on the
strange weapons carried by the farrow.
The east shack reeks of the foul odor the PCs discovered earlier.
There are dozens of drag marks just outside the shack’s door
leading out. Inside, several large wooden boxes have been
SCENT MASK
ransacked for their contents, but one still contains something. A Description: Either brewed naturally from plant and
PC who examines the box sees several stinking barrels carefully animal matter or refined alchemically, scent masking is a
packed inside. The box sits beneath a hole in the wooden roof way to confound animals that rely on scent for tracking
and has partially filled with water. The barrels contain an and detection. Hunters who wish to conceal themselves
alchemical compound that has mixed with water leaking in and their equipment from wary animals often employ a
through the staves. scent mask.
Special Rules: A dose of scent masking lasts for d3
A symbol charred into the wooden crates matches the one
hours. PER rolls that rely on scent suffer a –2 penalty to
carved into the grips of the farrow brigands’ weapons in scene
detect a character under the effect of the scent mask.
1 and the clothing on the corpses here, which the PCs recognize
with an INT roll against a target of 10. If the PCs looted those Alchemical Formula: Brewing a scent mask requires
weapons, they recognize the symbol without a roll. Oddly, an apothecary kit and two hours of labor spent mixing,
these crates have been here for some time, judging by their cooking, and stabilizing the ingredients. At the end of
worn condition and the overgrowth of the Gnarls, while the this time, the alchemist makes an INT + Alchemy roll
weapons were recently manufactured. against a target number of 12. If the roll succeeds, the
character creates one dose of scent mask. If the roll
Lurk can make an INT + Alchemy roll to identify the alchemical fails, he creates a useless, reeking mess.
compound. He learns everything up to his roll result.
12
“You Gonna Eat That?” banks of the Arrowhead River. Each smaller camp contains
A quick examination of the razor boars is enough to realize they three to five tents, rough shacks, or similarly crude shelters.
are not Morrg’s extraordinary warbeasts Caldon and Crommen Some have been abandoned, but most of the camps are occupied
but mundane razor boars, which the farrow trained in a fashion by a handful of brigands, occasionally under the supervision of
similar to war dogs. the camp’s slaughterhouser. Several trained razor boars wander
between the camps on the lookout for scraps.
Lurk can harvest organic components from the dead hogs—
their nasal cavities, blood, and fat—to fashion into a scent mask The only way to move beyond the smaller campsites without
(see previous page). The boars provide sufficient ingredients having to fight off an entire army of farrow is to advance
for him to create d3 + 2 doses. The remaining meat can be left stealthily. Fortunately for the PCs, the campsites are set far
behind or eaten as a quick snack. Harvesting the components enough apart and the trees between them are dense enough to
requires thirty minutes of work to dissect the two hogs and provide ample cover. An altercation at one of the sites does not
grind the pieces into a thick paste, followed by a Survival roll necessarily draw attention from all the others.
against a target number of 10. If the roll fails, Lurk can try
again after fifteen minutes of additional work, but he can then
manufacture only a single dose.
It takes the PCs about half an hour to reach the foothills of the This bonus does not apply if the PCs have caused a general
Watcher Peaks, where they first spot the tents. This is the main alert in the camp. At the start of each round, have the nearest
territory of Morrg’s war band. Due to the irregular terrain, the farrow make a PER + Detection roll to see if he spots a
camp is split into a dozen or so smaller encampments built on sneaking PC. If the farrow succeeds, he and d3 companions
suitably flat areas of ground among the trees. The camp is laid move to investigate.
out in a loose semicircle about a mile across, standing on both
13
if the farrow spot the PCs, • A strong farrow in full plate orders a handful of brigands
read or paraphrase to haul a wooden wagon piled high with plunder up the
treacherous pathways at the south end of camp.
From a nearby group of tents you hear the alarmed cry of a
farrow. A moment later other voices pick up the cry. Before long, • A lazy brigand sitting on a barrel with a military rifle is
the entire hillside is alive with the noise of farrow grabbing their startled by a comrade shouting at him to pack up his kit and
weapons, ready to repel an attack. A handful of nearby farrow get to the dam.
come crashing toward you through the underbrush.
• Two farrow grouse as they roll a tar-covered barrel along the
The Game Master is encouraged to let the players try different ground. Rocks and twigs stick in the tar, weighing the barrel
approaches as they move through the valley. While sneaking is down and making the process slow and difficult. Behind them
the obvious solution, it is by no means the only one. For instance, a larger farrow laughs at their misfortune. Wiping his filthy tar-
Longchops and Lurk can sneak upriver by swimming just beneath covered hands on his armor, one of the barrel-haulers asks his
the surface while Zocha climbs through the canopy of trees and comrade why the pygmy trolls are not doing this.
Gullin creeps beneath the undergrowth.
It should be clear that battling the farrow is not the ideal course of
No matter what method the PCs try, progressing beyond the camp action, since they vastly outnumber the PCs. There is enough cover
takes fifteen minutes and at least three rounds of movement. As in the forest to make a covert incursion fairly easy. If the PCs choose
the PCs move, regardless of the method they employ, they might to fight their way through the farrow, the Game Master should use
encounter some of the following scenes along the way. farrow brigands and razor boars in sufficient number to represent a
small force (2– 4 brigands, plus 1 or more boars). The farrow continue
• A pair of farrow gamble outside their tent over a nice-looking to fight until the threat is driven off or eliminated, though if possible
pistol. It is oddly clean for a farrow weapon, obviously the they haul the incapacitated PCs to Knor as prisoners rather than
product of human manufacture, and it appears to be in good killing them outright.
working order. A PC can make an INT roll against a target
number of 14 to recognize a Cygnaran symbol stamped into
the grip of the weapon. It is one of the firearms given to Morrg
by Aiden Byrne as payment for clearing Blackmarsh Valley.
14
Scene 3: KNOR THE GREAT & TERRIBLE
Once the PCs either move through the scattered campsites of the A large pile of barrels sits a short distance away from everything
farrow or make their way up the trail from the abandoned mining else in the area, stacked near a large cauldron set above a small
operation, they spot a massive tent set away from those of the campfire. Tar heated in the cauldron covers the barrels.
other farrow, near the base of the cliff described in scene 2. This is
Knor is supervising the loading of Morrg’s personal riches from
Morrg’s personal tent, and his belongings are being hauled out by
his tent in preparation for the opening of the dam. Morrg is at
captured pygmy trolls.
the dam overseeing the final arrangements, but the players may
think he might still be in his tent. Knor keeps checking the large
WHEN the PCs arrive at the cliff, shelter to ensure he has not forgotten anything of value, which
read or paraphrase the PCs might misinterpret as the bone grinder consulting with
his warlord.
The forest thins near the base of a high cliff face, crisscrossed
with narrow, dangerous trails. Atop the cliff, a crude dam The pathways leading to the dam require the PCs to pass near
blocks the once-great waterfall. The dam looks like a pair of Morrg’s tent. Dozens of farrow and pygmy trolls went this way
enormous doors made of scavenged metal scraps, with steam recently, hauling salvage from the camp up to the cliff top. Knor
pipes venting into the air above it. North of the cliff, moving and a small force of warriors block the way up to the dam. They
down the foothills and into the valley, the tents of the farrow will not permit the PCs passage without a fight. The PCs can make
camp spread out like a handful of scattered stones. a PER + Survival roll against a target number of 10 to realize that
At the edge of the war band’s encampment on the west side of even if they manage to sneak around to an alternate path, they will
the river, you see a huge, ostentatious tent. Scavenged cloth be exposed and visible to the entire encampment below.
taken in dozens of raids has been stitched together in a motley
If the PCs move to attack, Knor and his warriors respond with
of faded colors. The tent commands an impressive view of the
violence immediately. They cannot risk anything interfering
forested hills below and the dozens of smaller and poorer
with Morrg’s plan this close to its culmination.
farrow structures dotting the area.
If the PCs remain hidden, Knor keeps sniffing the air and
Bolts of fine cloth, casks of wine, and other items of plunder
eventually sends his slaughterhousers to investigate the nearby
piled outside of the tent are in the process of being transferred
into a crude wagon by a small group of pygmy trolls. The area. The bone grinder is familiar with Lurk’s scent and the
pygmies labor under the watchful eyes of a pair of heavily strange odor of a scent mask; he and Lurk worked together closely
armored farrow who occasionally lash out with a kick when in the past, and he is familiar with the bog trog’s particular
one of their prisoners struggles with his load. The pygmy trolls recipe, despite how effectively it works against other farrow.
haul their burden up the treacherous paths cut into the rocky The bone grinder is on edge and instructs the others to keep
face of the cliff, headed for the dam above.
alert, so the PCs cannot gain surprise. If they want to reach
New figures emerge from the tent. Two brigands with rifles Morrg, rescue Gullin’s tribe, and discover what is really going
flank a third farrow. He is taller by far than the other farrow on, they will have to fight their way through.
you’ve seen, his heavy body covered in muscles and scars. As
he turns to speak to his slaughterhousers, you see his face, a
crude brass patch covering one of his eyes, and you recognize
him as Knor, Morrg’s right hand. The farrow bone grinder
begins to grunt orders at the two warriors beside him, but he
stops suddenly. He holds up a gnarled hand to silence them
and begins to sniff at the air.
15
IRON KINGDOMS Unleashed ADVENTURE Kit SCENARIO
Knor, 2 Farrow BrigandS, 2 Slaughterhousers New brigands arrive at full strength and activate on
the initiative of the other brigands.
16
Aftermath Investigating the Scene
Once the PCs defeat Knor, his allies, and any reinforcements, Morrg’s tent is mostly empty, containing only a few of the
regardless of how many gunshots or explosions they caused, the warlord’s personal possessions. The farrow were clearly in
remaining farrow in the camp spread out into the wilderness. the process of emptying the tent when the PCs arrived, and
Either these farrow find alternate paths farther east and west Morrg’s valuables and weapons were the first items to be sent
on the cliff face, or they abandon the war band and try to move up the cliff.
out of the path of destruction. In either case, the farrow in the
encampment figure that not rushing in to be slaughtered by the Inside the tent, Kugga hides behind a wooden rack that once
PCs is probably the best course of action. held Morrg’s weapons and armor. Knor used the pygmy troll
as an assistant, forcing the pyg to test his alchemical bombs
and coat the barrels with tar. Kugga was caught in an explosion
when the PCs land
when a barrel got too hot during the tarring process, and he was
the final blow on Knor, left in the tent to regenerate from his wounds. When he heard
Read or paraphrase the sound of fighting outside, he hid to avoid being caught in
the crossfire.
With an angry squeal, the bone grinder drops to one knee.
He lashes out with a spell that misses the mark before he If the PCs discover Kugga’s whelp, it leads them directly to the
crumples facedown into the dirt. pygmy troll. Otherwise, when they enter the tent they spot
Kugga with a PER + Detection roll against a target number of
Knor is incapacitated. Unless he is stabilized with a Medicine
10, or they discover him without a roll if they search the interior.
roll against a target number of 14, he will die in a few rounds.
Kugga reeks of the alchemical mixture in the barrels.
If any of his warriors survive the battle, they make a break for
the winding paths in the cliff face, shouting for help from the
camp above. The PCs can run down any survivors before they When the PCs discover Kugga,
get very far, thanks in part to the slick, wet stones of the path. read or paraphrase
The PCs can loot items from the bodies of the fallen farrow. Knor In a dark corner of the tent, you see something stir behind an
carries the highest-value items, including an item of particular empty weapon rack. A stout pygmy troll with a twisted leg emerges
value to Lurk. Knor’s totem is of no use to the others, but in the from the shadows, limping toward you with his hands out.
bog trog’s hands it greatly augments his capabilities in melee. “I’m s–sorry, Knor,” he stammers. “I heard fighting and . . .” The
The bone grinder also has a captive pygmy troll whelp he had pyg’s voice trails off as he sees you, his eyes growing wide. He
intended to use for alchemy components. The PCs discover the stares for a moment before breaking the silence with a cry of
whelp when they search Knor’s body. amazement. “Chief! You’ve come for me!”
He raises his left arm with his open hand facing Gullin and claps
When the PCs SEARCH KNOR'S BODY, his left elbow with his right hand in the traditional salute of the
read or paraphrase tribe. His whelp climbs atop his shoulder and mimics the gesture.
A foul-smelling pouch on the bone grinder’s hip begins to
move, as if a large rat were trapped inside. You see a pair of
Kugga
tiny blue hands emerge from the mouth of the pouch, followed The pygmy troll is overjoyed to discover his chieftain has come
by a wheezing pygmy troll whelp. It freezes in alarm before its to save him. Since his capture by the farrow, Kugga has served
gaze falls on Gullin. under Knor and borne witness to his and Morrg’s work. He is
injured from his mishap with the explosive barrel a few days
Kugga, a member of Gullin’s tribe, spawned the whelp in the ago, and his left leg is still in the process of regenerating. The
aftermath of a mishap handling the explosive barrels. Kugga’s pygmy troll eagerly explains what he knows to the PCs, relating
whelp is relieved to be free of the pouch, which contains all the following information.
manner of organic scraps. The tiny whelp spends a few moments
• “They took us to the top of the falls and made us build the dam. The
kicking Knor after it is set free.
warlord is building a camp up there.”
Once its desire for revenge is sated, the little whelp grabs onto
• “Me and some others had to haul old barrels from a human camp to
Gullin and tugs at his leg. The whelp leads him into the tent to
the north. They were filled with stinking powder. Knor had me put
find Kugga—which Gullin’s whelp Knuckle does not appreciate
tar on the barrels to protect them from the water—I guess they don’t
much at all. To lighten the mood, the Game Master can have
work when they get wet. One got too hot when I was painting tar on
a jealous Knuckle start squabbling with the other whelp,
it and it blew up. I’m lucky it didn’t kill me.”
throwing small objects from Gullin’s pockets at it or jumping
down and threatening it in an exaggerated emulation of Gullin’s • “There are two different kinds of barrels. Some we didn’t have to
own fighting style. put tar on. Knor was responsible for cooking what went in those—
some kind of stinking liquid. Morrg used some to build those bombs
Kugga’s whelp—like all whelps—is not very smart; it simply
he carries around and sent the rest up to the dam.”
recognizes Gullin as a fellow pygmy troll and wants to lead him
to its progenitor.
17
• “Knor and Morrg were talking about the river, about ‘the fire and the
When the PCs discover
bombs.’ They were arguing over a map. They said a burn wanted
the whole valley cleared.” the meaning of the map,
read or paraphrase
Kugga’s last statement is a misunderstanding of Aiden
Byrne’s last name. Knor and Morrg argued about which of Morrg plans to use the floodwaters to disperse the barrels of
their preferred methods was most likely to cause the most explosives down the Arrowhead River. With the rush of water
destruction — alchemical explosives (preferred by Morrg) or flooding the river’s banks, these bombs will be carried into
burning oil floating on the surface of the water (preferred by the hearts of villages along the banks of the river. Inhabitants
Knor). Kugga explains that Knor and Morrg were on a schedule who endure the flood itself will be blown apart. The farrow can
and made references to their employer paying for results, not then sweep through the Blackmarsh to finish off any survivors.
caring about techniques. Kugga leads the PCs to the back of the
tent to show them the items that were left behind. Unfurled atop Interrogating Knor
a small crate is a leather map, frayed at the edges. An elaborate If the PCs manage to keep Knor alive, the bone grinder
brass device sits on the crate next to it. stubbornly refuses to cooperate. He agrees to give the PCs
information only if they promise to set him free—though if
The Brass Device
they do, he sneaks up to Warlord Morrg at the dam to warn his
The brass device is a clockwork detonator, designed to set off master of their incursion.
the contents of one of the explosive barrels at a preordained
time. It was left behind due to malfunction. Such a complicated Knor knows everything about Morrg’s plan, but he lies to the
piece of clockwork is uncommon in the wilderness, and the PCs PCs about the specifics. A PC can make a PER roll against a target
cannot easily identify it, particularly as it appears damaged. To number of 15 to realize Knor is withholding information—
determine the detonator’s purpose, a PC must spend a minute specifically, the timed explosives the warlord intends to deliver
examining it and make an INT roll against a target number of 12. by unleashing the dammed river, and the name of Morrg’s
If the PCs picked up the broken pocket watch from scene 2, they employer, Aiden Byrne. The bone grinder divulges useful
gain a +2 bonus to the roll due to the similarity of the mechanisms. information only if he believes the PCs genuinely intend to give
If the roll succeeds, the PC realizes the purpose of the clockwork him his freedom. Otherwise, the bone grinder hurls insults at
detonator—to turn the barrels into timed explosives. Each PC them and remains uncooperative. Getting Knor to talk requires
can attempt a single roll to determine the purpose of the device. an INT + Interrogation roll. He responds better to Negotiation
attempts.
The Madman’s Map
Knor knows the following information:
The map is crudely drawn, but a character can make a PER + Survival
roll against a target number of 10 to recognize landmarks and identify • Interrogation Target Number 10: Morrg established a
it as Blackmarsh Valley. Marked on the map are most of the major small encampment atop the waterfall to protect the dam
settlements in the valley: Gullin’s tribe of pygmy trolls, the marshy and its engine. The warlord is there now, seeing to the final
lowlands that Longchops hunts, the White Maw Tharn tribe, and stages of his plan. That is where he has taken the pygmy
dozens of others. troll prisoners.
Sets of numbers in Morrg’s crude handwriting appear alongside • Interrogation Target Number 14: Morrg plans to use the
each of the major settlements. These calculations show how long dam as a weapon against Blackmarsh Valley. The PCs realize
it takes for barrels carried by the floodwaters of the Arrowhead this is a ridiculous plan: the dam on the Arrowhead River
to arrive at each location and a rough estimate of the number of is not capable of holding back enough water to significantly
barrels required to kill a significant portion of the population flood the valley. Communities would be damaged and
there. The floodwaters will distribute explosives across a wide some lives might be lost, but the consequences would be
area in the valley, but the warlord clearly requires a massive little worse than that.
number of them to have any hope of affecting their intended • Interrogation Target Number 15: The dam is essentially
targets. Many will snag on obstacles or break open against a giant gate powered by a steam engine salvaged from a
stones long before reaching their destinations, and others human encampment. When opened, the gate will unleash
will be destroyed by early detonation. The warlord must have the reservoir of water behind it. Gradually opening the
prepared at least sixty to ensure damage to significant villages. gates will return the Arrowhead to its normal level without
To successfully decipher the meaning of these numbers, a PC causing the river to flood.
must make an INT roll against a target number of 13. If the
roll fails, the PCs can try again after spending another minute
examining the map. PCs gain a +2 bonus to this roll if they have
already discovered the purpose of the clockwork detonator.
18
Scene 4: AMBUSH
As the PCs head up one of the a trap. If the roll succeeds, they spot a trap. If the roll fails, a
rockslide is triggered, and a group of farrow ambushers emerge
paths, read or paraphrase
and attack.
The steep paths wind upward toward the rocky edifice of the
If the PCs set off one of the traps, it looses a large section of the
falls. Farrow-built scaffolds, bridges, and platforms line the
path, remnants of the construction of the dam. Jets of water cliff wall, which collapses onto the path, cutting it off. A PC who
spraying from the dam overhead coat the stones, making them triggers a rockslide trap must make an AGL or STR roll against a
slick and difficult to traverse. target number of 12 to leap clear of the falling debris. If the roll
succeeds, the PC avoids the falling stones. If the roll fails, the
PC suffers a POW 10 damage roll and is made stationary for one
The pathways wind through rough and rocky hills to the cliff
round as he extricates himself from the rocks.
wall, where they proceed in switchbacks to ascend its face. The
combination of the steep path and slick stones makes passage If the PCs make it to the top without triggering one of the traps,
difficult and tiresome. It takes fifteen minutes to reach the top of farrow waiting in ambush there emerge and attack, trying to
the falls. prevent them from reaching the top.
In addition to the slick stones, other hazards await. The farrow Once a trap is triggered, a few things happen in quick succession:
placed numerous rockslide traps along the paths to prevent enemy
• Rocks fall, noisily blocking the path in a cloud of dust.
forces from attacking the dam, starting about sixty feet from the
bottom of each path. Each trap is a simple construction, typically • The PCs hear whoops and squeals from a group of farrow
triggered when someone walks across one of the bridges or brigands who emerge from hiding in rocky fissures flanking
scaffolds. The farrow have subtly marked the location of each trap the path. Gullin can use his Battle Plan to let his allies move
to avoid accidentally setting it off. Since the trigger mechanisms into cover at this time.
are hidden beneath objects, the traps are particularly difficult
to spot unless a PC notices these markings (twisted branches • The brigands open fire at the PCs.
pointed at the trigger, three small stones alongside the path With the brigands behind them and the way ahead blocked, the
arranged in a straight line, and other similar methods). A PC PCs must make a difficult choice. They can turn around and deal
must make a PER + Detection skill roll against a target number with the farrow, or they can attempt the treacherous climb up the
of 14 to detect one of the traps on the way up. Every five minutes rock face. In both cases, the farrow shoot at the PCs whenever they
of walking, roll for the PCs in secret to determine if they notice present viable targets.
ENCOUNTER Setup
When the encounter
B18 B21 B begins, place the
A05 figures on the tiles
S
PC a07 B as shown.
B22 START
Tiles needed: A04, A05,
B19
A06, A07, B18, B19, B20,
B20 B B21, B22, BOARD A07,
S BOARD A09, BOARD B04,
a04 a06
BOARD B06
Board b06 Board a07 Board a09 Board b04
Antagonists
B S
19
COMBAT ENCOUNTER: left behind. Galbar’s war party arrives just in time to distract
the farrow. If Zocha rebuilt the totem in scene 2, the Tharn enter
FARROW AMBUSH battle with shouts about reclaiming the White Maw’s land. The
brigands turn to face this new enemy as the Tharn wade into
If the PCs turn to fight the
their ranks and begin hacking them apart.
ambushers, read or paraphrase
This distraction gives the PCs the opportunity they need to
You turn to face the enemy as bullets whine through the air around break free from the farrow and continue up the rock face.
you. The farrow vastly outnumber you. A growing army of brigands
rushes up from the trailhead below and clogs the path behind you,
each squealing angrily as he brings his weapon to bear. If the PCs try to finish the fight
instead, read or paraphrase
Use two slaughterhousers and three brigands if the PCs charge at Wrenching his axe free from the skull of a farrow warrior,
the ambushers. To represent the path they are fighting on, use the a Tharn roars to you in words distorted by his transformed
setup in the accompanying illustration. features, “Go! Destroy Morrg! We will kill these ones!” He
The intent in this situation is to keep pressure on the PCs. The punctuates his cry with a swing of his axe, lopping the head
off the nearest farrow. In speech only Zocha understands, he
boulders provide solid cover to characters behind them. The
says one final thing: “You were right.”
farrow stay in cover, firing at any PC in range. They use the
Onslaught ability on any PC who moves into charge range, firing It should be clear that Galbar and the White Maw have this
with their rifles and making a charge attack with their clubs. battle under control. Their full attention on this new threat, the
Since the farrow outnumber the PCs, at the start of each turn farrow do not press the attack against the PCs. If the PCs stay
replace the figures of any dead farrow to the west edge of the path. to help, Galbar encourages them to go, stressing the importance
This continues until “A Friend In Need,” below. of stopping Morrg.
After the PCs break away, the fighting continues to rage, pushing
If the PCs climb the rocks, to the base of the path by the large tent below. When it looks like
read or paraphrase the Tharn have the battle nearly won, the shrill sound of a steam
engine at the top of the cliff causes White Maw and farrow alike
Bullets crack all around you, blasting stinging chips of stone to stop fighting and look up. The farrows’ eyes widen and they
from the cliff wall. Below you, constant rifle flashes flare amid immediately try to run, ignoring Galbar’s warriors.
a gradually spreading fog of blasting powder smoke. It’s only
a matter of time before one of the shots finds its mark.
Read or Paraphrase
Climbing the rocks requires four successful Climbing skill rolls
With a metallic grinding of gears, the dam overhead opens
against a target number of 13 to reach the top. Each round, the
at the middle, unleashing a high-pressure spray of water. The
farrow below take d3 + 1 shots at the PCs with their rifles. If a shot dam parts only a fraction of its total width. Within the stream,
hits a climbing PC, he makes a PHY roll against a target number you can see the dark shapes of objects as they shoot out.
of 10. If the roll succeeds, nothing happens. If the roll fails, the PC The farrow and White Maw warriors below turn to escape the
loses his grip and slips down the wall, canceling out one of his sudden torrent, but they cannot flee in time.
successful Climbing rolls.
Farrow and Tharn alike are smashed to the ground, battered
A Friend In Need against the rocks, and forced down the banks of the Arrowhead
on a surge of water. The barrels in the water then explode like
Let the PCs spend a round or two climbing the rock face or fighting thunderclaps, blinding you in a flash of brilliant light. Some
the farrow, but make it clear the odds are against them. There are
detonate in huge blasts, while others bobbing on the surface
explode into a sheet of fire that roars across the water. The
too many farrow for the PCs to effectively fight them off or escape.
deafening noise of the explosions makes the earth shudder,
When things seem at their worst, aid comes from an unexpected loosing stones from the cliff wall that smash into the rockslide
source. below you, breaking it free of the path.
As your hearing gradually returns, you hear a ragged chorus
Read or paraphrase of farrow cheering from above. The gateway of the dam grinds
back into place to build up pressure for another release.
There are too many farrow for you to face or flee. Suddenly
you hear howling and snarling coming from the foothills In the aftermath of the explosions, Morrg and his farrow
below. First one and then dozens of Tharn warriors emerge
believe they have eliminated the threat and return to making
from between the trees, their transformed features predatory,
preparations for the attack on the Blackmarsh. The PCs are no
their fangs bared.
longer under attack and can press on to the top of the falls while
Shortly after Zocha left to battle Morrg, a group of White Maw Morrg’s guard is down. Depending on how much damage the
warriors led by Galbar set out after her. Unwilling to leave her PCs have suffered, they might spend a moment seeing to their
to face the warlord’s army alone, they followed the trail the PCs wounds before continuing to the top.
20
Scene 5: FIRE AND FLOOD
In the final scene, the PCs confront Warlord Morrg before he opens
the dam again and unleashes explosives on Blackmarsh Valley Combat Encounter
below. The PCs now know he plans to wipe out the valley, seeking
nothing less than the total annihilation of their tribes and allies. #3A: Full Steam
Morrg is aware of the attack on the encampment below from This encounter begins as soon as the farrow notice the PCs.
the sounds of combat and the reports of survivors who made Farrow on both sides of the river do not hesitate to attack, but
their way to him, but he believes he wiped the enemy out when Morrg commands them to keep loading the bombs into the
he tested the dam. Now he has relaxed his guard and turned water while he works the steam engine to open the dam’s gates.
his attention to the final stages of his plan. His farrow busily
work to arm the last explosive barrels and push them into the When combat begins,
reservoir. They do not immediately notice the PCs entering the read or paraphrase
fringes of the camp unless the characters charge in aggressively.
Warlord Morrg bellows at you, eerily echoed by the two boars
flanking him. Eyes wild with rage, he screams in farrow to his
When the PCs reach Morrg’s warriors, “We’ve got visitors. Keep them entertained. I have a
camp atop the cliff, valley to destroy!”
read or paraphrase With that, the warlord steps toward the controls of his steam
Morrg’s makeshift dam has created a small lake at the top engine and activates it.
of the cliff. Tents hauled up from the foothills below ring its
Morrg’s soldiers move into position as the warlock activates the
edges. Morrg’s elite forces work at a feverish pace, readying
the last steps of the warlord’s mad plan. engine powering his destructive weapon. With a shriek, the
engine begins to slowly churn the great gates of the dam open.
On both sides of the basin, pygmy trolls drag tar-covered If the PCs want to stop him, they will have to fight their way
barrels to the water’s edge. A member of the war band sets a through his forces.
clockwork detonator on each barrel before kicking it into the
basin, where the current pulls it away from the shore.
Morrg
Morrg oversees the operation with pride. In one hand he Morrg is a powerful combatant. He is well armed and skilled
wields a massive blunderbuss with a wicked chopping blade with his weapons as well as being a gifted spellcaster. He
mounted to the barrel. Two enormous boars stand beside him: commands his pair of warbeasts with aggressive shrewdness.
his notorious warbeasts Caldon and Crommen, snapping their Throughout the final encounter, Morrg focuses primarily on
tusked maws at anyone who draws too near. activating the steam engine to open his dam. He relies on the
capabilities of his warbeasts and warriors to deal with the
The pygmy trolls work in teams to push the explosives into the
threat the PCs pose to his plan.
reservoir to join the large number of bombs already floating in it.
Standing on the bridge over the river and on either bank, the pygs Caldon and Crommen: Morrg’s warbeasts are a pair of
continue to drop barrels into the river until they are liberated by massive razor boars, much hardier and stronger than their
the PCs or combat begins, at which point their farrow handlers common cousins. In addition to having access to their animus
become distracted by the fight and they can slip away. (p. 28), both razor boars have +2 ARM, FURY, and Threshold,
and the Tough benefit.
The pygs flee the camp once combat commences. They are
unarmed and can’t directly aid the PCs in a fight. The pygs If one of the razor boars is incapacitated or killed, the surviving
scatter in random directions away from the camp unless boar gains +2 on attack and damage rolls against any characters
Gullin makes an INT + Command roll against a target who dealt damage to its companion.
number of 10 to rally them to a safe place. If Gullin succeeds,
he can instruct his tribe to provide assistance in the form of
destroying equipment, disarming bombs on the riverbank, or
other similar non-combat actions.
If the PCs choose to take a direct approach, the farrow are ready
to meet them in combat and prepared to repel them.
21
IRON KINGDOMS Unleashed ADVENTURE Kit SCENARIO
Encounter Setup
Board a03 Board a02 Board B01
A02 S B16
B25
A15 b
B26
B09
b b
B08 B12
B27
b
Board a04 Board a05 Board A06
B11 S
R
B13
B28
B14
M
B23 R
Board a07 Board a08 Board A09
When the encounter begins, place the figures on the tiles as shown.
Tiles needed: A02, A15, B08, B09, B11, B12, B13, B14, B16, B23, B25, B26, B27, B28, BOARD A02, BOARD A03,
BOARD A04, BOARD A05, BOARD A06, BOARD A07, BOARD A08, BOARD A09, BOARD B01
Antagonists
M R b S
22
Fire Barrels: Fire barrels can be disabled as above. If the
The Device explosive charge inside the barrel is exposed to water, it cannot
When the PCs arrive, Morrg is preparing the final stage of his ignite the alchemical fluid inside. When one of the fire barrels
attack on Blackmarsh Valley. His pygmy troll captives load is destroyed, replace it with a 3˝ AOE. The AOE is a patch of
primed explosives into the reservoir under the watchful eyes flammable fluid that will travel downstream with other objects
of his farrow warriors while he readies the steam engine that (see below). If a character in the AOE suffers fire damage, the
powers the dam. The engine is in shoddy condition and requires patch ignites. Any character on the surface of the water starting
attention while it works to open the gates. To fully open the his turn in the AOE suffers a POW 12 fire damage roll. If a fire
gates, Morrg needs to operate the engine for three cumulative barrel explodes, replace it with a 3˝ AOE. Characters in the AOE
turns. Rules for operating the steam engine are on page 24. suffer damage as above.
Since the timers on the explosives are already ticking down, Reinforcements: At the start of each turn, place a brigand
Morrg has only a short time to open the dam before they begin outside one of the four tents. If four brigands are already on the
detonating. After ten rounds of combat, randomly determined map, do not place a model. New brigands arrive at full strength
barrels in the water begin to explode. One barrel detonates and activate on the initiative of the other brigands. A brigand
at the end of each round. If a barrel is near the dam when it cannot make a charge attack the turn he is placed but otherwise
detonates, it damages the gate (and anyone standing on top of activates normally.
it). Each gate can withstand five blasts before being completely
destroyed. If one of the gates is destroyed, the water rushes out River Current: Though it is slowed by the dam, the Arrowhead
in force. Treat a destroyed gate as if the gates were fully open. River’s current still moves objects in the reservoir. Any character
in the reservoir without the Amphibious ability, any floating
barrels, and other objects in the reservoir automatically move 2˝
Enemy Tactics directly toward the dam at the beginning of each round.
Morrg, startled by the sudden arrival of the PCs, hastens to
unleash his timed explosives on the valley below. Commanding
his warriors to attack the PCs, Morrg moves to the steam
engine and begins the process of activating it. He sends his
slaughterhousers forward with the brigands to attack the PCs,
casting Quagmire on one of the slaughterhousers to prevent its
target from moving. Morrg and his warbeasts remain hidden
Game Master’S Note:
behind the front line of farrow to avoid taking damage as the Spray Attacks
warlock powers up the steam engine. Morrg’s blunderbuss and the steam engine can both
The brigands stay out of melee with the PCs and attack with produce spray (SP) attacks. Spray attacks are attacks
their rifles. One stays on the far side of the river, keeping his that use a spray template. This devastating short-
distance from the PCs. They forfeit movement to aim their ranged attack can potentially hit several characters. A
shots and focus their attention on the closest targets. If Lurk or spray uses the spray template and has a RNG of “SP 6,”
“SP 8,” or “SP 10.” Effects that modify RNG do not
Longchops moves into the water to disable the explosives in the
affect spray attacks.
reservoir, one of the brigands targets the barrel closest to him.
When making a spray attack, center the spray template
Encounter Features over a target with the narrow end of the template
Explosive Barrels: Several barrels float in the reservoir behind touching the nearest edge of the attacker’s base. The
the dam. Their clockwork detonators have already been set, and target need not be under the template. The targeting
it is only a matter of time before they begin detonating. rules apply when choosing the attack’s primary target.
Every character with any part of his base covered by the
A PC can disable one of the bombs in a number of ways. The appropriate section of the spray template can be hit by
simplest is to disable or destroy the clockwork detonator on the the attack.
bomb. To remove the detonator, a PC must be adjacent to the
Make separate attack rolls against each character under
barrel and make an INT or STR roll against a target number
the template. Remember that each roll must be boosted
of 13. If the roll succeeds, the detonator is disabled. Non-
individually. Spray attacks ignore concealment, cover,
amphibious characters suffer a –2 penalty to these rolls due to
stealth, and intervening characters because the attack
the difficulty of maneuvering in the current and keeping grasp comes over, around, or in some cases through his
of a barrel as it moves in the water. protection.
Another way to disable a bomb is to expose its contents to water. A spray ranged or magic attack roll against a character
Each bomb is ARM 14, and if it suffers 1 damage point without in melee does not suffer a –4 penalty. A spray attack roll
detonating, water rushes in, disabling the explosive. If a bomb against a character in melee that misses is not rerolled
suffers damage from a firearm or from a fire damage roll, it against another character. It misses completely.
detonates. Center a 3˝ AOE on the damaged barrel. Characters
hit suffer a POW 12 blast damage roll.
23
IRON KINGDOMS Unleashed ADVENTURE Kit SCENARIO
Combat Encounter #3B: A character pushed to the dam can attempt a STR roll against a
target number of 13 to grab onto something to keep from being
Morrg’s Last Stand forced out by the water. If the roll succeeds, the PC stops and
can haul himself onto the top of the dam. If the roll fails, the
If the PCs destroy the steam engine or otherwise prevent Morrg
waterfall shoots the PC off the cliff to the pool below, where he
from opening the gates, the warlord is forced to try a dangerous
suffers a POW 10 damage roll with 2 additional dice of damage!
gambit. Running across the top of the dam, he tries to grab one
of the floating bombs nearest to the gates and wedge it between
the partially opened doors. He hopes to blow the doors wide
open with his thunderaxe.
Aftermath
When Morrg is defeated,
Encounter Setup read or paraphrase
The setup of the second part of the encounter remains the same
as before. Replace any missing brigands or slaughterhousers at With a disbelieving howl of pain, the warlock stumbles
the top edge of the map as members of the war band move to toward the dam, arm outstretched as if to will it open. Blood
join the battle. seeps from his many wounds as Morrg takes a final step and
plummets over the edge to the rocks far below.
24
Once Morrg is defeated, any remaining farrow brigands capable • Completing the adventure: 2 XP
of doing so flee into the trees on either side of the river. With their
• Each session of play: 1 XP
leader gone, the farrow are not interested in sticking around. The
PCs can disable any remaining bombs in the reservoir to prevent • Destroying the steam engine: 1 XP
them from detonating. Outside of combat, one bomb detonates
• Interrogating Chrum and Knor: 1 XP each
every five minutes until they are all destroyed.
The PCs can free the remaining pyg captives, who can assist them
in disabling bombs and will eventually lead them to Morrg’s tent
Continuing
on the cliff top. Inside, they make an alarming discovery.
the Adventure
Morrg has a stockpile of weapons, medical supplies, and four
The PCs discovered that Morrg was working in service to a
bags of Cygnaran gold containing 50 gc each. A PC who searches
human with his sights set on their valley home. If you would
the tent also discovers a folded piece of white vellum with
like to continue adventuring in Blackmarsh Valley, consider the
an official-looking blue wax seal. A PC can make an INT roll
following options.
against a target number of 8 to identify the seal as Cygnaran.
A roll of 10 or higher identifies it as the kind of symbol used
by those with influence: lords, knights, and others of similar
Rally the Valley
The PCs return home to warn of Byrne’s designs on the valley.
station.
Tales of their experiences might convince others to join them
If the missive is opened, the PCs see a message written in a in resisting a potential invasion by Byrne’s forces. The valley is
neat script in Cygnaran, addressed to Morrg. Longchops has inhabited by dozens of smaller communities that could repel an
the most familiarity with the human language and can puzzle attack if they join together. Drawing such disparate peoples to a
out its meaning after a few minutes of study. single cause would be extremely difficult, requiring the PCs to
perform a series of tasks to secure the loyalty of the many tribes.
The message reads:
This option best suits a group interested in multiple small
My men told me your plan. See that it does not fail. I want every threat
adventures with a climactic finale. Each new territory and
to my operations in that valley dealt with before the dawn of the new
tribe presents the PCs with a short adventure of three or more
month or the next mercenary I pay comes for you, Morrg. This will be
sessions, allowing the Game Master to present a wide variety of
your last delivery before the job is done.
challenges and threats. At the finale, the gathered tribes rally
—A. Byrne under the PCs’ leadership to combat Byrne’s mercenaries and
The full ramifications of the message might not be immediately drive them from the valley.
clear, but the PCs should realize that a human from the nation
of Cygnar is involved in Morrg’s plan to destroy Blackmarsh Exodus
Valley. They might recognize Byrne’s name from speaking with Though the PCs fought hard to preserve their homes, the players
Kugga, but the PCs are not likely to know who the human is. might determine that Byrne will not relent in his effort to take
control of Blackmarsh Valley. With the technology of the Iron
Swag Kingdoms and plentiful resources at his command, Byrne could
Looting the war band’s encampment requires the PCs to present an insurmountable threat to the region. To preserve their
collectively spend an hour gathering, sorting, and appraising way of life, the PCs might choose to lead their tribes out of the
items. All the tents on the cliff top are abandoned, and those Blackmarsh in search of a new home.
in the valley had been picked clean of valuable items by farrow An exodus campaign could be very rewarding for Game Master
now on the run. and players alike. The challenges of heading out into the
Collecting supplies from the tents yields the following: unknown provide many sessions of conflict, as the PCs confront
rivals opposed to the migration as well as escalating tensions
• Blasting powder, casings, and bullets for 30 shots among their people when patience and supplies run short.
• Dried meat, grains, and other foodstuffs able to feed fifty This kind of campaign would be suitable for players interested
individuals for one week in playing out the struggle of the wilds. Finding a place in the
wilderness willing to accept a group of landless Tharn, pygmy
• 100 gc in miscellaneous coins, mostly Cygnaran gold trolls, and others will be a challenge; wilderness communities
crowns are protective of their land, and the cities of the Iron Kingdoms
are not always welcoming to wild races. The PCs and their tribes
Experience Points face hostilities from other tribes, predatory beasts, and the
At the end of the adventure, each player earns a number of military forces of humans who view them as a menace.
experience points, which are used to advance a PC by assigning
him or her new skills, abilities, stat increases, and so on. Each
PC gains the following XP:
25
IRON KINGDOMS Unleashed ADVENTURE Kit SCENARIO
Observing the human mercenaries should let the PCs The PCs eventually find themselves turned away from every
know that the threat to their homes, while forestalled, is potential contact and safe haven, struggling to survive as a
not yet over. band of outlaws on the run. They will constantly be looking
over their shoulders, awaiting another group of heroes that
bands together to confront the traitors who sold out Blackmarsh
Valley for a handful of gold crowns.
26
Warlord MorRg
Physique PHY 7 Abilities:
Speed SPD 5 Ammo Bandolier – The character can draw and reload a round of ammunition as part of the same quick action.
Fast Caster – The character gains one extra quick action each turn that can be used only to cast a spell.
Strength STR 5
Feat Points – This character starts each encounter with 3 feat points. He is allocated 1 feat point at the start of each of his turns.
Agility AGL 4 He can have up to 3 feat points at a time.
Prowess PRW 4 Feat: Powerful Caster – The character can spend 1 feat point when he casts a spell to increase the RNG (range) of the spell by
Poise POI 4 twelve feet (2˝). Spells with a range of CTRL (control area) or SP (spray attack) are not affected.
Intellect INT 4 Olfaction – The creature gains a +2 bonus to PER rolls related to scent.
Resonance: Farrow – The character shares resonance with farrow warbeasts.
Arcane aRC 3
Souie! – The character can use this ability during his turn as a quick action. When he uses the ability, warbeasts in his battlegroup
Perception PER 4 that are outside his control area immediately make a full advance directly toward this character.
Alchemical Explosive Tough – When this character is disabled, roll a d6. On a 5 or 6 he is no longer disabled, heals 1 vitality point, and is knocked down.
RAT RNG AOE POW Warlock Bond – This character is a harnesser (Adventure Kit Rulebook, p. 25) and can bond to warbeasts. He is bound to a pair
4 6 4 14 of razor boars.
Willpower Wil 11
For several years, the farrow him ample opportunity to interact with the humans of the Iron
2 warlord Morrg has led a Kingdoms. Morrg took a liking to the weapons and technology
1 AGILITY
sizable band of farrow in the of mankind and constantly seeks opportunities to enhance his
Blackmarsh Valley region of armory with firearms.
3 the southern Gnarls. Morrg
PHYS
E wrath of the White Maw Tharn tribe. Morrg and the White Maw
U
27
IRON KINGDOMS Unleashed ADVENTURE Kit SCENARIO
Razor Boars
Physique PHY 8 Abilities:
Speed SPD 6 Native Beast – The creature is considered to be a beast native to the wilds of Immoren.
Farrow Warbeast – This creature can be bonded to a warlock with the Resonance: Farrow ability.
Strength STR 6
Olfaction – The creature gains a +2 bonus to PER rolls related to scent.
Agility AGL 4
Prowess PRW 3 Skills:
Poise POI 1 Name Stat Rank Stat + Rank
Intellect INT 2 Detection PER 1 4
Sneak AGL 1 5
Arcane aRC —
Tracking PER 1 4
Perception PER 3
Animus:
Tusks Animus Name Cost RNG AOE POW UP OFF
MAT POW P+S
H 5 2 8 Vicious 2 6 — — No No
Target friendly warbeast gains Hyper Aggressive for one round. (When a character with Hyper Aggressive suffers damage from
Abilities: Brutal Charge – The creature gains an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly
+2 to charge attack damage rolls with this toward the attacking character.)
weapon.
ECT
E
it plunges through thorns
U
28
KNOR
Abilities:
Anatomical Precision – When this character hits a living target with a melee attack but the damage roll fails to exceed the target’s Physique PHY 7
ARM, the target suffers d3 damage points instead of the damage rolled. Speed SPD 5
Bone Grinder – This character can create bone grinder fetishes. Strength STR 6
Finisher – This character can spend a feat point to boost damage against a damaged character.
Agility AGL 3
Bone Grinder Fetish: Purulent Totem – The character can spend a quick action to use this totem. His next melee attack against a
living target gains an additional damage die and causes the Corrosion continuous effect. Prowess PRW 4
Feat Points – This character starts each encounter with 1 feat point. He is allocated 1 feat point at the start of each of his turns. He Poise POI 3
can have up to 1 feat point at a time. Intellect INT 4
Olfaction – The creature gains a +2 bonus to PER rolls related to scent.
Arcane aRC 4
Will Weaver – This character is a will weaver.
Perception PER 4
Spells:
Spell Name Cost RNG AOE POW UP OFF Cinder Bomb
RAT RNG AOE POW
Arcane Bolt 2 12 — 11 No Yes 5 8 3 12
Magical bolts of energy streak toward the target.
Abilities: Characters hit suffer the Fire
Parasite 3 8 — — Yes Yes continuous effect.
Target character suffers –3 ARM and the spellcaster gains +1 ARM.
Carving Knife
Skills: MAT POW P+S
Name Stat Rank Stat + Rank 6 4 10
Alchemy INT 1 5
Abilities: Deep Cut – A character damaged
Hand Weapon PRW 2 6 by this weapon suffers –1 on attack and
Thrown Weapon PRW 1 5 damage rolls for one round.
Lore (Ex. Zoology) INT 1 5
Medicine INT 1 5 Initiative Init 14
Detection PER 2 6 Defense DEF 11
Command SOC 2 * (Infantry Armor –2)
Armor ARM 14
Knor is a large, greedy farrow (Infantry Armor +7)
with multiple scars on his Willpower Wil 11
body from a lifetime spent
hunting and harvesting great
1 2 AGILITY
predators. Powerful and cruel,
Knor enjoys forcing weaker
creatures to work for him. 3
PHYS
ECT
E
U
29
IRON KINGDOMS Unleashed ADVENTURE Kit SCENARIO
Slaughterhousers
Physique PHY 7 Abilities:
Fearless – The character is utterly fearless and automatically passes Willpower rolls to resist Terror.
Speed SPD 5
Feat Points – This character starts each encounter with 1 feat point. He is allocated 1 feat point at the start of each of his turns. He
Strength STR 6 can have up to 1 feat point at a time.
Agility AGL 3 Olfaction – The creature gains a +2 bonus to PER rolls related to scent.
Prowess PRW 5 Relentless Charge – This character ignores penalties for rough terrain while charging.
Poise POI 3 Skills:
Intellect INT 3 Name Stat Rank Stat + Rank
Arcane aRC — Command SOC 1 *
Perception PER 3 Great Weapon PRW 2 7
Detection PER 2 5
Pole Cleaver Intimidation SOC 2 *
MAT POW P+S Unarmed Combat PRW 1 6
7 5 11
Abilities: This weapon has Reach and gains Slaughterhousers are the vicious heavy infantry of farrow war bands. Rooted in the warrior
+2 on charge attack damage rolls. traditions of the farrow, the slaughterhousers embrace battle enthusiastically and wear the
Initiative Init 13 heaviest armor their war bands can scavenge or manufacture. Slaughterhousers wade into combat
armed with long polearms designed to hack apart their enemies. They train regularly in crudely
Defense DEF 8
(Full Plate –3) orchestrated drills to exploit the weakness of wounded foes and cut them down with sure and
brutal strikes. Individual slaughterhousers are chosen for their size, skill in battle, and vicious
Armor ARM 15
(Full Plate +8) demeanor. Slaughterhousers are uniquely merciless and never take prisoners. They indulge their
taste for bloodshed and mayhem with unrestrained fervor.
Willpower Wil 10
Vitality: 12 Morrg’s cohort of slaughterhousers form the heart of his war band’s forces, acting as
Command Range: 4 cruel frontline troops and keeping the rest of the war band under control through brute
Base Size: Small force and intimidation. They are unquestioningly loyal to Morrg, thanks in no small part
to the frequency of blood-drenched conflicts he leads them into. Two slaughterhousers
Encounter Points: 8
serve as Morrg’s personal bodyguard and are never far from his side.
Equipment: Any threats to the warlord are dealt with swiftly and brutally,
Full plate, pole cleaver, d6+3 gc which minimizes dissidence in the war band.
SLAUGHTERHOUSER FIGURES
30
Farrow Brigands
Abilities: Physique PHY 6
Dig In – This character can make a quick action to dig an improvised foxhole. Until he moves, is placed, goes prone, or is engaged, the
Speed SPD 5
character gains cover, does not suffer blast damage, and does not block line of sight. A character cannot use the Dig In ability during
a turn in which he ran. Strength STR 6
Olfaction – The creature gains a +2 bonus to PER rolls related to scent. Agility AGL 4
Onslaught – At the start of this character’s turn before moving or taking any action, the character can make one ranged attack. After Prowess PRW 4
the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target.
Poise POI 4
Skills: Intellect INT 3
Name Stat Rank Stat + Rank
Arcane aRC —
Rifle POI 1 5
Perception PER 3
Hand Weapon PRW 1 5
Detection PER 1 4 Scavenged Rifle
Sneak AGL 1 5 RAT RNG AOE POW
5 10 — 11
Farrow are an opportunistic race, and many choose to take up the life of brigands and sell-
Abilities: This weapon requires two hands.
swords. Farrow brigands prey on remote villages, lumber camps, and traveling merchants,
which often puts them at odds with human communities. Still, there are those who value Club
their ability as fierce and hardy warriors and are willing to employ them. Possessed of a MAT POW P+S
5 3 8
resolve not unlike the ferocious boars they so resemble, farrow brigands are known for their
hardiness and tenacity. Initiative Init 12
Morrg’s farrow band are a mismatched lot, comprised of warriors who surrendered to Defense DEF 10
the warlord’s army and chose impressment over execution, brigands who joined up after (Infantry Armor –2)
hearing of his success as a mercenary overlord, and even a handful of surviving farrow Armor ARM 13
from his original tribe. The brigands in Morrg’s army are not entirely fond of one another— (Infantry Armor +7)
old animosities and grudges persist—and when not on campaign they dwell in scattered Willpower Wil 9
encampments of small, isolated sites. When their warlord calls them to battle, however, Vitality: 8
the brigands fight as a united whole, motivated equally by the prospect of Command Range: 3
plunder and the fear of falling victim to Morrg’s arcane talent. Base Size: Small
Encounter Points: 4
Equipment:
Infantry armor, scavenged military rifle,
d3+1 gc, blasting powder and bullets for
10 shots
31
PLAYER ACTIONS QUICK REFERENCE
Engaged: Ranged attack only. –4 to ranged attack rolls
What A Character Can Do
Knocked down target: Base DEF becomes 5 against ranged and
During his turn a character can make a full advance and do one of
magic attack rolls.
the following:
Prone target: +2 DEF to prone targets
1. Perform two quick actions.
Target in melee: –4 to ranged attack rolls; –4 to magic attack rolls
2. Attack and perform one quick action.
unless attacker is engaged with target
3. Perform one full action.
Feat Points
Movement At his discretion, the Game Master may award a character a feat point for:
Full Advance – Move up to current SPD in inches. • Incapacitating or destroying an enemy with an attack.
Run – Move up to twice current SPD in inches and make one quick • A successful critical hit on a skill or attack roll.
action. Cannot attack or perform full actions.
• Heroic action, great roleplaying, etc.
Charge – Move current SPD in inches plus 3˝ in a straight line toward
a target, stopping if running into characters, obstacles, or impassable A character cannot have more than 3 feat points but can spend as
terrain. Characters failing to get within melee range of the charge many feat points during his turn as he wishes.
target end their turn immediately. Once within melee range of their Any character can spend a feat point to use one of the following
target, charging characters turn to face it and make their first melee feats:
attack against it with a boosted damage roll. The character then Boost Non-Attack Skill Roll – Boost a non-attack skill roll. A
continues the turn as normal. character can use this feat only if he has at least one level of the skill
used for the roll.
Melee Attack Modifiers Heroic Dodge – Suffer only half the damage from an attack,
Non-prone attacker attacking a prone target: +2 to melee attack rolls rounded up.
Prone attacker attacking a non-prone target: –2 to melee attack rolls Make a Quick Action – Make an additional quick action.
Back strike: +2 to melee attack rolls Parry – Cannot be targeted by free strikes that turn.
Knocked down target: A melee attack against a knocked down Relentless Charge – While charging that turn the character can
character hits automatically. move over rough terrain without penalty.
Reroll Failed Skill or Willpower Roll – Reroll a failed skill or WIL
Range and Magic Attack roll. A character can continue to reroll the same failed roll as long as
he has feat points to spend.
Modifiers Run and Gun – Move up to twice his SPD in inches instead of his
DEF bonuses granted from cover, concealment, and going prone do
SPD during a full advance.
not stack.
Shake Continuous Effect – Cause a continuous effect to expire
Aiming bonus: Ranged attack only. By forfeiting movement a character
immediately.
adds +2 to every ranged attack roll he makes during that Activation
Phase. A character who gains the aiming bonus cannot make a quick Shake Knockdown – Stand up immediately at the start of his turn.
action that turn. Shake Stationary – Cause stationary effects to expire immediately
Back strike: +2 to the ranged and magic attack roll at the start of his turn.
Concealment: +2 DEF to concealed targets Sprint – Make a full advance at the end of his turn if he incapacitated
one or more enemy characters with a melee attack that turn.
Elevated: When a character is at least six feet (1˝) higher than other
characters, he is elevated in relation to their level. Elevated characters Walk It Off – Immediately regain d3 + 1 vitality points unless
and characters targeting them ignore intervening characters more incapacitated. Damage a character suffers during his turn must be
than six feet away for determining LOS. +2 DEF to elevated targets. resolved before using this feat.