Bitter Medicine
Bitter Medicine
Bitter Medicine
Credits
Project Director
Bryan Cutler
Creative Director
Ed Bourelle
Game Design
Jason Soles
Matthew D. Wilson
RPG Producer
Matt Goetz
Scenario Design
Matt Goetz
Matthew D. Wilson
Continuity
Douglas Seacat
Jason Soles
Writers
Matt Goetz
William Schoonover
Editorial Manager
Darla Kennerud
Editors
Darla Kennerud
Chet Zeshonski
Graphic Design
Director
Josh Manderville
Graphic Design
Shona Fahland
Laine Garrett
Josh Manderville
Art Director
Michael Vaillancourt
Cover Art
Ben Lo
Illustrators
Steve Carruthers
Chippy
Johan Grenier
Ben Lo
Nstor Ossandn
Mateusz Ozminski
Brian Snoddy
Andrea Uderzo
Cartography
Andrew Males
Mark Lemmon
Lucas Do Livramento
Brian Logan
Adam Nikiforuk
Lucas Smith
Licensing &
Contract Manager
Brent Waldher
Proofreader
Dan Henderson
Playtesters
Craig Bishell
Nicholas Dodwell
Craig Donovan
Douglas Duncan
Nicholas Eddy
Heming Hopkins
Dave Irving
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First digital edition: August 2014
Adventure
Background
Players Be Warned!
The synopsis and scenes described herein contain many
spoilers regarding the adventure and should not be read
by players. If you are a prospective player, please do
your Game Master the courtesy of allowing him to run
this adventure for you, and do not read it yourself!
Adventure
Summary
Set against the backdrop of the Wyrmwall Mountains,
this adventure places the PCs in a battle for survival with
a diseased gang of brigands. During a bandit attack on a
train they are riding, the PCs are infected with a deadly
contagion, and they must now battle their way into a hidden
bandit fortress to recover Dr.Henri Gateu, a physician who
specializes in treating the very illness they have contracted.
Along the way they will confront the deadly forces of
the Wyrmwall Riders and their wicked leader, Bayton
Rookwood, a Vinter loyalist who was once counted among
the elite ranks of the Cygnaran Reconnaissance Service.
The PCs efforts will ultimately lead them into a high-speed
chase against the heavily armed Rookwood, with their very
lives the price of failure.
Cast of Characters
The following non-player characters (NPCs) appear in Bitter
Medicine.
Adapting
Bitter Medicine
Though Bitter Medicine takes place in the stretch of
wilderness between Fharin and Bainsmarket in northern
Cygnar, a Game Master can adapt the adventure to suit
his campaign and his players characters. Railroads are
becoming more common throughout the Iron Kingdoms,
and the kind of banditry and illness that is central to the
story of Bitter Medicine knows no national boundaries.
The following suggestions will help a Game Master
adapt the adventure to different settings. Because such
adaptation requires overhauling many of the minor
details of the story, it is recommended for experienced
Game Masters only.
Khador The stretch of railroad between Korsk and
Skirov is a good place to set the adventure. The bandit
Rookwood and his gang could be outlaws living in the
mountains to the east. Alternatively the train could be
carrying supplies into occupied Llael from Korsk, and
the bandit gang could have fortified one of the longforgotten fortresses of the ancient horselords in the
Kovosk Hills.
If you set this adventure in Khador, it would be
appropriate for Rookwoods armored carriage (p.52) to
be an old-model Khadoran Gun Carriage that the bandits
acquired illicitly. Dr.Gateus and Almas backgrounds will
have to be adapted to better suit the new setting: rather
than a mendicant physician, the good doctor could be
an aristocratic alchemist in service to the Empress,
traveling with his personal assistant to investigate an
outbreak of disease in Skirov.
Ord Setting the adventure in Ord will require a change
of setting for the final scenes in the adventure. Instead
of having the bandits holed up in an abandoned mining
camp in the mountains, you could have them hide in an
overgrown and derelict lumber camp in the Olgunholt
and make their leader a renegade member of the
Mateu family. Dr. Gateu and Alma have aided refugee
settlements in Ord as well as Cygnar, so their personal
histories will require little change.
Llael Setting Bitter Medicine in Llael will require a
near-complete overhaul, but it can be done. Rather
than a wandering surgeon, Dr. Gateu could be a
member of the beleaguered Llaelese Resistance,
traveling to a resistance holding in Khadoran-occupied
territory. Traveling by river and under an assumed
identity, the doctor is kidnapped by a ruthless gang of
river pirates who have caught word of his journey and
are determined that he cure them of the disease they
have contracted.
Eventually Dr. Gateu escaped his captors and fled down the
Black River to Cygnar. Although he left the prison camp behind,
he could not forget the effects of the illness he had witnessed.
Dedicating himself to the study and eradication of the disease,
he became a wandering mendicant who traveled from place to
place in Cygnar and Ord, visiting the many refugee camps his
fellow Llaelese had made their new homes.
Within the camps the doctor found many other cases of the
Bloody Sweat, spread by fellow prisoners who had escaped
or earned their freedom. At each camp he learned more about
the disease, supporting himself with donations given to him
by those he treated. Eventually Gateu was able to refine an
alchemical cure for the infection. An experimental formula, his
cure involves a careful balance of otherwise deadly reagents.
Taken by themselves or in the wrong doses at the wrong times,
these components are just as lethal as the disease they treat, but
Dr.Gateus experience in their application is unmatched. Often
using himself as a test subject (with his skilled assistant Alma
nearby to revive him should an experiment go awry), Dr.Gateu
has created a sure cure for the sickness.
Campaign Role: Rescuing Dr.Gateu is the goal of the campaign.
The only doctor for miles with an understanding of the disease, he
can save the characters once they become infected, but they must
first save him from capture at the hands of the Wyrmwall Riders.
Alma Barlow
(Female Midlunder, 20s)
Scene 1:
The Gilded Star
Synopsis
ride toward the train at a full gallop. They come in overlapping waves,
kicking up great plumes of dust that make it difficult to determine their
exact numbers. Among them you see the boxy shape of a buckboard
wagon, a slugger mounted beside its driver.
The characters have a full round to act before the riders reach
the train. The riders are fanning out to strike each train car
simultaneously, and they will fire on anyone moving between
train cars to drive them back into cover.
A character who decides to run to the train wardens and
warn them of the impending attack finds that the storage
cars are locked and barred from within, but a glass window
set in the door affords the character a view of what transpires
in the storage cars. He will witness the wardens firing out of
the weapon slits of the trains storage cars before the wagons
slugger opens fire, ripping through the hull of the train and
the bodies of its defenders. Moments later, an explosive charge
detonates in the storage car, cracking the thick window glass
and filling the storage car with dense smoke.
Once each player character has acted, read or paraphrase the
following:
The riders draw their weapons and fire a fusillade on the train as they
swoop down upon you. Bullets crack through the windows of your
compartment, some striking other passengers who are rising from their
seats in alarm. The wagons slugger fires, strafing the side of the train
from the engine toward the rear and punching holes in the wooden
walls above you. As you reflexively duck down from the unexpected
torrent of lead, you hear a series of thuds both ahead of you and behind
you as men jump aboard the train.
Combat Encounter #1
WB
WR
PC START
WV
WB
the cabin with a stinging haze of yellow smoke. Bursting into the car
under cover of the smoke come five bandits with weapons at the ready,
their faces obscured by gas masks. You hear one shout a warning to his
comrades, his voice muffled by the mask.
These bandits are sweeping back from the forward dining car,
putting down any potential resistance that might endanger
their attempt to steal medical supplies. They are also moving to
support their comrades at the rearward shipping cars, hoping to
outflank the train wardens and catch them in a crossfire. When
the bandits see the PCs, they immediately take cover behind the
bench seats near the forward door. The group consists of two
Wyrmwall Riders, two Wyrmwall Bruisers, and a Wyrmwall
Veteran (pp.4951) armed with a pair of repeating pistols.
The train robbers look shabby and disheveled, but they are
equipped with high-quality weapons and armor of Cygnaran
military origin. Each wears a heavy canvas great coat with a
white number 3 stenciled on the right shoulder.
Each time a bandit in a train car with the PCs is killed during
the encounter, make a note of it. All the bandits are infected
by the Bloody Sweat, and the potential for infection increases
when they lose blood. A character does not have to come into
direct contact with infected blood to become infected himself:
the disease can be transmitted by both blood and air. In all
cases, infection is a near-certain death sentence. See Ending
the Encounter on p.11 for more details.
Bandit Tactics
WR
Terrain
This combat begins inside the forward passenger car, just after
the bandits throw sting gas grenades into it from the junction
to the dining car.
Benches: Benches line each side of the cars center aisle. Each
row of wooden benches is a linear obstacle. The benches bases
are flush with the floor of the car, so characters cannot crawl or
10
see beneath them. Each bench has an ARM of 14 and can suffer
10 points of damage before it becomes useless as cover.
Passengers: The other passengers in the train car dont perform
any significant actions once the bandits enter. They duck for cover
or hide beneath the seats, cover their faces to avoid inhaling the
sting gas, and generally keep out of the way. The Game Master
can have a passenger make a break for the back door, but the
bandits are certain to gun him down before he gets there. A PC
can attempt to give the passengers instructions by making a
contested Command roll against the passengers Willpower of
8. The passengers will not perform any suicidal actions and will
not attack the bandits, but they can provide other assistance, like
reloading weapons. If a bandit moves to a passengers hiding
place, he can grab the passenger to use as a human shield. If a
bandit has a human shield, shots made at him suffer the firinginto-melee penalty. If an attack fired at a bandit with a human
shield misses, it automatically hits the hostage. The hostages
wear no armor and are killed by any successful strike.
Sting Gas Cloud: The grenades the bandits throw into the
train car emit sting gas, an alchemical irritant that burns the
eyes and lungs. During the first round of combat, the sting
gas is a cloud effect, after which it disperses as a gas effect,
filling the entire train car. Characters without goggles or a gas
mask must make a PHY roll against a target number of 14 or
suffer 2 to attack rolls. Each round, Alma uses the contents
of Dr.Gateus medical bag to produce a reagent that allows
a single character to ignore this penalty once consumed. A
character trained in Alchemy can also produce this reagent
by spending a full action and making an Alchemy skill roll
against a target number of 10. If the roll succeeds, he produces
one dose. If the characters shatter more than two windows on
each side of the train, the crosscurrent of air disperses the gas
immediately.
Train Cars: Massive linkages at either end connect the train
cars. A character can drop down between the cars to release one
of the linkages, but this is not a simple task. To release a link,
a character must spend a full action turning bolts, removing
cotter pins, and unhooking safety clasps. At the end of this
time, he must make a Mechanikal Engineering roll against
a target number of 10. If the roll succeeds, he successfully
separates the link. Separating a link disconnects the car from
the trains engine; it and any cars behind it will gradually fall
behind the engine, eventually rolling to a stop. If the roll fails,
the character can try again next round.
Unstable Footing: The trains speed and movement result in
very unsteady footing. A character moving more than 24 feet
(4) must make an AGL roll against a target number of 10. If
the roll succeeds, the character moves normally. If the roll
fails, the character is pushed d3 in a random direction and
knocked down.
The bandits will not fight to the death. Once several rounds of
combat have passed, the wagon breaks away from the train,
loaded high with stolen goods. When the wagon pulls away
from the train, any surviving bandits attempt to flee, jumping
onto the saddles of Riders still outside. As the bandits ride
away, they continue to fire at the train to discourage pursuit.
11
12
Infection
At the end of the encounter, make a PHY roll for each character
in secret. The target number of this roll is equal to 14, +1 for
each Wyrmwall Rider killed in the encounter. Each character
who fails this roll has contracted the Bloody Sweat.
A quick examination by Alma or any character with the Medicine
skill reveals blood spatter on all the surviving passengers.
It is extremely likely that everyone aboard the train has been
exposed to and contracted the disease.
Pouncing on the opportunity, Alma exclaims that theres a
cure. The doctor has significant experience treating illnesses
and has developed a cure for the disease, she says. Looking
around the train, she explains that, if they can get him back,
Dr.Gateu will have everyone cured in no time.
A Note on Infection
These infection rules are for Game Masters who want to
reward characters with high PHY scores or the Disease
Resistance ability as well as those who want to keep their
players guessing whether they actually are infected with
the deadly illness. Alma assumes everyone onboard is
infected regardless of whether an individual shows any
signs of the disease.
At his discretion, a Game Master may decide to forgo the
PHY roll and simply declare that all characters on the
train have been infected, though some players may chafe
at such a heavy hand.
Scene 2:
The Lonely Fort
Synopsis
The PCs and Alma follow the Wyrmwall Riders trail in the hope
of recovering Dr.Gateu. The tracks vanish into the imposing
Wyrmwall Mountains, but the bandits wagon leaves a trail
leading to a weather-beaten building nestled in a rocky crevasse.
After battling the small group of holdouts within, the characters
discover the location of the bandits hidden fortress.
Read or paraphrase the following when the characters
disembark the train:
A chill wind blows from the east, a sharp contrast to the warmth of
the train. Stirring the tall grass fields around you, it carries the scent
13
ER
ER
PC
START
W
WV
W: Wyrmwall Rider
14
Combat Encounter #2
There are six bandits inside the small building: the wagons
driver (a Wyrmwall Veteran), his three crewmen, and two
escort riders (both Wyrmwall Riders). The escorts are keeping
watch out of the buildings windows and will shout a warning
when they catch sight of Alma and the PCs.
Once the men in the building have spotted the characters,
several things happen in quick succession. The wagons crew
runs out of the building and takes cover behind the wagon
to move its mini-slugger into position, shouting, Get around
them! Keep them away! at their comrades as they run.
Meanwhile, the escorts run to their hitched horses with saddles
over their shoulders. These men are all in the final stages of
the Bloody Sweat. Their faces are covered with sores, and their
complexions are sallow and sickly. Prolonged exertion leaves
the men winded and coughing.
The wagons crew hopes to hold the PCs back while their allies
saddle their mounts. Two of the wagons crew spend a quick
action grabbing the wagons mini-slugger and swiveling it into
position while the remaining two keep in cover behind the
wagon and house, readying their weapons.
Terrain
Aftermath
When the PCs have defeated all but one of the Wyrmwall Riders,
they hear the final survivor shout from cover.
Read or Paraphrase:
All right, I surrender! Damn Rookwoods fault we caught sick in
the first place. Never shouldve hit those travelers! Not like they had
anything worth the trouble.
With a grunt of resignation, the bandit tosses out his weapon and
steps away from his cover to stand out in the open. His sweaty face
is covered with sores, and his hands tremble slightly as he holds them
above his head.
I promise to tell you what you want to know, if you promise youll
let me
Before he can finish, the man begins to cough violently. Swaying on
his feet, he stumbles forward before dropping to his knees. You watch
in horror as he breaks out in a heavy sweat that rapidly becomes red
15
The Bodies
The last Rider to die lies where he fell, his face awash in sweat
and blood. He is dressed the same as the men who attacked the
train, wearing a patchwork armored great coat over threadbare
clothing. At his hip, where most men would wear a sword, he
carries a pitted iron pickaxe with the number 3 etched into
its well-worn handle. The pistol he tossed out is in pristine
condition compared to the disheveled man and the rest of his
equipment. His pockets contain six rounds for his pistol, 15gc
in loose coins, and a crumpled note. Written in a scribbled
hand, the note says: Wynne, The bombs need to be set beneath the
train locks. Make sure theres no coal dust on the case, otherwise the
fuse might catch the whole thing on fire and you will end up killing
someone. Three-Fingers.
The other bodies are in a similarly unkempt state, and all show
the same progression of the disease. If the PCs had not killed
them, the disease likely would have before the day was done.
The Wagon
Mechanikal Engineering
Target Number
Discovery
9 or less
10+
12+
The wagons wooden sides are cracked and faded with age, but
the characters can faintly make out a white emblem painted on
the side: a stylized mountain with a crossed pick and shovel
over it. Beneath the symbols is a string of letters and numbers:
FNMC #3 560AR. The bed of the wagon seems to be coated
with a fine layer of powdered coal dust and spent casings from
the mini-slugger.
The mini-slugger itself is out of ammunition and in fairly poor
condition. Fired so frequently in the attack on the train and the
recent battle with the PCs without proper maintenance, the
weapons barrel is warped and weakened by heat damage. The
16
The Shack
Detection
Target Number
Discovery
9 or less
10+
12+
15+
Getting Lost
on the Way
Many hidden trails and paths thread through the
Upper Wyrmwall Mountains, and the PCs may lose
their way on the road to Rookwoods hideout. If they
get lost as a result of the Encounter delays en route
destination on a Navigation roll, they might encounter
a number of different wild creatures in the mountains.
In such circumstances, a Game Master might include an
encounter with the following creatures:
A pack of d6+3 burrow-mawgs (Core Rules, p.341)
Three farrow brigands led by a farrow shaman (Core
Rules, p.343)
A hive of four dregg led by a dregg raid master (Core
Rules, p.341)
If the PCs encounter any of these creatures on the way to
Rookwoods camp, they will find the scavenged remains
of bandits the creatures have killed. In addition to a
few spare pistol rounds and miscellaneous gear, each
PC can find 2d6gc in the dens, camps, or hives of any
creatures they defeat by searching the area and making
a Detection skill roll against a target number of10.
17
Scene 3:
The Hidden Fortress
Synopsis
18
Discovered
3
5
5
2
5
5
4. Barracks 5. Bunks/Storage
6. Assayer's Office
Lighting: By the time the characters reach the mining camp, the
sun has begun to set. The streets of the mining camp and the
graveyard are treated as dim light. Characters in dim light gain
concealment and a +2 bonus on Sneak rolls. Lanterns near the
windows of most major buildings and hanging from the walls
provide bright light in an area 24 feet (4) around each building.
Features
19
Sheep in
Wolfs Clothing
The player characters may have taken clothing and
equipment from some of the dead bandits encountered
during the course of the adventure. If so, they can move
much more easily through the camp without drawing
unwanted attention.
The success of these disguises depends a great deal on
the characters themselves. A trollkin or ogrun will not be
able to pass as a Wyrmwall Rider by simply throwing on
a great coat and a gas mask, but even humans and elves
must be careful. The Wyrmwall Riders have lived in close
proximity to each other for many years, and the bandits
are familiar with the body language and behaviors of
their allies.
Each turn a disguised character is in the line of sight
of one or more Wyrmwall Riders, the Riders gain a +1
bonus to Detection skill rolls to see through the disguise.
The Graveyard
20
Danner and Kranze face execution if they try to run off again. If
the characters ask where Abershawe is now, the gobbers point
them toward a long barracks building on the south edge of
camp that Kranze calls the sickhouse.
The gobbers are usually relegated to menial labor like cleaning
weapons, mucking out the stalls, and (lately) digging graves.
They are not skilled combatants and have not participated in
any of the raids. If the PCs attempt to intimidate either of them,
they offer little resistance. A character can force either gobber
to reveal Rookwoods location by making an Intimidation or
Interrogation skill roll against a target number of 11. If the roll
succeeds, the gravediggers talk over each other, each trying to
be the one to reveal the location before the other.
Once the gravediggers have given up Rookwoods location,
they beg the PCs not to tell Rookwood that they gave him
up. They promise to leave the Wyrmwall Riders, turn their
lives around, and be criminals no more. Interrogating the
two can be quite revealing. The gobbers are eager to exculpate
themselves from the crimes of the Wyrmwall Riders, and they
enthusiastically describe the activities of the others while
conspicuously omitting any involvement they may have had.
They explain that Rookwood and his lieutenants, former
soldiers in the Cygnaran Army, took over the camp several
years ago, growing the ranks of their gang since that time.
Danner, the smarter of the two, thinks Rookwood was an
officer in the military. The leader of the gang certainly talks
and acts like it. They explain that the gang grew sick after a
raid against some refugees, and they complain that theyve
been out here digging graves ever since.
Failure
In the unlikely event an attempt to intimidate Danner or
Kranze fails, the two gobbers will gape at the PCs in disbelief
for a moment before shouting to the camp that there are
intruders (and not very tough ones, at that!). As above, the PCs
are surrounded by the gang and dragged to Rookwood (see
Cornered, p.23).
The Storehouse
Failure
If the PCs fail in an attempt to debilitate the two storehouse
guards or to frame one of them as a cheat, one of the men notices
movement outside the window and shouts, Wait your turn!
Youll get some soon enough! or Keep away from my cards,
you! The bandit then storms outside to confront the characters,
thinking them to be members of the gang. Have any characters
near the building make a Sneak skill roll against a target
number of 12 to duck into cover and avoid being spotted. If the
roll succeeds, the confused storehouse guard looks around for
a moment before returning to his companion, complaining that
the intruder got away. Otherwise, they are discovered as above.
The jack responds with another shrill blast of steam, causing a ripple
of commotion among the stabled horses. From across the building, a
trio of men by the stalls shout in irritation.
Tell your jack to stop spookin the horses! Do you want them kicking
the walls down?
The four men in the stable are all armed and seem to be in
the early stages of the Bloody Sweat. The steamjack is Jig, one
of the laborjacks left behind in the mining camp. The man
repairing Jig is Brun Whiddle, a former member of the FNMC,
a field mechanik, and a talented jack marshal. Once he has Jig
in working order, he directs the steamjack to assist in moving
something he calls the Roller. With ponderous steps that cause
the building to shudder, Jig moves into the darkness at the rear
of the building accompanied by his marshal and begins moving
something massive into the populated street just outside.
If the PCs do anything to free the horses or sabotage the
building (such as lighting it on fire), dozens of gang members
will hurry to get the horses free of danger and recover any that
are running away. If the characters manage to distract the gang
in this way, reduce the number of hits a character suffers from
the fusillade in Cornered (p.23) to one.
Particularly stealthy characters might attempt to salvage
weapons or supplies from the mechaniks cache of goods. The
three stable attendants are preoccupied with calming the horses,
but they will spot any obvious movements inside the building.
To approach the supplies, a character must make a Sneak skill
roll against a target number of 16. If the roll succeeds, the
character can get in and out with a load of ammunition: a box of
twenty light rounds, a box of twenty heavy rounds, or a belt of
ammunition for a mini-slugger. There is a replacement barrel for
a mini-slugger near the ammunition as well. A character trained
in Mechanikal Engineering can identify it as a good replacement
for the damaged barrel on the wagon without a skill roll.
Failure
If the characters fail to cause a distraction, the Wyrmwall
Riders will have their full complement of attacks in the attack
on Rookwoods quarters. (See Cornered, p.23.)
If a character is spotted trying to steal ammunition, he is
dragged to Rookwoods quarters.
The Barracks
21
22
Hostage Situation
Once Rookwood takes the doctor hostage, read or paraphrase
the following:
Rookwood glares over Gateus shoulder at you and says, Unless you
want this man dead, youll keep your hands off your weapons. Dont think
I wont pull the trigger. Id wave a match in a pit of coal dust if I needed
the light. Moveso much as twitchand hes dead. The infected bandit
looks at you for a moment. And unless Im wrong, so are you. Got the
Sweat, dont you? Tell menoses start bleedin yet?
The little of Rookwoods face the PCs can see around Gateus body
is utterly ravaged by the infection. By all rights Rookwood should
have died days ago, but his terrible willpower and hunger to live
have left him clinging on by a few bare, bloody shreds. Rookwoods
body, his hands, and much of his face are covered with freshly
wrapped bandages applied by the doctor. As the characters watch,
spots of blood begin to bloom through the wraps.
his gang tries to drive the PCs away from him. It should be clear
that a direct confrontation with the entire gang is tantamount to
suicide and that what little cover the assayers office provides is
better than nothing at all.
Assuming the PCs did not attack Rookwood, Alma is
incapable of moving on her own. She has suffered Critical
Injuries (Core Rules, p.217) from the shot and is lying
wounded on the floor of the assayers office. Characters
trained in Medicine can attempt to stabilize her by making a
Medicine roll against a target number of 14. Meanwhile Alma
quietly assures the PCs shell be fine and insists they go help
Dr.Gateu, trying to force his medical bag into the hands of
the character nearest to her.
I Shoot Him!
Its entirely possible the PCs will attack Rookwood
despite his hostage. If this happens, immediately roll
initiative. On his turn, Rookwood shoots Dr. Gateu in
the back, which results in the doctor suffering Critical
Injuries (Core Rules, p.217), and then fires on the PCs
with his quad-iron. After attacking, Rookwood spends a
feat point for Parry, grabs Alma, and calls in his gang.
The adventure continues as normal, with Alma instead
of Dr. Gateu in Rookwoods armored carriage. If Gateu
is dead, Alma wracks her brain for the exact process
of implementing the cure and manages to concoct it
successfullybarely.
Scene 4: Cornered
Synopsis
23
24
wooden walls, and ripping apart everything more than a few feet off
the ground. In an instant the entire firing line crackles with gunshots,
emitting a cloud of blasting powder smoke that stings your nose and
burns your eyes. You hear men shouting Reload! over and over as
the gang tries to pin you down with a steady stream of bullets.
The Wyrmwall Riders keep up their suppressing fire for five
rounds before they exhaust their ammo supply. Until that time,
any character who stands up or attacks the Riders suffers d3 + 1
POW11 hits from the constant gunfire. Occasionally the Riders
on one of the buildings sides will have to reload between
volleys. A character can make Detection roll against a target
number of 13 to identify these lulls. During a lull in gunfire,
a character can safely stand without being shot for one round.
Let the PCs examine any of the paths leading down into the
mountains for clues. The hard-packed earth and rock around
the camp makes Tracking skill rolls impossible, and Rookwood
left long enough ago that the characters cannot spot his carriage
on any of the main roads. When the impossibility of knowing
which route Rookwood and his men took sinks in, things go
from bad to worse: one by one, infected characters noses begin
to bleed, the next major symptom of the Bloody Sweat.
After the PCs begin suffering the further symptoms of the
disease, right when things are starting to look bleakest, have
them make Detection skill rolls against a target number of 10.
Characters who succeed hear something that seems entirely
out of place in this desolate mountain mining camp: a faint
tune played by some kind of mechanical chime. When the
characters listen closely, they recognize the music as the
national anthem of Llael.
When the characters follow the music to its source, they spot
Dr.Gateus pocket watch lying by the side of the road. Its crystal
face is cracked from having struck a rock after being thrown by
the doctor to the roadside in hopes that the characters would
find it and recognize it.
Six horses are hitched to a building near the path (five if the
PCs incapacitated Abershawe or convinced him to leave). They
belong to Rookwoods most trusted Riders, who left them
behind when the men joined Rookwood in his armored carriage.
A PC who takes a moment to examine the horses notices long,
empty holsters on their saddlesthe kind of holster that would
typically carry a carbine.
Rookwood is taking the doctor down the mountain in the Roller,
his armored carriage. He plans to ride to the abandoned shack
from scene 2, where he will instruct Dr.Gateu to treat him and
his infected men. If the characters fail to catch Rookwood in the
following scene, they can find him there.
But I Dont
Have Riding!
Its possible that some PCs will not have points in
the Riding skill. Remind these players that characters
untrained in Riding can make Riding rolls normally.
If some other reason prevents the PCs from safely
riding a horse, such as having a trollkin in the party, the
characters could find a wagon similar to the one used in
the attack on the train near Rookwoods escape route
(albeit one without a stolen mini-slugger mounted next
to the driver). Rather than riding individual horses,
the characters can spend a full action hitching the
abandoned horses to the wagon as a team.
25
Synopsis
26
The bandit manning the trencher chain gun lays down covering
fire two spaces behind the carriage in order to keep the characters
from getting close. Unless the chain gun is disabled, any character
moving into this position suffers a POW10 damage roll. The chain
gun cannot aim downward and is unable to target characters
within one space of the carriage.
If the characters are two or more spaces behind the carriage on
the chase track, the Riders armed with carbines fire at them. The
Riders suffer a 2 penalty on all ranged attack rolls due to the
irregular roads and the high speed of the chase.
If the characters are alongside the carriage or one space behind
it, a Rider can sacrifice a normal attack to drop grenades into the
path. Characters in these spaces must make a Riding or Driving
skill roll against a target number equal to the Riders attack roll to
avoid being caught in the blast. If this roll fails, characters in the
affected positions suffer POW12 blast damage rolls. The carriages
occupants are immune to blast damage from the grenades.
If the PCs are four or more spaces behind the armored carriage,
Rookwood emerges from the carriage and fires Dominance at the
mountainside behind the carriage, causing a dangerous rockslide
in the PCs path. The rockslide is a hazard (p.43) on their next
turn.
If the PCs did not incapacitate Abershawe or convince him
to abandon the gang, one Rider may choose to sacrifice his
attack to drop a smoke grenade behind the carriage. The smoke
grenade grants concealment to the carriage for one round.
If Abershawe is not aboard the carriage, this option is not
available.
A PC who moves close to the carriage or successfully manages
to attack the horses despite the drivers efforts (perhaps due to
the Rune Shot: Phantom Seeker spell or the Awareness spell) is
targeted by a burst attack from the chain gun.
The chase ends if a PC occupies the same position as the
carriage on the chase track at the beginning of his turn or if
the carriage starts its turn more than six spaces ahead of the
closest PC on the chase track. If Rookwood gets away, he travels
to the abandoned shack from scene 2. Because the characters
are familiar with the location, they should have little trouble
determining that Rookwood is headed there, based on the
direction of travel when they lose him. Setting the final
showdown with Rookwood at the shack will require the Game
Master to adjust the final scene slightly. Placing Rookwood and
his hostage inside the shack and any surviving gunmen at the
windows should still present the characters with a challenge.
If the characters catch Rookwood, the chase turns into a combat
encounter. The players roll a new initiative for the combat
encounter. Any characters who are not in the same space on
the track as the Roller are delayed a number of rounds equal
to the number of lead points between them and the Roller. For
example, if a character is three lead points away from the Roller
when the combat encounter starts, he will not be close enough
to climb onto the vehicle until the beginning of the third round
of combat. Neither the chain gun nor the firing ports can draw
clear line of sight to players in the same space as the Roller.
As the PCs start to climb aboard the carriage, Rookwood
27
The Game Master can use the following locations during the
chase to increase the drama and present further complications
to the characters. The scenes are presented in no particular
order, and a Game Master should use as many or few of
them as needed to make the chase a harrowing, whiteknuckle experience. Some scenes favor Rookwood, imposing
a challenge or an obstacle to the player characters; others can
be used to give the PCs a chance to catch up to the fleeing
banditparticularly if they choose the unwise course of
pursuing him on foot!
The Bridge
28
The Scree
The Descent
Moving too close for the carriages guns to target you, you see a crazed
Rookwood erupt from inside the carriage, followed by two of his men.
Wild-eyed and furious, they fire their pistols from atop the speeding
vehicle. Rookwood slams the hatch closed with one boot and stands
atop it, yelling a challenge down to you: You want him so bad? Try
and take him!
The only way for the characters to rescue Dr.Gateu from the
nearly insane Rookwood is to board the carriage and free
him from within. The doctor is restrained inside the carriage,
but he begins shouting for help the moment the characters
come near.
The PCs have only a few moments to throw open the carriages
hatch, grab the doctor, and throw themselves clear of the
carriage before it plunges over the edge of the road and crashes
down the mountainside. In three turns the uncontrolled vehicle
crashesa death sentence for any still on or in it. Freeing
Dr.Gateu requires a quick action to open the carriage hatch
and a STR roll against a target number of 12 to quickly haul
the doctor up and out. The driver tries to scramble clear of the
carriage, but he cannot free himself in time without the PCs
assistance.
Rookwoods Tactics
When the carriage goes off the road, read or paraphrase the
following:
Trailing streams of dust, the carriage flies off the road. It sails out
into the open air, twisting as it falls. The heavily armored carriage
crashes down the mountain and hits the rocks below with a deafening
explosion of noise. By the time it rolls to a stop hundreds of feet below,
it is reduced to twisted plates of scrap metal.
Dr.Gateu profusely thanks the PCs for his rescue, tripping over
his words and trembling as he does so. If the characters return
his pocket watch, he displays extreme gratitude and relief before
carefully securing it upon his person. The doctor is clearly in a
state of shock after his abduction and close brush with death.
Once the characters mention their infection, Gateus demeanor
instantly changes. He becomes precise and alert and requests
his bag so he can begin work. He carefully assesses the PCs and
begins working on those with the lowest PHY first, informing
those who escaped infection of their profound luck. The doctor
measures each component of the cure carefully, administering
them to the PCs at precise intervals.
If Alma is not accompanying the PCs, the doctor hesitantly
inquires about her as he works. Depending on her fate, he
may request a moment to grieve his dear friend or thank
the characters for the profound acts of kindness they have
performed for him and his assistant.
29
Dominance
(Mechanikal
Radcliffe Firestorm)
The characters may decide to recover Rookwoods pistol,
Dominance. A character who makes a Detection skill roll
against a target number of 15 finds the weapon on the
edge of the path where the Roller went over.
Radcliffe Firestorm
As you leave the mountains, you see the smoke of the Gilded Stars
engine and hear its shrill whistle as it builds steam pressure to move
again. The astounded survivors greet you and hail you as heroes. As
they line up for treatment for their infection, several of them press you
for details about the adventure. Eventually, the engineer approaches
your group for a private conversation.
Im glad you made it back when you did. I wanted to wait as long as I
could, but we were starting to think you wouldnt make it out.
He looks back to the doctor, who is busy treating people. Need to get
that man to Bainsmarket right quick. There are a lot of people there
who need his skills. When we get to the city, we can report this to the
army. You know where these fatherless dogs call home. Something tells
me there might be some people who would be very interested to learn
that. Probably willing to reward you for it, too.
With that, the engineer excuses himself, heads to his station,
and starts the Gilded Star back on her journey north. She begins
to chug along, picking up speed and settling into a steady
rhythm as she makes her way down the track.
Epilogue
There are a few different ways the Game Master might follow
up Bitter Medicine. If there are any Wyrmwall Riders left in the
mountains, the Cygnaran Army or Caspian Railway Society
will pay handsomely for guides willing to lead them to the
bandit camp so they can apprehend any survivors and recover
years worth of stolen goods. Each group is willing to pay up
to 150gc to each character willing to accept the task. This is a
good way for characters to gain connections with the Cygnaran
military or the Caspian Railway Society.
Dr.Gateu may also want to recruit the PCs. His journeys lead
him to cities throughout the southern kingdoms, and he could
always use help against the dangerous men and creatures
that plague the roads. The doctor may even one day return to
his embattled home to provide assistance to the beleaguered
Llaelese Resistance, and he welcomes any characters
sympathetic to the cause.
Finally, the Game Master should reward XP for the adventure.
In addition to normal XP awards, the Game Master can reward
XP for the following:
If the characters convince Danner, Kranze, or Abershawe to leave
the gang rather than killing them: 1XP for each deserter
If the characters sabotage the gang using the stable or storehouse:
1XP
If the characters successfully defeat Rookwood and rescue
Dr.Gateu: 1XP
If both Alma and Dr.Gateu are alive at the end of the adventure:
1XP
30
APPENDICES
Appendix A: Vehicles of the Iron Kingdoms
From the mighty warships sailing the Meredius to the humble
handcarts used to inspect rail lines for damage, vehicles take
many shapes across western Immoren. The vehicles presented
here are just a small sample of the options available to characters
who need to get from one place to another.
Riding in a Vehicle
Characters riding in a vehicle follow different rules than
mounted characters or those traveling on foot. These rules are
presented below.
Moving a Vehicle
up to twice its SPD, but moving it faster than that has risks. The
first risk is that whatever is being used to operate the vehicle
will become exhausted or damaged. This can mean the horses
pulling a wagon tire too much to continue, the coal firing the
engine of a train runs out or the boiler suffers damage, or the
rigging of a ship begins to break.
The second risk is that the surface the vehicle is moving over
can damage it. This mostly applies to horses and wagons.
Rough patches of road and irregular terrain can cause extensive
damage to a wagon moving at more than twice its SPD, and
horses moving at full gallop on rough ground run an increased
risk of breaking an ankle due to a misplaced step.
The third risk is that a very fast-moving vehicle is more
difficult to control. Maintaining control at high speed requires
quick reflexes and split-second decision making, and the
consequences for misjudgment can be dire.
31
Wrecking a Vehicle
32
33
34
Evasive Action
Attacking Vehicles
A character who chooses to attack a vehicle uses the standard
rules to resolve the attack. If a character wants to attack a
passenger on a vehicle, the Game Master must consider the
size of the vehicle and the passengers location to determine
how to resolve the attack. A passenger riding in a completely
enclosed vehicle cannot be targeted. If a vehicle without a
Attacking from
a Vehicle
Unlike attacking while mounted, making ranged or
magic attacks while riding in a vehicle does not involve
a standard penalty. The Game Master should determine
whether the speed of the vehicle and the surface it is
moving over have a chance of modifying a characters
accuracy. For example, a character shooting a rifle
from the deck of a ship in calm seas can shoot without
penalty, but that same character would suffer a 1
penalty to his attack rolls if weather conditions were
creating significant waves. The character would suffer an
even larger penalty if he were attempting to fire a rifle
from a perch in the rigging of a ship being rocked by the
same waves.
Damaging a Vehicle
Out of Control
Repairing Damage
Specific Repairs
35
Assisted Repairs
Bodging Vehicles
Vehicles
The following attributes define how vehicles function in the game.
Cost: This is the cost of the vehicle in Cygnaran gold crowns.
Skill: This is the skill used when operating the vehicle.
Skill Modifier: This represents how difficult it is to control the
vehicle.
SPD: This is the speed of the vehicle. Some vehicles have their
own SPD, and some use the SPD of the animal pulling them.
DEF: This is how difficult it is to hit the vehicle with an attack.
ARM: This is the degree to which the vehicle is protected by
its armor.
Damage Capacity: This is the amount of damage the vehicle
can suffer before it ceases to function as a vehicle.
Damage Threshold: This is the amount of damage that triggers
a roll on the vehicles System Table.
Passengers: This is the number of passengers a vehicle can
carry, including the driver.
Description: This is a description of the vehicle.
36
Carriage
Cost: 50 gc
Skill: Driving
Skill Modifier: 0
SPD: As horses
DEF: 10
ARM: 14
Damage Capacity: 16
Damage Threshold: 4
Passengers: 2 (including the driver)
Description: Carriages are small, horse-drawn vehicles used
to carry passengers. The common carriage consists of a simple
frame with a seat for two people and a partial covering to ward
off the rain.
Members of the aristocracy commonly ride in very elaborate
carriages with fully enclosed cabins and room for footmen to
stand on the rear.
Special Rules: A carriage is typically pulled by a single draft
horse (Core Rules, p.). Adding extra horses to the team will
add to the time the carriage can be pulled before the horses
become exhausted. Carriages can have a great number of
modifications and unique qualities.
SYSTEM DAMAGED
12
Vehicles and
Adventuring Companies
The vehicles presented here are intended for use with
adventuring companies that grant the PCs a vehicle,
such as a small ship from Pirates of the Broken Coast,
Caspian Cortex Smugglers, or Ordic Naval Expedition.
Riverboat
Cost: 8,000 gc
Skill: Sailing
Skill Modifier: 0
SPD: 10
DEF: 7
ARM: 16
Damage Capacity: 50
Damage Threshold: 10
Passengers: 50 (5-man minimum crew)
Description: Riverboats are flat-bottomed, steam-powered
vessels that ferry people and goods among the major cities and
larger settlements of the Iron Kingdoms.
SYSTEM DAMAGED
12
45
Passengers/Cargo Randomly
determine which passenger is hit.
(Passengers inside the body of the
vehicle are not eligible targets.) If
no passengers are eligible, a piece
of cargo or a weapon stored on the
deck is damaged.
37
SYSTEM DAMAGED
12
34
Passengers/Cargo Randomly
determine which passenger is hit.
(Passengers inside the body of the
vehicle are not eligible targets.) If
no passengers are eligible, a piece
of cargo or a weapon stored on the
deck is damaged.
Wagon, Small
Cost: 50 gc
Skill: Driving
Skill Modifier: 1
SPD: As horses
DEF: 10
ARM: 14
Damage Capacity: 14
Damage Threshold: 4
Passengers: 2 (including the driver)
38
SYSTEM DAMAGED
12
Wagon, Large
Cost: 85 gc
Skill: Driving
Skill Modifier: 1
SPD: As horses
DEF: 10
ARM: 14
Damage Capacity: 18
Damage Threshold: 4
SYSTEM DAMAGED
12
Vehicle Upgrades
Armored Panels
Type: Any
Cost: 1/3 base cost
Effect: Increase the ARM of the vehicle by 2.
Enclosed Body
Type: Carriage or wagon
Cost: 150 gc (small), 255 gc (large)
Effect: The cargo area of the vehicle is fully enclosed with a
door at the back. A result of Passengers/Cargo on the System
Table is treated as Body. Passengers inside an enclosed body
cannot be targeted.
Enclosed Controls
Type: Carriage, wagon, or riverboat
Cost: 200 gc
Effect: The controls of the vehicle are enclosed within its body,
allowing the driver to control it while safely out of harms way.
The enclosed area is sufficiently sized to contain the driver and
a single passenger. Characters inside the enclosed area cannot
be targeted.
39
Patrol Wagon
Type: Large wagon
Cost: 45 gc
Effect: The cargo area of the wagon contains a large cage
used to transport criminals. A wall behind the drivers seat
protects the driver and anyone else seated there from attack.
The authorities of large cities frequently use patrol wagons
for prisoner transport. A patrol wagon can carry up to twelve
prisoners at a time.
Weapon Mount
Type: Wagon
Cost: 25 gc + the cost of the weapon
Effect: A large weapon can be attached to the vehicle and fired
from a semi-stable position. Available weapons include chain
guns, sluggers, and deck guns. (See pages 94, 96, and 309,
respectively, of Iron Kingdoms Full Metal Fantasy Roleplaying
Game: Kings, Nations, and Gods.) A small wagon can have
one weapon mount, a large wagon can have up to
two, and a wagon with an enlarged body can
have up to three.
40
Appendix B: CHASES
No adventure is complete without an exciting chase or two,
whether it is a short encounter resolved in a few turns or is the
focus of an entire session.
The chase rules presented here allow a Game Master to
present chases in an abstract way that focuses on the two most
important factors in a chase scene: the distance between the
parties involved, and any complications that arise during the
chase. A Game Master can use these rules to represent extended,
dramatic chases in his games. Not every pursuit is significant
enough to require full use of these chase rules. They should
be reserved for dramatically significant chases that involve
significant stakes and consequences if the quarry escapes.
At the core of these rules is the chase track. It has ten spaces, but
the Game Master can expand it for longer chases as needed. The
chase track is used to represent the distance or time between
two parties in a chase. It does not correspond specifically to a
real distance on the tabletop.
Character Options
during a Chase
The chase roll is an abstraction of the characters
attempts to move as fast as possible during the chase.
The Game Master determines which stats and skills to
use in the roll and whether certain actions change the
circumstances of the chase.
For example, if all the participants in the chase are
mounted on horses but one of the characters has a
riding skill of 0, it may seem better for that character
to dismount and continue the chase on foot. In most
circumstances, however, keeping up with a galloping
horse would be impossible for a character on foot. In this
case, the Game Master would decide that a character on
foot automatically fails his chase roll.
A chase track has been provided for use with this adventure. It
can be found on the final page of this document.
Because the spaces of the chase track can represent any distance
or even time, it is up to the Game Master to determine when
participants in the chase can attack each other, if ever. For a
foot chase, each space likely represents a few feet between the
parties, which makes ranged attacks of all kinds a possibility.
For a chase involving horses racing across the wilderness, each
space should represent a much greater distance. For these larger
distances, the Game Master may determine that ranged attacks
can be made only when the parties are one or two spaces apart.
There are two sides to a chase: the quarry and the pursuer. The
quarry is the character or group of characters being chased. The
pursuer is the character or group of characters attempting to
catch the quarry.
The Lead
41
Character
TARGET NUMBER
On foot
Characters SPD + 7
Riding a horse
Driving a wagon
Swimming
Sailing
Ending a Chase
42
Escape
Larger Chases
Some stories require a larger chase and complicate its
resolution.
For example, a chase may involve three parties. If each
participant is chasing the next, the chase involves two
quarries and two pursuers. The party in the middle is not
only the pursuer of the main quarry but also the quarry
of the pursuer at the rear. The lead between the first
two parties will shift during the chase, as will the lead
between the last two parties, but it will not be affected
by the rolls in the other chase.
If multiple pursuers are trying to catch the same quarry,
such as bandits and lawmen attempting to reach a train
before the other, the Game Master can use multiple
chase tracks to track the separate leads.
When the pursuer catches the quarry, the Game Master should
choose an encounter appropriate to the type of chase. For
example, in a chase between a merchant vessel and a pirate ship,
this is likely to be a combat encounter that plays through the
boarding action. In a chase between a pickpocket and members
of the city watch, the encounter could be as simple as a guard
apprehending the pickpocket without a fight.
Complications
Obstacles
OBSTACLE
MODIFIER to
CHASE ROLL
12
14
17
Icy patches
20
A large chasm
Automatic
failure
Hazards
Obstacle or Hazard?
Certain complications might be an obstacle to some
participants of a chase and a hazard to others. A log
lying across a road can be jumped by a horse but not by
a wagon. The Game Master should always consider the
participants in a chase when determining the nature of
a complication.
Outs
DANGER
RESULT
12
D3 damage to body, 1
to chase roll
14
Shallow hole
D3 damage to wheels
17
Burning wreckage
POW 12
20
Extremely steep
incline
Wagon overturns,
chase ends
43
44
Appendix D: Antagonists
Bayton Rookwood
PHY 6
SPEED
SPD 7
STRENGTH
STR 4
AGILITY
AGL 4
PROWESS
PRW 4
POISE
POI 5
INTELLECT
INT 4
ARCANE
ARC
PERCEPTION
PER 5
DOMINANCE
quad-iron
INITIATIVE
INIT 16
DEFENSE
DEF 15
(-1 from armor)
ARMOR
ARM 13
(+7 from armor)
WILLPOWER
WILL 10
AGILITY
PHYS
ECT
IQ
TE
LL
Abilities:
Skills:
+ Rank
*
*
*
6
*
7
6
5
7
Modifying
Bayton Rookwood
Rookwood can be a dangerous opponent for a group
of PCs, particularly if they have suffered damage prior
to encountering him. If the Game Master thinks the
PCs will have trouble with Rookwood, he can have him
start the encounter with a crippled Agility aspect due to
vitality loss from the Bloody Sweat.
Command Range: 6
Base Size: SMALL
Equipment:
Tailored plate, Dominance (mechanikal
Radcliffe Firestorm), quad-iron, ammunition
for 16 shots (each pistol), 250gc
45
PHY 7
SPEED
SPD 7
STRENGTH
STR 4
AGILITY
AGL 4
PROWESS
PRW 4
POISE
POI 5
INTELLECT
INT 3
ARCANE
ARC
PERCEPTION
PER 3
REPEATING PISTOL
sword
MAT
POW P+S
5 3 7
INITIATIVE
INIT 14
DEFENSE
DEF 12
(-2 from armor)
ARMOR
ARM 14
(+7 from armor)
WILLPOWER
WILL 10
AGILITY
PHYS
3
ECT
IQ
TE
LL
Command Range: 3
Base Size: SMALL
Equipment:
Infantry armor, gas mask, sword, repeating
pistol (x2), ammunition for 15 shots, 50gc
46
Abilities:
Skills:
+ Rank
6
5
5
5
7
5
4
Description
PHY 6
SPEED
SPD 6
STRENGTH
STR 4
AGILITY
AGL 4
PROWESS
PRW 5
POISE
POI 4
INTELLECT
INT 4
ARCANE
ARC
PERCEPTION
PER 4
'JACK WRENCH
MAT
POW P+S
3 3 7
Abilities: On a critical hit with a jack
wrench, a living target hit has a chance
to be knocked out. If the target suffers
damage from the attack, he must make
a Willpower roll against a target number
equal to the attacking characters STR + 9.
If the roll succeeds, he remains conscious.
If it fails, he is knocked out
INITIATIVE
INIT 15
DEFENSE
DEF 12
(-2 from armor)
ARMOR
ARM 13
(+7 from armor)
WILLPOWER
WILL 10
Abilities:
Skills:
+ Rank
*
6
6
6
Description
AGILITY
PHYS
3
ECT
IQ
TE
LL
Command Range: 4
Base Size: SMALL
Equipment:
Infantry armor, jack wrench,
mechaniks tool kit, 10gc
47
PHY 5
SPEED
SPD 6
STRENGTH
STR 4
AGILITY
AGL 3
PROWESS
PRW 5
POI 4
POISE
INTELLECT
INT 5
ARCANE
ARC
PERCEPTION
PER 5
SMOKE GRENADE
PICKAXE
MAT
POW P+S
6 4 8
INITIATIVE
INIT 15
DEFENSE
DEF 12
(-2 from armor)
ARMOR
ARM 12
(+7 from armor)
WILLPOWER
WILL 10
VITALITY: 7
Command Range: 5
Base Size: SMALL
Equipment:
Field alchemy kit, infantry armor, gas mask,
grenadier's bandolier, pick axe
48
Abilities:
Skills:
Description
+ Rank
6
6
6
6
6
Wyrmwall Bruisers
PHYSIQUE
PHY 6
SPEED
SPD 6
STRENGTH
STR 6
AGILITY
AGL 4
PROWESS
PRW 5
POISE
POI 4
INTELLECT
INT 3
ARCANE
ARC
PERCEPTION
PER 4
EXPLOSIVE GRENADE
Abilities:
Skills:
+ Rank
6
5
5
7
6
Description
PICKAXE
MAT
7
POW P+S
4
10
INITIATIVE
INIT 15
DEFENSE
DEF 12
(-2 from armor)
ARMOR
ARM 13
(+7 from armor)
WILLPOWER
WILL 9
VITALITY: 11
Command Range: 3
Base Size: SMALL
ENCOUNTER POINTS: 6
Equipment:
Infantry armor, explosive grenade (x3),
gas mask, pickaxe, d6+3gc
49
Wyrmwall Rider
PHYSIQUE
PHY 6
SPEED
SPD 6
STRENGTH
STR 5
AGILITY
AGL 4
PROWESS
PRW 4
POISE
POI 4
INTELLECT
INT 3
ARCANE
ARC
PERCEPTION
PER 4
REPEATING PISTOL
CARBINE
INIT 14
DEFENSE
DEF 13
(-1 from armor)
ARMOR
ARM 11
(+5 from armor)
WILLPOWER
WILL 9
VITALITY: 8
Command Range: 3
Base Size: SMALL
ENCOUNTER POINTS: 3
Equipment:
Armored great coat, gas mask, repeating
pistol or carbine, ammunition for 10 shots,
d6+3gc
50
Abilities:
Skills:
+ Rank
6
5
6
5
Description
Wyrmwall Veteran
PHYSIQUE
PHY 6
SPEED
SPD 7
STRENGTH
STR 5
AGILITY
AGL 4
PROWESS
PRW 5
POISE
POI 5
INTELLECT
INT 4
ARCANE
ARC
PERCEPTION
PER 4
REPEATING PISTOL
PICKAXE
MAT
6
POW P+S
4
10
INITIATIVE
INIT 16
DEFENSE
DEF 14
(-1 from armor)
ARMOR
ARM 11
(+5 from armor)
WILLPOWER
WILL 10
VITALITY: 8
Command Range: 4
Base Size: SMALL
ENCOUNTER POINTS: 8
Equipment:
Black armored great coat, gas mask, pair
of repeating pistols or carbine, pickaxe,
ammunition for 15 shots, 20gc
Abilities:
Skills:
Name Stat Rank Stat
Riding AGL 2
Detection
PER 1
Pistol
POI 2
Survival
PER 1
Hand Weapon
PRW
1
Thrown Weapon
PRW
1
Description
Jig
+ Rank
6
5
7
5
6
6
12
STR
12
SPD
AGL
PRW
POI
INT
1 2 3 4 5 6
L R
L L M C R R
PER
M M C C
Initiative
MAT
RAT
DEF
ARM
17
Prospector Laborjack
The Prospector is generally equipped with a drill rig and rock
pick. Prospectors are most commonly found in larger mining
operations working in tunnels that have been excavated by
hand or by the smaller Miner laborjack.
Drill Rig
Cost: 150 gc (light steamjack), 225gc (heavy steamjack)
Type: Melee
Location: Arm
Attack Modifier: 1
POW: 3 (light steamjack), 5 (heavy steamjack)
Description: The heavy industrial drill replaces one of the
steamjacks existing arms.
Special Rules: On a critical hit with the drill on a steamjack or
warbeast, fill in the unmarked damage boxes or circles on the
last column or branch damaged.
Mounting a drill rig on a steamjack chassis requires the
mechanik to first remove the steamjacks old arm and replace it
with the drill. (See Removing or Replacing Arms, Core Rules,
pp.319320.)
51
D6 RESULT
SYSTEM
DAMAGED
RESULTS
Rock Pick
12
Body
Horses
Driver
Wheels
Enclosed
Body
Cost: 200 gc
Type: Melee
Location: Arm
Attack Modifier: 1
POW: 5
Description: The rock pick is a heavy mining tool designed for
use by mining steamjacks.
Special Rules: This weapon gains an additional die of damage
on damage rolls against structures and inanimate objects made
of brick, wood, or stone.
The Roller
The Roller
Cost:
Skill: Driving
Skill Modifier: 1
SPD: 8
DEF: 10
ARM: 16
Damage Capacity: 18
Damage Threshold: 4
Passengers: 6 (including the driver)
Description: The Roller is Rookwoods personal vehicle,
an armored wagon with an enclosed body based loosely on
the design of the Khadoran Gun Carriages he encountered
while a member of the CRS. The Roller was built to allow the
Wyrmwall Riders to strike against well-defended military
patrols and encampments without suffering unduly from
counterattacks. The vehicle was built by the mechanik Brun
Whiddle according to Rookwoods specifications from surplus
mining equipment and materials scavenged from nearly a
dozen separate raids.
Special Rules: The Roller is pulled by a team of four draft
horses (Core Rules, p.277) wearing medium barding.
Enclosed Body The Roller is entirely enclosed. Passengers
inside the body cannot be targeted.
Weapon Mount A chain gun mounted on a swivel is fixed
to the top of the Rollers hull. The gunner of the chain gun
must stand partially exposed to fire the weapon but gains
concealment from the Rollers body while doing so.
Gun Ports A number of sliding metal panels on the Rollers
hull allow passengers to fire their weapons from within the
vehicle. A character who attacks from a gun port cannot claim
the benefit of Enclosed Body for one round.
52
Chain Gun
Cost: 180gc
Ammo: 30 (metal-cased light round)
Effective Range: 60 feet (10)
Extreme Range: 300 feet (50)
Skill: Light Artillery
Attack Modifier: 0
POW: 10
AOE:
Description: The chain gun is a multi-barreled, man-portable,
belt-fed support weapon used extensively by trenchers.
Special Rules: This weapon requires two hands.
Once during each of his turns, a gunner firing this weapon can
use Burst Fire. When the character uses Burst Fire, he makes d3
attacks but expends six rounds of ammunition. His attacks that
turn must target a primary target and any number of secondary
targets within twelve feet (2) of the primary target. Ignore
intervening characters when declaring secondary targets. A
secondary target cannot be targeted by more attacks than the
primary target.
Though the chain gun is capable of laying down impressive
covering fire, the speed of the belt movement can be increased
by a gunner managing the feed while the gun is in operation.
Managing the feed requires a full action. If another character
spends a full action to manage the feed and the gunner makes a
Burst Fire attack, the gunner can make three additional attacks
during his turn.
Instead of attacking with the weapon, the gunner can instead
use a full action to lay down covering fire. When the character
uses covering fire, place a 3 AOE anywhere completely within
this weapons RNG. The center point of the AOE must be in
the gunners line of sight, ignoring intervening characters. A
character entering or ending his turn in the AOE suffers an
unboostable POW10 damage roll. The AOE remains in play for
one round or until the gunner is incapacitated or destroyed.
Using covering fire expends ten rounds of ammunition.
Career Templates
The following career templates are included for Game Masters
who want to modify the composition of the Wyrmwall Riders
by including a greater diversity of races or careers. A Game
Master can also use these templates to increase the difficulty of
the adventure by using Veteran or Epic NPCs in place of those
provided above.
In general, these templates are designed for use with Battle
or Single-Career NPCs. After building the NPCs according to
the rules on p. 329 of the Core Rules, simply include any of the
modifications in the career template to turn the NPC into a
member of the Wyrmwall Riders.
Career Template:
Wyrmwall Bruiser
Description: Wyrmwall Bruisers rely more on the heavy
picks and hammers scavenged from the FNMC mines than
their brethren. They are the gangs shocktroopers, and their
scavenged grenades and heavier armor help them flush out and
tie up defenders while the rest of the gang steals supplies.
Stat Modifiers: +1 STR, +3 vitality points
Ability Modifiers: Wyrmwall Bruisers gain the Defender,
Grenadier, and Hit Em Low abilities.
Defender Once per round, when a friendly character within
this characters command range is hit with an enemy attack,
immediately after the attack has been resolved this character
can advance toward the enemy character, up to twelve feet (2),
and make one melee attack.
Grenadier The character gains an additional quick action each
turn that can be used only to pull the pin on a grenade.
Hit Em Low When a friendly character hits a living or undead
enemy character while the enemy is in base-to-base contact
with this character, the enemy character is knocked down.
Skill Modifiers: Detection +1, Riding +2, Survival +1, Hand
Weapon +2, Thrown Weapon +1
EP Modifier: +3
Notes: A Wyrmwall Bruiser is typically equipped with custom
battle armor or infantry armor, a gas mask, a riding horse with
tack, one or more explosive and smoke grenades, and either
a pickaxe or a sword. Many have scavenged additional arms
and equipment, worth up to 25gc, from the victims of their
many raids.
Career Template:
Wyrmwall Rider
Description: These mountain bandits combine their natural
talents for riding and combat with the tactics and training
provided by Bayton Rookwood, making them a remarkably
successful wilderness gang. The Wyrmwall Riders make up the
bulk of the gang. Working in squads of five or more members
led by a Wyrmwall Veteran, each squad member mimics the
dress and combat style of his leader. Experienced squads are
often given colorful nicknames by their compatriots related to
their preferred approach to combat, like Piersons Pistols or
Douglas Long Arms.
Stat Modifiers: +1 DEF, +1 Initiative
Ability Modifiers: Wyrmwall Riders gain the Fast Reload,
Gunfighter, and Saddle Shot abilities.
Fast Reload The character gains one extra quick action each
turn that can be used only to reload a ranged weapon.
Gunfighter The character does not suffer a 4 penalty on
ranged attack rolls with pistols or carbines while engaged.
Saddle Shot This character does not suffer the firing from
horseback penalty when making ranged attacks while mounted.
Skill Modifiers: Detection +1, Driving +1, Riding +2, Survival
+1, Pistol +2 or Rifle +2
EP Modifier: +1
Notes: A Wyrmwall Rider is typically equipped with an
armored great coat, a gas mask, a riding horse with tack, and
either a repeating pistol or a carbine. Some Wyrmwall Riders
carry pickaxes or swords, and many have scavenged additional
arms and equipment, worth up to 25gc, from the victims of
their many raids.
Career Template:
Wyrmwall
Veteran
Description: The veterans of Rookwoods gang are all skilled
fighters and highwaymen, trained to ride into battle at the head
of fire teams of Wyrmwall Riders. A Wyrmwall Veteran is easily
distinguished by the affectations he wearstrophies collected
during each of his bloody raids. Less experienced members of the
gang often emulate the veterans as a sign of respect.
Stat Modifiers: +1 DEF, +1 Initiative
Ability Modifiers: Wyrmwall Veterans gain the Dual Shot, Fast
Reload, Feat Points, Gunfighter, and Suppressing Fire abilities,
as well as either the Marksman ability or the Two-Weapon
Fighting ability.
53
54
USING THE
CHASE TRACKER
Cut out and assemble this chase track for use in the
finale of this adventure. When using a chase track
in other encounters a Game Master can add more
spaces to fit the needs of the encounter.