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IK Unleashed Hogwash Scenario
IK Unleashed Hogwash Scenario
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Mauricio Camacho Dorado (order #7178528)
SCENARIO: HOGWASH
You are about to delve into the savage wilderness of Iron
Kingdoms Unleashed. This adventure will guide you through the
untamed lands of western Immoren, where cunning warriors
and ferocious beasts lurk. Surviving the wilds requires sharp
senses, a sharper blade, and as many friends as you can muster.
A world of magic and survival awaits!
This adventure provides rules guidance, but the Game Master
is encouraged to read through the accompanying rulebook to
become familiar with the rules of the game and the capabilities
of the pregenerated characters included.
If this adventure spans multiple sessions, at the end of each
session the Game Master rewards the players with 1 XP each
and gives them the opportunity to purchase new skills, abilities,
and more as their characters gain experience.
Adventure Background
The farrow warlord Morrg and his army of brigands have been
raiding small communities on the fringes of his territory. Morrg
has claimed a portion of Blackmarsh Valley in the southern Gnarls
forest, and his forces have been stealing resources to facilitate a
mad plan to wipe out the inhabitants of the entire region.
Morrgs attacks have slowed recently as the valleys primary
source of water, the Arrowhead River, has begun to dry up.
Each day the river recedes slightly. If the water level drops much
further, the entire region will suffer. Morrg has caused this
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Warlord Morrg
Morrg commands a sizeable force of brigands who
dwell at the southern edge of Blackmarsh Valley, hiding
among a series of hills along the Arrowhead River.
Morrg and his war band are farrow, a savage race of
boar-men who live along the fringes of civilization.
Morrg is a warlock a powerful battle-mage and
deadly warrior as effective in martial combat as when
wielding arcane forces. A warlocks greatest talent,
however, lies in harnessing the primal power of his
warbeasts, creatures mystically bonded to him. Without
his warbeasts, a warlocks power is greatly diminished.
Morrg has two warbeasts, razor boars named Caldon
and Crommen.
For years Morrg worked as a raider and mercenary,
stealing from human caravans and his wilderness
neighbors and selling his war bands strength to the
highest bidder. His brigands have clashed with the
inhabitants of Blackmarsh Valley numerous times over
natural resources and dominance of the area. Morrgs
greatest enemies in the Blackmarsh are the White Maw
Tharn tribe to the north. The two groups compete for land
between the territories of powerful kriels of trollkin, the
dominant race of the Gnarls. After losing a recent battle,
Morrg retreated to his encampment in the southern
foothills to lick his wounds and devise a new plan.
Morrg has made many enemies in the Blackmarsh. He
considered moving to a new territory to avoid reprisal
but cannot allow himself to appear weak. His warriors
would be quick to exploit any perceived vulnerability in
favor of another warlord. To maintain control, the warlock
needed to devise a method to destroy his many rivals.
The Gnarls
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Mauricio Camacho Dorado (order #7178528)
Synopsis
With no one to turn to but each other, the PCs battle their way
through the warlords deadliest warriors in order to stop him
before he accomplishes his mad ambition. Fighting on the cliffs,
they confront Morrg and his two trained warbeasts, a pair of
deadly razor boars.
Once the PCs stop the warlord and end his threat, they realize
he was only the beginning: the farrow was working for a
human who seeks to exploit the Blackmarsh for its resources
and is willing to wipe out everyone within it.
Getting the
Players Involved
clash, and the bone grinder Knor took the fallen chieftains
heart as a trophy. Seeing the threat Morrg posed, Zocha made
a claim for leadership of the tribe, but she was defeated in
the battle for dominance that followed. Though physically
powerful, the young new leader lacked the conviction or
courage to pursue Morrg. Zocha suspected the dying river
was part of a plot by Morrg, but the new chieftain disagreed.
He claimed the water would return in time and that attacking
the warlord would gain the White Maw nothing. The heated
argument ended with Zocha striking out on her own. Soon after,
a small group of warriors led by a Tharn named Galbar decided
she was right and set out to assist her and her companions.
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Mauricio Camacho Dorado (order #7178528)
The brawling farrow distract their companions, giving the PCs the
element of surprise (see callout) if they attack. The PCs can use
this opportunity to gain a tactical advantage over their opponents.
The farrow brigands are not interested in waiting to see why the
PCs are here. They are eager for a fight and immediately attack.
Combat Encounter #1
If the PCs surprise the farrow,
read or paraphrase
Scrabbling to recover from your surprise attack, the farrow
dive for cover, tripping over the pile of loot and hurling
themselves behind barricades with distressed squeals.
Once the farrow are aware of the PCs, a combat encounter
begins. When an encounter begins, the PCs are typically placed
on the bottom edge of the map. However, at the Game Masters
discretion they may start the encounter on one of the maps
other edges. All parties then roll 2d6 + Initiative to determine
the order of turns in the encounter. Starting with the highest
total, each character takes a turn. To save time, the Game Master
can make a single initiative roll for all the farrow.
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Encounter Setup
HW Board a01
HW Board a03
HW a01
HW a08
HW a28
Antagonists
HW a02
HW a03
HW a10
HW a09
HW Board a04
HW b15
HW Board a06
Enemy Tactics
Encounter Features
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Aftermath
Read or paraphrase
With a despairing shriek, the last farrow throws down his weapon
and surrenders. He pleads for you to let him live, offering you
the pile of scavenged loot in the middle of the village.
Morrg has been ordering his patrols and raiding parties back
to the camp recently, telling them they have until sundown
tonight before he opens the gates. Chrums group used the
commotion at Morrgs camp to slip away unnoticed, thinking
they had plenty of time to check out nearby villages.
Morrgs second-in-command, Knor, took charge of the war
bands prisoners, including a group of pygmy trolls. They are
held in the main farrow camp, serving as forced labor for the
bone grinder.
If pressed for details about what Morrgs plans entail, what
waits behind the gates, or any similar information, the
brigand responds with three words: Fire and flood. Any
further attempts to interrogate him automatically fail. Chrum
simply repeats those three words, squealing them at the PCs.
If a PC tries to intimidate the farrow into accompanying them,
Chrum pretends to play along for a short time, but he constantly
looks for a chance to escape. He might try to alert other farrow to
the PCs presence, steal a weapon and fight his way out, or simply
attempt to slip away when the PCs are distracted by other matters.
Detection
ROLL RESULT
INFORMATION GATHERED
8+
11+
13+
Regaining Vitality
During the course of the adventure, many instances might
lead to the PCs losing vitality. To recover lost vitality, a
character can take a brief rest of fifteen minutes to
recuperate following an encounter. The PC automatically
regains vitality points equal to his PHY stat. When a
character regains vitality, he removes the damage from
anywhere on his life spiral. If a character is incapacitated,
he must first be stabilized with an INT + Medicine roll
against a target number of 14 before he can regain vitality
following an encounter.
Characters who have suffered damage continue to recover
over time. A character regains 1 vitality point per hour
for the first three hours after being injured. After that, he
regains 1 vitality point each six hours until he regains all
of his lost vitality.
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Striking out from the derelict village, the PCs can follow the trail
of the brigands back into Warlord Morrgs territory. Periodically
as they travel, the PCs spot gnawed bones hanging from the
branches overhead. These are used to mark the perimeter of the
warlords land. These grisly markers taken from the farrows
defeated enemies are similar to warning markers used by the
Tharn. Zocha knows these markers are intended to intimidate
enemies, but she has seen her own tribe display far worse.
The foul odor from the tar on the farrows bodies helps the PCs
follow the trail. The route winds south through trackless forest
for about three miles, weaving across game trails and earthen
paths as it leads to a narrow path forking through the trees.
The PCs should reach the fork in the trail about an hour after
they leave the ruined village, though it might take them longer
depending on how many Tracking rolls or side encounters
occur along the way.
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Option 1:
The Right Path
When the PCs enter the hollow,
read or paraphrase
A short journey down the path leads into a swampy hollow
sheltered by a wooded hill. Overhead, the trees grow together
so thickly they block the sky, casting the area into shadow.
Sinking into the muck are the remains of a long-abandoned
mining or logging camp, built by human hands but now little
more than rotting wood and scraps of rusted iron buried under
a thick blanket of moss. The whole region reeks of musky
swamp smells mingled with the strange odor of the tar that
clung to the farrow brigands.
Traveling from the fork in the path to the hollow takes thirty
minutes if the PCs follow the trail directly, but they might take
more time if they choose to move off the path into the woods
to avoid being noticed. The Game Master should adjust the
amount of time required to reach the hollow based on the speed
of the party.
The PCs have come across an abandoned Cygnaran camp. Years
ago, it was used by surveyors looking to exploit the natural
resources of Blackmarsh Valley. Morrgs farrow discovered the
derelict camp as they expanded their territory into the north
and stripped it of any useful gear left behind. This is one of
several similar failed mining sites in the area that belong to
Aiden Byrne.
Terrain
Combat Encounter:
Hungry Hogs
Enemy Tactics
At the brink of starvation, the razor boars simply charge the
closest available target in an effort to bring it down.
Encounter Setup
HW Board a04
HW Board a01
HW B01
HW A11
HW B04
HW A12
HW B05
R
R
HW B02
HW A22
HW A13
HW Board a06
HW A20
HW A21
HW A18
HW A19
Antagonists
R
HW Board a03
2 razor boars
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Aftermath
Once the PCs deal with the razor boars, they can investigate the
surrounding buildings. The farrow clearly left the boars here to
protect something.
The Camp
Searching the camp turns up a few items of interest. Many recent
tracks pass through here, including those of pygmy trolls. The
farrow swept through the camp and effectively picked it clean,
leaving only the pair of razor boars to dissuade interlopers from
discovering the hidden path to their camp (see next page).
Several of the buildings contain human remains that have been
here for years, if not longer. They clearly died violently and were
left where they fell. The farrow stripped the bodies of armor,
belts, weapons, and equipment. A PC who makes a PER +
Detection roll of 14 or higher finds a cracked pocket watch worth
25gc on one of the bodies, which can be used as trade (or a bribe).
Javelins that Zocha recognizes as Tharn-made impale several
of the corpses. She can recover d3 + 1 javelins from the bodies.
These men worked for Byrne, trying to establish a permanent
mine in the region. They were killed several years ago by the
White Maw tribe for intruding on the Tharns territory, when
the tribe still controlled the majority of the Blackmarsh.
A PC can make an INT roll against a target number of 10 to
recognize the men as Cygnaran from what scraps remain of
their clothing. The Blackmarsh contains many such small
human encampments, and the PCs know that humans from the
south have been trying to establish settlements in the region for
many years. Typically when one is discovered, one of the tribes
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 shacks door
leading out. Inside, several large wooden boxes have been
ransacked for their contents, but one still contains something. A
PC who examines the box sees several stinking barrels carefully
packed inside. The box sits beneath a hole in the wooden roof
and has partially filled with water. The barrels contain an
alchemical compound that has mixed with water leaking in
through the staves.
A symbol charred into the wooden crates matches the one
carved into the grips of the farrow brigands weapons in scene
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
weapons, they recognize the symbol without a roll. Oddly,
these crates have been here for some time, judging by their
worn condition and the overgrowth of the Gnarls, while the
weapons were recently manufactured.
Lurk can make an INT + Alchemy roll to identify the alchemical
compound. He learns everything up to his roll result.
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Mauricio Camacho Dorado (order #7178528)
Alchemy
ROLL RESULT
INFORMATION GATHERED
13 or lower
14+
SCENT MASK
Description: Either brewed naturally from plant and
animal matter or refined alchemically, scent masking is a
way to confound animals that rely on scent for tracking
and detection. Hunters who wish to conceal themselves
and their equipment from wary animals often employ a
scent mask.
Special Rules: A dose of scent masking lasts for d3
hours. PER rolls that rely on scent suffer a 2 penalty to
detect a character under the effect of the scent mask.
Alchemical Formula: Brewing a scent mask requires
an apothecary kit and two hours of labor spent mixing,
cooking, and stabilizing the ingredients. At the end of
this time, the alchemist makes an INT + Alchemy roll
against a target number of 12. If the roll succeeds, the
character creates one dose of scent mask. If the roll
fails, he creates a useless, reeking mess.
Option 2:
The Left Path
Boosting and
Rerolling Skill Rolls
If the PCs take this path, it is important that they are not
spotted by the farrow. The Game Master might want to
encourage players to spend a feat point to boost a skill roll,
thereby adding an extra d6 to the roll. Remember that a roll
can be boosted only once. A character can boost any nonattack skill roll in this way.
If a character fails a skill roll, he can also spend a feat point
to reroll the failed roll (and if he failed a boosted skill roll,
he still gets the boosted roll when he rerolls the dice).
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As the PCs move further into the foothills, it becomes clear the
farrow are working frantically to pack up everything valuable
they can carry from their various tents. Larger, more imposing
farrow are shouting orders and slinging insults at their smaller
cousins to keep them motivated. The farrow are moving south to
the cliff face, hauling everything they can carry with them. They
seem to be clearing out of Blackmarsh Valley altogether, heading
for higher ground.
Once the PCs either move through the scattered campsites of the
farrow or make their way up the trail from the abandoned mining
operation, they spot a massive tent set away from those of the
other farrow, near the base of the cliff described in scene 2. This is
Morrgs personal tent, and his belongings are being hauled out by
captured pygmy trolls.
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Combat Encounter #2
Enemy Tactics
Encounter Setup
HW Board a04
HW B08
Encounter Features
HW B07
HW A14
HW a17
K
HW B06
HW a26
HW B12
HW A25
B
HW a27
S
HW B10
HW B13
HW Board a06
HW Board a03
Antagonists
S
K
B
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Aftermath
Once the PCs defeat Knor, his allies, and any reinforcements,
regardless of how many gunshots or explosions they caused, the
remaining farrow in the camp spread out into the wilderness.
Either these farrow find alternate paths farther east and west
on the cliff face, or they abandon the war band and try to move
out of the path of destruction. In either case, the farrow in the
encampment figure that not rushing in to be slaughtered by the
PCs is probably the best course of action.
Kugga
The pygmy troll is overjoyed to discover his chieftain has come
to save him. Since his capture by the farrow, Kugga has served
under Knor and borne witness to his and Morrgs work. He is
injured from his mishap with the explosive barrel a few days
ago, and his left leg is still in the process of regenerating. The
pygmy troll eagerly explains what he knows to the PCs, relating
the following information.
They took us to the top of the falls and made us build the dam. The
warlord is building a camp up there.
Me and some others had to haul old barrels from a human camp to
the north. They were filled with stinking powder. Knor had me put
tar on the barrels to protect them from the waterI guess they dont
work when they get wet. One got too hot when I was painting tar on
it and it blew up. Im lucky it didnt kill me.
There are two different kinds of barrels. Some we didnt have to
put tar on. Knor was responsible for cooking what went in those
some kind of stinking liquid. Morrg used some to build those bombs
he carries around and sent the rest up to the dam.
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Knor and Morrg were talking about the river, about the fire and the
bombs. They were arguing over a map. They said a burn wanted
the whole valley cleared.
Kuggas last statement is a misunderstanding of Aiden
Byrnes last name. Knor and Morrg argued about which of
their preferred methods was most likely to cause the most
destruction alchemical explosives (preferred by Morrg) or
burning oil floating on the surface of the water (preferred by
Knor). Kugga explains that Knor and Morrg were on a schedule
and made references to their employer paying for results, not
caring about techniques. Kugga leads the PCs to the back of the
tent to show them the items that were left behind. Unfurled atop
a small crate is a leather map, frayed at the edges. An elaborate
brass device sits on the crate next to it.
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Mauricio Camacho Dorado (order #7178528)
Interrogating Knor
If the PCs manage to keep Knor alive, the bone grinder
stubbornly refuses to cooperate. He agrees to give the PCs
information only if they promise to set him freethough if
they do, he sneaks up to Warlord Morrg at the dam to warn his
master of their incursion.
Knor knows everything about Morrgs plan, but he lies to the
PCs about the specifics. A PC can make a PER roll against a target
number of 15 to realize Knor is withholding information
specifically, the timed explosives the warlord intends to deliver
by unleashing the dammed river, and the name of Morrgs
employer, Aiden Byrne. The bone grinder divulges useful
information only if he believes the PCs genuinely intend to give
him his freedom. Otherwise, the bone grinder hurls insults at
them and remains uncooperative. Getting Knor to talk requires
an INT + Interrogation roll. He responds better to Negotiation
attempts.
Knor knows the following information:
Interrogation Target Number 10: Morrg established a
small encampment atop the waterfall to protect the dam
and its engine. The warlord is there now, seeing to the final
stages of his plan. That is where he has taken the pygmy
troll prisoners.
Interrogation Target Number 14: Morrg plans to use the
dam as a weapon against Blackmarsh Valley. The PCs realize
this is a ridiculous plan: the dam on the Arrowhead River
is not capable of holding back enough water to significantly
flood the valley. Communities would be damaged and
some lives might be lost, but the consequences would be
little worse than that.
Interrogation Target Number 15: The dam is essentially
a giant gate powered by a steam engine salvaged from a
human encampment. When opened, the gate will unleash
the reservoir of water behind it. Gradually opening the
gates will return the Arrowhead to its normal level without
causing the river to flood.
Scene 4: AMBUSH
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
and attack.
If the PCs set off one of the traps, it looses a large section of the
cliff wall, which collapses onto the path, cutting it off. A PC who
triggers a rockslide trap must make an AGL or STRroll against a
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 POW10 damage roll and is made stationary for one
round as he extricates himself from the rocks.
If the PCs make it to the top without triggering one of the traps,
farrow waiting in ambush there emerge and attack, trying to
prevent them from reaching the top.
Once a trap is triggered, a few things happen in quick succession:
Rocks fall, noisily blocking the path in a cloud of dust.
The PCs hear whoops and squeals from a group of farrow
brigands who emerge from hiding in rocky fissures flanking
the path. Gullin can use his Battle Plan to let his allies move
into cover at this time.
The brigands open fire at the PCs.
With the brigands behind them and the way ahead blocked, the
PCs must make a difficult choice. They can turn around and deal
with the farrow, or they can attempt the treacherous climb up the
rock face. In both cases, the farrow shoot at the PCs whenever they
present viable targets.
ENCOUNTER Setup
HW B18
HW B21
HW A05
PC
START
HW B22
HW B19
HW a06
HW a04
HW Board b06
HW Board a07
Antagonists
HW Board a09
HW a07
B
B
HW B20
B
HW Board b04
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Mauricio Camacho Dorado (order #7178528)
COMBAT ENCOUNTER:
FARROW AMBUSH
If the PCs turn to fight the
ambushers, read or paraphrase
You turn to face the enemy as bullets whine through the air around
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.
Use two slaughterhousers and three brigands if the PCs charge at
the ambushers. To represent the path they are fighting on, use the
setup in the accompanying illustration.
The intent in this situation is to keep pressure on the PCs. The
boulders provide solid cover to characters behind them. The
farrow stay in cover, firing at any PC in range. They use the
Onslaught ability on any PC who moves into charge range, firing
with their rifles and making a charge attack with their clubs.
Since the farrow outnumber the PCs, at the start of each turn
replace the figures of any dead farrow to the west edge of the path.
This continues until A Friend In Need, below.
A Friend In Need
Let the PCs spend a round or two climbing the rock face or fighting
the farrow, but make it clear the odds are against them. There are
too many farrow for the PCs to effectively fight them off or escape.
When things seem at their worst, aid comes from an unexpected
source.
Read or paraphrase
There are too many farrow for you to face or flee. Suddenly
you hear howling and snarling coming from the foothills
below. First one and then dozens of Tharn warriors emerge
from between the trees, their transformed features predatory,
their fangs bared.
Shortly after Zocha left to battle Morrg, a group of White Maw
warriors led by Galbar set out after her. Unwilling to leave her
to face the warlords army alone, they followed the trail the PCs
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Read or Paraphrase
With a metallic grinding of gears, the dam overhead opens
at the middle, unleashing a high-pressure spray of water. The
dam parts only a fraction of its total width. Within the stream,
you can see the dark shapes of objects as they shoot out.
The farrow and White Maw warriors below turn to escape the
sudden torrent, but they cannot flee in time.
Farrow and Tharn alike are smashed to the ground, battered
against the rocks, and forced down the banks of the Arrowhead
on a surge of water. The barrels in the water then explode like
thunderclaps, blinding you in a flash of brilliant light. Some
detonate in huge blasts, while others bobbing on the surface
explode into a sheet of fire that roars across the water. The
deafening noise of the explosions makes the earth shudder,
loosing stones from the cliff wall that smash into the rockslide
below you, breaking it free of the path.
As your hearing gradually returns, you hear a ragged chorus
of farrow cheering from above. The gateway of the dam grinds
back into place to build up pressure for another release.
In the aftermath of the explosions, Morrg and his farrow
believe they have eliminated the threat and return to making
preparations for the attack on the Blackmarsh. The PCs are no
longer under attack and can press on to the top of the falls while
Morrgs guard is down. Depending on how much damage the
PCs have suffered, they might spend a moment seeing to their
wounds before continuing to the top.
In the final scene, the PCs confront Warlord Morrg before he opens
the dam again and unleashes explosives on Blackmarsh Valley
below. The PCs now know he plans to wipe out the valley, seeking
nothing less than the total annihilation of their tribes and allies.
Morrg is aware of the attack on the encampment below from
the sounds of combat and the reports of survivors who made
their way to him, but he believes he wiped the enemy out when
he tested the dam. Now he has relaxed his guard and turned
his attention to the final stages of his plan. His farrow busily
work to arm the last explosive barrels and push them into the
reservoir. They do not immediately notice the PCs entering the
fringes of the camp unless the characters charge in aggressively.
Combat Encounter
#3A: Full Steam
This encounter begins as soon as the farrow notice the PCs.
Farrow on both sides of the river do not hesitate to attack, but
Morrg commands them to keep loading the bombs into the
water while he works the steam engine to open the dams gates.
Morrg
If the PCs choose to take a direct approach, the farrow are ready
to meet them in combat and prepared to repel them.
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Encounter Setup
HW Board a03
HW Board a02
HW A02
HW Board B01
HW B16
HW B25
HW A15
b
HW B26
HW B09
HW B08
HW B27
b
HW Board a04
HW B11
HW Board a05
R
HW B28
HW B14
HW B23
HW Board a07
HW B12
HW Board A06
HW B13
R
HW Board a08
HW 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
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The Device
When the PCs arrive, Morrg is preparing the final stage of his
attack on Blackmarsh Valley. His pygmy troll captives load
primed explosives into the reservoir under the watchful eyes
of his farrow warriors while he readies the steam engine that
powers the dam. The engine is in shoddy condition and requires
attention while it works to open the gates. To fully open the
gates, Morrg needs to operate the engine for three cumulative
turns. Rules for operating the steam engine are on page 24.
Since the timers on the explosives are already ticking down,
Morrg has only a short time to open the dam before they begin
detonating. After ten rounds of combat, randomly determined
barrels in the water begin to explode. One barrel detonates
at the end of each round. If a barrel is near the dam when it
detonates, it damages the gate (and anyone standing on top of
it). Each gate can withstand five blasts before being completely
destroyed. If one of the gates is destroyed, the water rushes out
in force. Treat a destroyed gate as if the gates were fully open.
Enemy Tactics
Encounter Features
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Encounter Setup
The setup of the second part of the encounter remains the same
as before. Replace any missing brigands or slaughterhousers at
the top edge of the map as members of the war band move to
join the battle.
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Enemy Tactics
Morrg
At the beginning of combat, Morrg forces his warbeasts to use
their Hyper Aggressive animus and casts Entangle on any PC
close enough to charge him. He is focused on reaching the
gates of the dam to blow them open, but doing so requires a
full action. He performs the action only if none of the PCs can
be targeted by his ranged attacks. He spends his feat points on
Walk It Off and Heroic Dodge, then transfers damage to his
warbeasts once he runs out of feat points. Morrg fights to the
death, whether from the PCs attacks or by plummeting off the
edge of the bridge.
Caldon and Crommen: Morrg begins combat by forcing each of
his boars to use its animus. In subsequent rounds, Morrg forces
his warbeasts to boost attack rolls against high-DEF characters
such as Zocha and boost damage rolls against high-ARM
characters such as Longchops. Once one of the razor boars is
disabled, the survivor focuses its attacks on the PC who killed
the other one.
Encounter Features
Aftermath
When Morrg is defeated,
read or paraphrase
With a disbelieving howl of pain, the warlock stumbles
toward the dam, arm outstretched as if to will it open. Blood
seeps from his many wounds as Morrg takes a final step and
plummets over the edge to the rocks far below.
A. Byrne
The full ramifications of the message might not be immediately
clear, but the PCs should realize that a human from the nation
of Cygnar is involved in Morrgs plan to destroy Blackmarsh
Valley. They might recognize Byrnes name from speaking with
Kugga, but the PCs are not likely to know who the human is.
Swag
Looting the war bands encampment requires the PCs to
collectively spend an hour gathering, sorting, and appraising
items. All the tents on the cliff top are abandoned, and those
in the valley had been picked clean of valuable items by farrow
now on the run.
Collecting supplies from the tents yields the following:
Blasting powder, casings, and bullets for 30 shots
Dried meat, grains, and other foodstuffs able to feed fifty
individuals for one week
100 gc in miscellaneous coins, mostly Cygnaran gold
crowns
Experience Points
At the end of the adventure, each player earns a number of
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:
Continuing
the Adventure
The PCs discovered that Morrg was working in service to a
human with his sights set on their valley home. If you would
like to continue adventuring in Blackmarsh Valley, consider the
following options.
Exodus
Though the PCs fought hard to preserve their homes, the players
might determine that Byrne will not relent in his effort to take
control of Blackmarsh Valley. With the technology of the Iron
Kingdoms and plentiful resources at his command, Byrne could
present an insurmountable threat to the region. To preserve their
way of life, the PCs might choose to lead their tribes out of the
Blackmarsh in search of a new home.
An exodus campaign could be very rewarding for Game Master
and players alike. The challenges of heading out into the
unknown provide many sessions of conflict, as the PCs confront
rivals opposed to the migration as well as escalating tensions
among their people when patience and supplies run short.
This kind of campaign would be suitable for players interested
in playing out the struggle of the wilds. Finding a place in the
wilderness willing to accept a group of landless Tharn, pygmy
trolls, and others will be a challenge; wilderness communities
are protective of their land, and the cities of the Iron Kingdoms
are not always welcoming to wild races. The PCs and their tribes
face hostilities from other tribes, predatory beasts, and the
military forces of humans who view them as a menace.
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Mauricio Camacho Dorado (order #7178528)
26
Mauricio Camacho Dorado (order #7178528)
Though unlikely, the PCs might decide to seek out and team up
with Byrne. The human can offer them lucrative rewards for
their loyalty and assign many tasks for them in the futurethe
first being absolute control of Blackmarsh Valley.
Such a choice will naturally put the PCs at odds with their
former tribes and neighbors. They will be viewed as villains
in the eyes of those they once called friends, and word of their
treachery will reach across western Immoren. Choosing this
course of action eventually turns the worldwild and civilized
alikeagainst the PCs.
Byrne is not a trustworthy individual, either. He views wild
mercenaries as disposable commodities and will dispose of
them the moment they cease to be useful to him.
The PCs eventually find themselves turned away from every
potential contact and safe haven, struggling to survive as a
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.
Warlord MorRg
Physique
PHY 7
Speed SPD 5
Strength STR 5
Abilities:
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.
Agility
AGL 4
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.
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
Intellect INT 4
Arcane aRC 3
Perception
PER 4
Alchemical Explosive
MAT
POW P+S
6 3 8
Initiative
Init 13
Defense
DEF 12
(Tailored Plate 1)
Armor ARM 14
(Tailored Plate +7)
Willpower
AGILITY
PHYS
ECT
IQ
TE
LL
Souie! The character can use this ability during his turn as a quick action. When he uses the ability, warbeasts in his battlegroup
that are outside his control area immediately make a full advance directly toward this character.
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.
Warlock Bond This character is a harnesser (Adventure Kit Rulebook, p.25) and can bond to warbeasts. He is bound to a pair
of razor boars.
Spells:
Spell Name
No Yes
Target character suffers 1SPD and cannot run or charge for one round.
Perdition
10
10 No Yes
When Perdition damages an enemy, immediately after the attack is resolved one warbeast in the spellcasters battlegroup that is
currently in his control area can make a full advance toward the nearest enemy. A warbeast can advance as a result of Perdition only
once per turn.
Quagmire
Yes No
Skills:
Name
Stat
Rank Stat
Hand Weapon PRW
2
Rifles POI 2
Animal Handling
SOC
2
Detection PER 2
Command
SOC 2
Survival PER 2
+ Rank
6
6
*
6 WARLORD MORRG
*
FIGURE
6
Wil 11
While base-to-base with target friendly character, enemies suffer 2DEF and cannot advance except to change facing.
AXE
Entangle
THUNDEraxe
twelve feet (2). Spells with a range of CTRL (control area) or SP (spray attack) are not affected.
Command Range: 6
Base Size: Small
Encounter Points: 14
Equipment:
Ammo bandolier, thunderaxe (blunderbuss
with bayonet), goggles, tailored plate, tribal
trophies, 50 gc, 3 alchemical explosives,
blasting powder and bullets for 10 shots, 3
grapeshot rounds
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Mauricio Camacho Dorado (order #7178528)
Razor Boars
Physique
PHY 8
Speed SPD 6
Strength STR 6
Agility
AGL 4
Prowess
PRW 3
Poise
POI 1
Intellect INT 2
Arcane aRC
Perception
PER 3
Tusks
MAT
POW P+S
5 2 8
Initiative
Init 12
Defense
DEF 13
Armor ARM 10
(NAtural Armor +2)
Willpower
Will 10
AGILITY
PHYS
ECT
IQ
TE
LL
FURY: 2
threshold: 6
Command Range: 2
Base Size: Small
Encounter Points: 3
Abilities:
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.
Olfaction The creature gains a +2 bonus to PER rolls related to scent.
Skills:
Name
Stat
Rank Stat
Detection PER 1
Sneak
AGL 1
Tracking PER 1
Animus:
Animus Name
Vicious
No No
Target friendly warbeast gains Hyper Aggressive for one round. (When a character with Hyper Aggressive suffers damage from
an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly
toward the attacking character.)
28
+ Rank
4
5
4
KNOR
Abilities:
Anatomical Precision When this character hits a living target with a melee attack but the damage roll fails to exceed the targets
ARM, the target suffers d3 damage points instead of the damage rolled.
Physique
Strength STR 6
Finisher This character can spend a feat point to boost damage against a damaged character.
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.
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
can have up to 1 feat point at a time.
Olfaction The creature gains a +2 bonus to PER rolls related to scent.
PRW 4
Poise
Cinder Bomb
11
Yes Yes
No Yes
Carving Knife
Skills:
Name
Stat
Rank Stat
Alchemy
INT 1
Hand Weapon PRW
2
Thrown Weapon PRW
1
Lore (Ex. Zoology)
INT
1
Medicine
INT 1
Detection PER 2
Command
SOC 2
MAT
6
+ Rank
5
6
5
5
5
6
*
P+S
10
Initiative
Init 14
Defense
DEF 11
(Infantry Armor 2)
Armor ARM 14
(Infantry Armor +7)
Willpower
Wil 11
AGILITY
PHYS
IQ
KNOR FIGURE
POW
4
ECT
LL
TE
12
PER 4
POI 3
Intellect INT 4
Parasite
AGL 3
Prowess
Perception
Spells:
Arcane Bolt
Agility
Arcane aRC 4
Spell Name
PHY 7
Speed SPD 5
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Mauricio Camacho Dorado (order #7178528)
Slaughterhousers
Physique
PHY 7
Speed SPD 5
Abilities:
Fearless The character is utterly fearless and automatically passes Willpower rolls to resist Terror.
Strength STR 6
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
can have up to 1 feat point at a time.
Agility
AGL 3
Prowess
PRW 5
Relentless Charge This character ignores penalties for rough terrain while charging.
Poise
POI 3
Intellect INT 3
Arcane aRC
Perception
PER 3
Pole Cleaver
MAT
7
POW P+S
5
11
Initiative
Init 13
Defense
DEF 8
(Full Plate 3)
Armor ARM 15
(Full Plate +8)
Willpower
Wil 10
Vitality: 12
Command Range: 4
Base Size: Small
Encounter Points: 8
Equipment:
Full plate, pole cleaver, d6+3 gc
Skills:
Name
Stat
Rank Stat
Command
SOC 1
Great Weapon PRW
2
Detection PER 2
Intimidation
SOC 2
Unarmed Combat PRW
1
+ Rank
*
7
5
*
6
Slaughterhousers are the vicious heavy infantry of farrow war bands. Rooted in the warrior
traditions of the farrow, the slaughterhousers embrace battle enthusiastically and wear the
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
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
demeanor. Slaughterhousers are uniquely merciless and never take prisoners. They indulge their
taste for bloodshed and mayhem with unrestrained fervor.
Morrgs cohort of slaughterhousers form the heart of his war bands forces, acting as
cruel frontline troops and keeping the rest of the war band under control through brute
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
serve as Morrgs personal bodyguard and are never far from his side.
Any threats to the warlord are dealt with swiftly and brutally,
which minimizes dissidence in the war band.
SLAUGHTERHOUSER FIGURES
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Mauricio Camacho Dorado (order #7178528)
Farrow Brigands
Abilities:
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
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.
Physique
PHY 6
Speed SPD 5
Strength STR 6
Agility
AGL 4
Onslaught At the start of this characters turn before moving or taking any action, the character can make one ranged attack. After
the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target.
Prowess
PRW 4
Skills:
Name
Stat
Rank Stat
Rifle POI 1
Hand Weapon PRW
1
Detection PER 1
Sneak
AGL 1
+ Rank
5
5
4
5
Farrow are an opportunistic race, and many choose to take up the life of brigands and sellswords. 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
their ability as fierce and hardy warriors and are willing to employ them. Possessed of a
resolve not unlike the ferocious boars they so resemble, farrow brigands are known for their
hardiness and tenacity.
Morrgs farrow band are a mismatched lot, comprised of warriors who surrendered to
the warlords army and chose impressment over execution, brigands who joined up after
hearing of his success as a mercenary overlord, and even a handful of surviving farrow
from his original tribe. The brigands in Morrgs army are not entirely fond of one another
old animosities and grudges persistand when not on campaign they dwell in scattered
encampments of small, isolated sites. When their warlord calls them to battle, however,
the brigands fight as a united whole, motivated equally by the prospect of
plunder and the fear of falling victim to Morrgs arcane talent.
Poise
POI 4
Intellect INT 3
Arcane aRC
Perception
PER 3
Scavenged Rifle
Club
MAT
POW P+S
5 3 8
Initiative
Init 12
Defense
DEF 10
(Infantry Armor 2)
Armor ARM 13
(Infantry Armor +7)
Willpower
Wil 9
Vitality: 8
Command Range: 3
Base Size: Small
Encounter Points: 4
Equipment:
Infantry armor, scavenged military rifle,
d3+1 gc, blasting powder and bullets for
10 shots
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Mauricio Camacho Dorado (order #7178528)
Movement
Full Advance Move up to current SPD in inches.
Run Move up to twice current SPD in inches and make one quick
action. Cannot attack or perform full actions.
Charge Move current SPD in inches plus 3 in a straight line toward
a target, stopping if running into characters, obstacles, or impassable
terrain. Characters failing to get within melee range of the charge
target end their turn immediately. Once within melee range of their
target, charging characters turn to face it and make their first melee
attack against it with a boosted damage roll. The character then
continues the turn as normal.
Feat Points
At his discretion, the Game Master may award a character a feat point for:
Incapacitating or destroying an enemy with an attack.
A successful critical hit on a skill or attack roll.
Heroic action, great roleplaying, etc.
A character cannot have more than 3 feat points but can spend as
many feat points during his turn as he wishes.
Any character can spend a feat point to use one of the following
feats:
Boost Non-Attack Skill Roll Boost a non-attack skill roll. A
character can use this feat only if he has at least one level of the skill
used for the roll.
Heroic Dodge Suffer only half the damage from an attack,
rounded up.
Make a Quick Action Make an additional quick action.
Parry Cannot be targeted by free strikes that turn.
Relentless Charge While charging that turn the character can
move over rough terrain without penalty.
Reroll Failed Skill or Willpower Roll Reroll a failed skill or WIL
roll. A character can continue to reroll the same failed roll as long as
he has feat points to spend.
Run and Gun Move up to twice his SPD in inches instead of his
SPD during a full advance.
Shake Continuous Effect Cause a continuous effect to expire
immediately.
Shake Knockdown Stand up immediately at the start of his turn.
Shake Stationary Cause stationary effects to expire immediately
at the start of his turn.
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.
Walk It Off Immediately regain d3 + 1 vitality points unless
incapacitated. Damage a character suffers during his turn must be
resolved before using this feat.