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We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,

Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG
content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 5, Week 1:
History of Dueling and
Common Equipment
By William “Oz” Schoonover

Dueling plays different roles in the varied cultures of blades or drawn pistols are still used to resolve many issues
Immoren and is a prominent part of some societies. In this of honor and ego.
first week of our look at dueling we’ll discuss the history of
During the Warlord Era many conflicts were settled with
duels as well as the weapons commonly used by duelists in
violence, and the only thing that set duels apart from other
the human kingdoms of modern western Immoren.
skirmishes was the number of participants. The Molgur
in particular came to settle many disputes of leadership,
History of property, succession, and hunting rights with singular
combat. While most conflicts were resolved as quickly as
Dueling they arose, duels to settle matters of great importance took
place before the whole tribe. A special area was often set
Dueling traditions in the Iron Kingdoms have roots running
aside in the center of each community. This is the origin
deep into the region’s long history. Early tribal duels to
of the kuor dueling platform found in the center of most
determine primacy of status eventually became a means to
trollkin villages.
address a wide range of disputes. Use of dueling expanded
over time to cover issues of law and honor. In the modern With the rise of civilization, dueling became more
era few legal disputes are resolved by dueling, but crossed structured. During the Thousand Cities Era the people of

1
History of Dueling and Common Equipment

the ancient kingdom of Rynyr developed stringent rules for


dueling. The Orgoth did little to stamp out the practice of Melee Weapons
dueling specifically, but any activity that had the potential
Cloak, Weighted
to threaten the stability of the populace was quickly
punished. Cost: 10 gc

Dueling, like many other things in western Immoren, Description: A traditional tool of defense developed in
flourished after the Corvis Treaties. The Rynnish traditions the dueling schools of Llael, the weighted cloak is used
in the nation of Llael led to an even more established by combatants across the Iron Kingdoms. It resembles a
structure for dueling that was eventually recorded into a common cloak, but a series of weights have been sewn into
set of rules called The Duello. This Llaelese dueling code the bottom hem. A skilled duelist can use the cloak to tangle
established rules for many aspects of arranging the duel and an enemy’s weapon, making it harder for an opponent to
the satisfaction of honor, and it became more common for strike him.
duelists to offer their services for hire, whether temporarily To use a weighted cloak, a character must spend a quick
or as a member of a noble’s staff. Llael is also home to many action to take it up and wrap it around his off hand. A
prestigious dueling schools and has significantly influenced character cannot make attacks with that hand while using
the dueling cultures of its neighboring nations. the cloak. Anyone in the front arc of a character using a
weighted cloak suffers –1 on melee attack rolls targeting
New Equipment that character.

The weapons and equipment associated with dueling have Dueling Buckler
developed over the centuries. When men first began dueling
Cost: 10 gc
any weapon would do, but in the modern era the rapier has
Skill: Hand Weapon

become the favored weapon of many duelists. The items
Attack Modifier: –1
here represent the current state of dueling equipment.
POW: 0

Description: The dueling buckler is a small shield gripped


in the off hand. Useful in deflecting strikes in a melee, the
dueling buckler can also be used as a weapon to deliver
jabbing blows with its flat face or rim.
Military Duels
In addition to the more codified system of civilian dueling, Special Rules: A character armed with a dueling buckler
there have been many instances of single combat between who does not attack with it during his turn can use a quick
two rival leaders deciding the outcome of a battle. While this action to gain +1 ARM against melee attacks originating in
type of personal combat lacks most of the rules associated
with formal dueling, it is commonly allowed to take place his front arc for one round. The dueling buckler cannot be
without interference from warriors of either side. One of used while also carrying a shield.
the earliest examples of this is the confrontation between
Horfar Grimmr and Priest-King Golivant. Twice during their Dueling Pistols
fateful battle beneath the Shield of Thrace they clashed. The
tide of battle separated them for a time, but as the Molgur Cost: 100+ gc per pair
forces began to lose, Grimmr sought to end the battle by Effective Range: 60 feet (10″)
killing Golivant. More recently, the most significant combat
of this nature, between Lord Commander Stryker and Extreme Range: 300 feet
Hierarch Voyle, resulted in the cessation of major hostilities Ammo: 1 (light round)
between Cygnar and the Protectorate and a change in the Skill: Pistol
leadership of a nation. Attack Modifier: +1 (firing a custom bullet), 0 (firing a
Ancient dueling traditions still persist among the wild standard light round)
peoples of Immoren, such as the Tharn. One of the most POW: 10
notable formal duels in all of recorded history saw a
confrontation between the traditions of tribal society and Description: These typically exquisite firearms are sold as
a more modern duelist. At the end of the Siege of Midfast,
Markus Graza used his knowledge of tribal custom to
a pair in an ornate box along with fine powder horns and a
challenge the fourteen chiefs of the barbarian tribes custom gunsmith’s kit for casting bullets for the pistols. The
assailing the city and delay the full brunt of their forces design of these weapons has changed little for hundreds
upon the people there. Over the course of seven days he of years, as they are intended as instruments for highly
successively defeated each chief in single combat, only
succumbing to his wounds after finishing the final duel. ritualized aristocratic duels rather than as weapons of war.
With his death he became an ascendant of Morrow, bringing
brought an end to the siege. Special Rules: Antiquated as they are, dueling pistols are
very difficult to load, taking a full action rather than a
standard quick action.

A dueling pistol firing a bullet manufactured with the


casting kit that comes with the weapon gains +1 to its attack
roll. A dueling pistol firing any other round does not gain
this bonus.

2
History of Dueling and Common Equipment

Tournament Foil
Armor
Cost: 10 gc
Skill: Hand Weapon
 Plastron
Attack Modifier: 0 Cost: 20 gc
POW: 0 SPD Modifier: 0
Description: The tournament foil is specifically designed DEF Modifier: 0
to facilitate sporting duels without risk of major injury. It ARM Modifier: +2
is capable of causing pain and bruising but cannot cause Description: This is a light quilted-leather vest worn by
mortal injury. It is long and slender with unsharpened duelists while practicing and during sporting competitions.
edges. At the tip of the blade is a three-pronged point While it does offer some protection against practice
designed to catch on an opponent’s clothing so touches can weapons, it does little to protect its wearer in true combat.
easily be seen by a judge.
Special Rules: None.
Special Rules: This weapon cannot reduce any aspect of a
character’s life spiral to less than 1 vitality.

When using the tournament foil in a non-lethal duel a


successful attack roll against an opponent counts as a touch.

Practice Equipment
The tournament foil and the plastron are recent inventions
that owe their existence to a recent growth in organized
exhibitions of dueling skill.
Many dueling schools still teach with swords with blunted
blades, but some have adopted the tournament foil as a
standard weapon.
Professional duelists find it hard to take a fight seriously
when these items are employed. Many exiled Llaelese nobles
sponsor sporting tournaments specifically for dueling that
offer large enough prize purses to make even the proudest
duelist lower himself to using non-lethal equipment.

Copyright 2001–2013 Privateer Press, inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.
® 3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG
content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and more
on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can
drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 5, Week 2:
Incorporating Dueling
into a Game
By William “Oz” Schoonover

Although dueling has a place in the Iron Kingdoms, it does not is an appropriate recourse to an affront, but not every
fit into every situation and should not be used to resolve every conflict escalates to combat. If someone has given offense
disagreement that arises. For example, in high society the unknowingly, the matter can be resolved simply by the offer
entire process of a duel from the time of the initial challenge and acceptance of an apology. If the issue is not directly
to the resolution of the combat can take up to a week, making related to a matter of honor, such as in the case of two
a duel a poor choice for quickly resolving a conflict. nobles with a business dispute, the participants are just as
likely to try and settle their disagreement with negotiation
It is also important to remember a duel is a combat that
as they are to resort to a duel. The only time a duel is sure to
follows an established set of rules, not just any time two
be unavoidable is if the conflict involves the honor of one of
characters have a fight.
the parties, for instance if one is accused of being a coward.

When to Duel Along with considering the culture of the parties in question,
also consider their stations in life. Although it is common for
As the Game Master, the first thing to consider when duels to take place between gentlemen in Ord, for example,
deciding if a duel is an appropriate response to a situation organized duels are less common among the lower classes
is the parties involved in the altercation. Among the of that kingdom, who prefer to answer slights on family
upper levels of society in the Iron Kingdoms dueling honor with an immediate unregulated brawl. When the

1
Incorporating Dueling into a Game

poor or criminal elements of the Iron Kingdoms resolve a


dispute with violence, there are rarely any rules involved.
It is also considered inappropriate to challenge a member of
a significantly lower class to a duel, and anyon can ignore a
challenge without damage to his reputation if the challenger The Duello
is from a significantly lower standing. A player can, of A challenge to duel must be issued publicly and chance
course, choose to ignore these customs. given for an apology to be proffered. If the challenged gives
no apology, the challenge is accepted. A challenge may be
ignored should it be of a trivial nature or from a trivial person.
Setting Up a Duel Challenges are never delivered at night, for it is desirable
to proceed with grace and allow sufficient time for apology.
The Llaelese dueling code, The Duello, has been widely
adopted as the standard set of rules for dueling across the The challenged and the challenger must choose seconds of
Iron Kingdoms. It establishes protocols governing a number equal station to their own.
of aspects of dueling, though some are taken more literally The challenged chooses the ground; the challenger chooses
than others. For instance, traditionally it was a rare member the distance; the seconds fix the time and terms of firing.
of the Llaelese aristocracy who did not keep a professional The challenged and the challenger decide upon the terms of
duelist among his retainers. Many refugee Llaelese nobles victory, which are assumed to be the drawing of first blood
unless otherwise specified.
now living in Ord and Cygnar have found it difficult to
continue paying the fees of these professional duelists, Upon meeting at the ground, if the cause of the challenge is
which has contributed to a larger number of skilled killers such that no apology or explanation can or will be received,
the challenged takes his ground and calls on the challenger
looking for employment. to proceed.
Whatever the cause, the first part of a duel is the challenge. No apology can be received after the parties have taken
After an incident worthy of a duel has occurred a public the ground until there has been an exchange of fire or an
engagement with blades.
challenge must be given, and then there must be sufficient
time allowed for the challenged individual to offer an The seconds load pistols or inspect blades in the presence
apology. If an apology is offered and accepted, the honor of of each other.
both parties is preserved without the need for confrontation. Firing may be regulated—first by signal; second by word of
On occasion, however, the injured party is eager to meet on command; or third at pleasure, as is agreeable to the parties.
the dueling ground and will refuse all apologies made. In all cases a misfire is equivalent to a shot.

After a challenge has been accepted, both duelists choose Where seconds disagree and resolve to exchange shots
their seconds. These seconds act as assistants, judges, and themselves, it must be at the same time as the principals.
replacements if necessary, particularly if the duelists are Once the terms of victory are met or if both principals
of vastly disproportionate skill or physical ability. After can or will no longer continue, the seconds must attempt
reconciliation. If the challenged will not accept reconciliation
seconds are chosen they confer to decide the terms of the at this point, a second meeting must be arranged.
duel. The challenged party chooses where the duel will
occur, and the challenger chooses at what distance the duel
will be fought. The seconds negotiate more specific details:
the weapons to be used, the time the duel will begin, and so
on. One of the most important aspects of the duel that must
be decided are the terms of victory. The most common is After the duel has started, the seconds act as judges to
first blood, but the duelists can also agree to fight until one determine not only who has won the duel but also when
party submits or is killed. the terms of honor have been met.

When the appointed time arrives, the parties meet at the


chosen location. At this point there is still a chance that an
apology can resolve the conflict. Once the challenged party
takes his ground, however, no apology can prevent the
duel. Finally, the seconds inspect the weapons to be used. If Deloping
those are firearms, they are loaded in the presence of both
It is a common practice in a duel that is only being fought to
seconds before this inspection. save face for the participants to discharge their pistols at the
ground and have their seconds declare that honor has been
When both seconds are satisfied by the weapons, the parties satisfied. This practice, known as deloping, permits duelists
face off against each other. In a duel with melee weapons, to preserve not only their honor, but also their lives. Deloping
combat is usually initiated after both parties have made in a duel is a risky gambit, however: if the opponent does
not also deign to do so, a duelist has essentially given his
it known that they are ready. When firearms are involved
opponent a free shot at him.
the terms of the duel are arranged to include whether both
parties will fire at a signal such as the chiming of a nearby
clock tower, at the call of a judge, or when they choose.

2
Incorporating Dueling into a Game

arts, but most are fought with melee weapons. The notion of a
The Quick-Draw Showdown duel with ranged weapons would never occur to most Iosans,
A pistol duel is fought with the participants facing off
as it undermines the private and personal nature of the clash.
against each other with pistols in hand and taking a shot
at the agreed time. With the reduction of pistol cost due Most of these duels are fought to first blood, but sometimes
to advances in manufacturing over the last few centuries, the participants agree to fight to the death. Accidental
there has been a growing trend for a new style of conflict deaths also occur, of course. In the case of a death, the
resolution among gunmen that shares some similarities witnesses are tasked to bring word of the outcome to
with dueling but does not follow its rules. necessary friends and family. So long as the duel was
conducted honorably there is an expectation that there will
The quick-draw showdown is popular among the lower
be no retaliation or legal consequences brought against the
classes, in the wilder areas of western Immoren, and
surviving party. Nonetheless, noble houses have sometimes
among the growing number of adventurers who consider
harbored longstanding enmity over such fatalities.
themselves pistoleers. The object of the conflict is usually
the resolution of an argument, but it can also simply Iosans living outside of that nation rarely initiate duels,
be a test to see who is the more skilled combatant. For but those born to certain families may be familiar with the
this showdown, the two gunmen face off with holstered practice. Duels between Iosans in human lands happen
weapons. The competition is a combination of intimidating from time to time, kept as private and secret as those in
the other participant, drawing weapons as quickly as Ios. Otherwise an Iosan’s attitude toward the practice may
possible, and making an accurate shot. vary depending on the nation in which he lives. An Iosan
who has spent most of his life in Llael, for instance, may
The characters first make a contested Intimidation roll.
be entirely comfortable with the Code Duello and even
The loser of this roll suffers a –2 penalty to his Initiative.
become a professional duelist.
The characters then make initiative rolls and follow the
standard rules for combat.
Rhul
Dueling among The dwarves of Rhul have laws governing every aspect of
their society, and dueling is no exception. As a matter of

Non-Humans cultural tradition, any severe dispute can be resolved by


martial effort, either as a larger feud between entire clans
The descriptions of dueling offered above focus on how or as individual duels. These clashes are governed by rules
dueling is handled in the human societies of Immoren, so detailed and exacting that they are a standard area of
but dueling is also a regular aspect of other cultures. The specialization among legal experts in Rhul. In general,
approach to dueling and the specific customs surrounding other avenues of reconciliation be exhausted before a
it vary widely—most non-human races do not choose duel is considered appropriate. A trade embargo against
seconds for their duels, for example—but on the whole a rival clan might be appropriate, for instance, but if the
dueling is embraced as a sometimes necessary method for other clan still refuses to submit, combat can then legally
settling otherwise irreconcilable disputes. be employed. These clashes can take the form of a limited
skirmish between clan warriors or can be decided by a duel
Ios of champions. At both the larger and smaller scales there
are specific rules governing how these battles can begin, be
Ios has an uncomfortable relationship with duels, which
conducted, and be resolved. Every effort is made to prevent
are technically illegal but still practiced among the
larger duels from spilling over to uninvolved parties or
aristocracy in particular. Historically the government
otherwise disrupting ordinary business.
has had limited success in interfering with the internal
disputes of its myriad noble houses and their well-armed Although the rules governing the circumstances and
sons and daughters. Iosans approach these duels with structures of Rhulic duels and feuds are labyrinthine by non-
great seriousness and have long employed them as a means Rhulic standards, the most complex of these stipulations
to confront an accuser, settle a bitter rivalry, or resolve a are reserved for the larger clashes. Individual duels are
matter quickly and privately and therefore avoid public more straightforward; Rhulic clan lords and warriors are
scandal or dishonor to one’s house. Despite the practice generally conversant with the particulars and quickly come
being considered slightly disreputable, victors earn a to an agreement in most cases. The laws pertinent to these
certain prestige. contests focus on making them as fair as possible, such as
by stipulating parity of weaponry and skill and by allowing
Considerable ceremony accompanies these duels, which
for seconds and champions to fight by proxy. Witnesses are
must include uninvolved parties bearing witness on both
required for the outcome of a duel to carry the weight of
sides, these having a similar role as seconds in the human
law. On matters of importance, Rhulfolk prefer a priest be
kingdoms. Duels are always conducted in secrecy, at a pre-
employed as witness and judge, as such individuals are
established place and time. The weapons and method of the
fully versed in the legal and ritual procedures. If a duel
duel varies considerably and are determined ahead of time.
involves members of the same clan, the clan lord may be
Arcane duels are possible if both parties are skilled in such
invited to stand as judge instead of or in addition to a priest
of the Great Fathers.

3
Incorporating Dueling into a Game

The duelists for a particular fight are usually chosen so as Along with the emphasis on mastery of weapons, which are
to take the best advantage of the agreement reached for that worn at all times, these aspects of skorne culture contribute
duel; often the only stake the participants themselves have to an environment where dueling is a major part of life. A
in the fight is the honor of their clan. Because the Rhulfolk challenge to fight may be offered and answered between
place particular importance on clan loyalty, however, every skorne warriors even without any perceived slight or
clan can choose from among a wealth of volunteers for such insult, purely to test the mettle and prowess of a peer or a
duels. It is not uncommon for complex duels to be arranged subordinate. As a matter of honor these fights are not to the
for involving multiple combatants, or several in a row. death, but they can still result in bloodshed and injury. The
These are still considered duels so long as the fighting is need to answer insults or overt challenges of honor might
one-on-one in each case. prompt an immediate duel, with the drawing of weapons
and a clash begun at once and with little ritual.
When a dispute goes beyond small groups to involve two or
more entire clans, it is deemed a feud. Feuds can be employed More important and severe challenges, such as aspersions
to determine the outcome of major contract disputes, on house leaders or high-ranking officers, might result in
including the rights to significant construction projects or formal duels at a specific time and location, and these are
other lucrative work. A clan’s fortune’s can easily rise or fall usually attended by any house members with an interest in
based on the outcome of a feud, and so entire well-armed the outcome. Most significant houses have a fighting arena
clan forces, including steamjacks, can be dispatched to wage set aside for this purpose as well as fighting instruction and
them. Although organized similarly to smaller duels, feuds sparring between house leaders and officers. When a duel
may require the witnessing presence of higher authorities is arranged, it is most common for the participants to wield
such as moot judges, who represent the Moot of the Hundred whichever weapon they are most familiar with. In cases
Houses in Ghord. It is the priority of a moot judge to ensure where a clearly superior combatant faces an inferior, the
that feuds do not escalate or destroy protected property, such more skilled warrior may gain the respect of his peers by
as important buildings. All decisions of a moot judge are putting aside familiar weapons to employ those with which
final and binding, becoming law. he is less comfortable.

Clan lords can earn considerable acclaim and honor by The most ritualized duels in skorne society occur yearly
interceding to end a long-standing feud by personal during the Trials of the Aspirant Praetorians. During this
combat against their rival clan lord, although most such time young skorne who hope to join the ranks of a great
matches can be decided by proxy champions. A duel of this house’s Praetorians participate in numerous sword duels to
nature carries considerable risk, particularly for the clan prove themselves worthy of the honor of membership.
with military superiority. Some smaller clans are adroit at
Vinter Raelthorne’s conquest of the skorne was greatly
leveraging challenges of honor to force an otherwise more
aided by the significance they place on dueling. As he
powerful adversary into a position where they would lose
traveled across the skorne empire toward Halaak, Vinter
respect and prestige by refusing a personal duel. Similarly,
subjugated house after house by defeating their lords and
a moot judge can force a one-on-one duel between clan
champions in duels and absorbing their military strength
champions to quickly resolve a feud that has escalated and
into his own force. His last act as supreme archdominar
begun to threaten the public peace.
has already become legend, whereby he single-handedly
defeated an entire room of tyrants and dominars, including
Skorne killing several with their own weapons.
A large portion of the population of the Skorne Empire is
made up of members of the warrior caste, who live by the
hoksune code. One of the core philosophies of this code states
Tharn
Among the savage Tharn, duels are less structured and far
that a true warrior truly lives only while risking his life
more brutal. Power among these tribes is usually determined
in combat. Additionally warriors are taught to beware the
by who is strongest and fiercest, a status that is hard won
path of least resistance and to seek the harder path in order
through many bloody conflicts. When a tribe’s leader begins
to reap the benefits of the obstacles they must overcome. To
to show age or weakness, for example, it is not long before he
a skorne warrior, every injury and every minute of pain is a
begins facing challenges from its younger members.
lesson that allows them to forge their strength.
A typical Tharn duel begins with the challenger calling to
To understand the skorne outlook on dueling one must
the challenged, boasting of his own prowess while casting
understand the caste system. Very regimented, this system
doubt on the abilities of the challenged. The challenged can
offers many opportunities for an individual to find insult
continue this verbal exchange, but often the response is a
in the actions or words of anyone who is a member of his
roar of rage as both parties channel the Devourer and then
own or a lower caste. Honor is a vitally important concept
violently clash. There is no special area set aside for these
to the warriors of the skorne and is bound up in one’s duty
conflicts, which can range through the village in a frenzied
to one’s caste, house, and superiors as well as in personal
path of destruction.
adherence to hoksune. Killing another over a perceived
insult or challenge to one’s honor is perfectly acceptable and
proper behavior. Peers consider the death of a combatant as
an affirmation of his weakness and the end of the matter.

4
Incorporating Dueling into a Game

The fight usually ends once one of the combatants While melee duels are the most common and exciting for
demonstrates clear dominance over the other. A duel can spectators, trollkin leaders sometimes use other means to
certainly be fought to the death, though, and the victor may best one another either atop the kuar or anywhere the kin
decide to kill his adversary to make an example of him, can gather in number to witness. Direct feats of strength
particularly in duels for tribal leadership. Due to the brutal and stamina such as arm-wrestling or drinking may be
nature of Tharn fighting, it is not uncommon for combatants undertaken by two trollkin to take the measure of the other.
(and sometimes observers) to suffer grievous injuries in these Shamans, elders, fell callers, and chroniclers may face one
clashes. A Tharn can find his place in the tribe significantly another for a verbal duel, an intense debate involving
lowered if he is maimed, and the standing of any combatant heated words along with tricks of oratory, seeking to not
who begs for mercy is permanently damaged. only prove their position but also sway those listening.
Losing one of these duels can be just as severe to a trollkin’s
Trollkin standing as a loss by weapons, as being shamed or proven
Dueling is an accepted way to deal with many disagreements foolish can unseat a chieftain. There is also a variant of the
in trollkin society, and combatants gain and lose influence Tohmaak Mahkeiri ceremony whereby two trollkin stand
and reputation based not only on victories and losses but close and stare into one another’s eyes, trying to force the
also on a complex assessment of the contest and their other to back down by sheer force of will. This ceremony
performance in it. Whatever the purpose of the duel, it takes has superstitious and mystical overtones among the
place at the kriel’s kuar, a huge stone platform in the center trollkin, who claim participants can peer into the soul of
of the village that serves as both a gathering place for the the other and gauge their true worth. Long minutes or even
kriel and an arena to settle scores through confrontation. hours can pass in such a mental confrontation; if it becomes
clear to both that they are deadlocked, a physical duel will
Trollkin usually fight their duels with whatever weapon they commence to settle the matter.
are most familiar with. The most common choices are axes
and hammers, but any weapon is considered acceptable, and It is common practice for the younger members of a
more than one trollkin has made a point of spurning weapons trollkin community to take part in many duels to establish
altogether to fight bare-handed. Regardless of the weapon a reputation. It is also not unheard of for leaders in the
chosen, combatants are expected to fight honorably, and the community to face off to resolve a conflict that cannot
numerous spectators intervene if cheating is suspected. In be decided by other means. In his rise to power Hoarluk
most of these clashes, forcing an opponent off the platform Doomshaper challenged countless elders to duels, both
grants victory to the one remaining. physical and mental, and was never defeated.

Copyright 2001–2013 Privateer Press, inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.
®

5
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG
content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 5, Week 3:
Ways to Use Dueling
By William “Oz” Schoonover

This week’s Full Metal Friday offers ways for both Game
Masters and players to use dueling in a game. Plot hooks
The Exiled Noble
The Llaelese aristocracy patronized many dueling schools,
give the Game Master a situational premise, providing
employed a large number of professional duelists, and
enough background and motivation to build adventures
contributed heavily to the popularity of dueling. Nobles
on. The maneuvers are new gameplay options for Duelist
who have fled the turmoil in Llael have taken their
characters to use in a fight.
traditions, and in some cases their dueling retainers, with
them into exile. This has strengthened the dueling cultures
Plot Hooks for of both Ord and Cygnar.

Duelists Game Masters wishing to include dueling in their


campaigns can use these nobles in any number of ways.
The invasion of Llael has forced many dueling masters, Here is one example:
professional duelists, and nobles with a love of dueling to
A noble seeking to make a name for himself in his newly
find new homes—and in some cases new employment. This
adopted home is sponsoring an exhibition of dueling skill
provides many opportunities for dueling to be incorporated
at his villa outside of Mercir. In addition to building his
into an ongoing campaign. The following are just a few of
own esteem in the community, he is using the event to seek
the many ways dueling can be the focus of a game.
a skilled duelist to add to his staff.

1
ways to use Dueling

Entrance in the tournament is free, so any of the player The dwarf player character will check in with his clan’s local
characters can participate. It is common knowledge that estate, as is Rhulic custom. His clan’s lack of manpower in
many prominent duelists will be competing, which will this area means that he is their best option for a champion
make winning quite a challenge. The tournament winner in the duel.
will receive a monetary reward and be offered a permanent
position as a bodyguard to the noble, who fears an assassin
has been hired to kill him.
Dueling
The catch is that one of the tournament competitors is in fact Maneuvers
an assassin hired to kill the noble. He hopes to be offered
The following are a list of maneuvers taught in Llaelese
the bodyguard position to make completing his contract a
dueling schools. In order to use a maneuver, a character
simple task.
must have the required prerequisites.

The Newly Established Most of these maneuvers can be used only while armed
with a light one-handed weapon, like the rapier. Attempting
School them with heavier weapons is strenuous and slow, all too
A famous master duelist has recently opened a school in the often resulting in being run through by a better-equipped
Ordic city of Midfast. The master’s renown has made his swordsman. The Game Master has final say on whether or
school an instant success. not a weapon is appropriate for any the following maneuvers.
The school is secretly a base for the Llaelese Resistance. Deflecting Strike
After hours the building is used for meetings and as a
location for organizing shipments of weapons and supplies Prerequisite: Duelist, light one-handed weapon, Hand
back to Llael. Capable fighters who enroll in the school are Weapon 3
recruited to guard the shipments in transit. Description: Although it is a strike, the purpose of this
Khadoran intelligence agents are aware that aid shipments maneuver is not to wound the opponent but to deflect his
are being smuggled into occupied Llael and are close to weapon out of position, making a return strike much more
tracing the shipments to Midfast. Having caught wind of difficult.
the Khadoran threat, the school’s founder is readying his Special Rules: The deflecting strike is a melee attack that
students for battle and spreading word among the mercenary causes no damage. If the attack hits, for one round the target
community that he is looking for some capable adventurers. character suffers a –2 penalty to his next melee attack roll.
If the party has any interest in making allies with the
Resistance, fighting to defend the shipments is certain
Feint*
to make them friends in the right places. If the party is Prerequisite: Unarmed Combat 2
unaffiliated or aligned with Khador in some way, they can
Description: A character with the proper degree of skill
be brought in on the other side of the conflict to help put an
can attempt to mislead his opponent with a false attack to
end to the shipments.
put him off balance and make it easier to hit that opponent
with follow-up attacks.
The Call of the Clan
The local branch of a Rhulic player character’s clan has Special Rules: A character can spend 1 feat point to make
had a dispute with another locally represented clan over a feint attack while armed with a one-handed weapon
the shipment of goods. Tensions are high at home, and his or great weapon. He makes an attack roll using PRW +
clan is not in the position to start a full-blown feud with its Unarmed Combat. If the attack hits, the target takes no
rivals. In addition, the clan does not have a large number of damage but suffers –2 DEF for one round.
members in the area. A character with Unarmed Combat 3 or more can advance
A senior member of the other clan comes forward with the 1˝ after a successful feint attack roll.
offer of a compromise: resolve the dispute through a duel, * The Feint maneuver also appears in No Quarter Presents
and the issue will not be brought to the notice of the lords Iron Kingdoms Full Metal Fantasy Roleplaying Game: Urban
of either clan. Although his own clan would likely win an Adventure.
extended feud because of their numbers, such a situation
would incur unknown costs in damages as well as potential
injuries he would rather not risk. Additionally, his clan
has access to a formidable champion who has won many
duels, while the PC clan has no one of similar standing. The
clan representative keeps this information to himself and
focuses on the expediency of a duel whose winner will gain
a favorable position in the negotiations.

2
ways to use Dueling

Hidden Guard Turning Riposte


Prerequisite: Duelist, light one-handed weapon, Hand Prerequisite: Duelist, light one-handed weapon, Hand
Weapon 2 Weapon 2

Attack Modifier: 0 Description: This footwork maneuver allows the duelist to


quickly change his position in response to an opponent’s
Description: This specialized overhand parry protects a
attack.
swordsman’s backline and is a favorite of flashy duelists
seeking to outshine their opponents. Special Rules: When this character is missed by a melee
attack, he can change his facing before making his Riposte
Special Rules: A character using this maneuver spends 1
attack. If he does, he suffers a –2 penalty to his Riposte
feat point and uses a quick action. For one round enemies
attack roll.
cannot claim melee attack back strike bonuses against him.
A character with AGL 6 or higher can advance up to 1˝
Lashing Strike before making his Riposte attack. If he does, he suffers the
Prerequisite: Duelist, light one-handed weapon, Hand penalty described above.
Weapon 2

Attack Modifier: 0

Description: A broad circular cut favored by those who


fight with curved swords, the lashing strike hits with
extreme force but is a slow maneuver compared to many of
the classical dueling moves.

Special Rules: A character using this maneuver can spend


1 feat point to increase the POW of a melee attack by +2.
For one round after using the lashing strike a character
is not considered to have a melee range, does not engage
other characters, and cannot make additional attacks or
free strikes.

Copyright 2001–2013 Privateer Press, inc. All Rights Reserved. Privateer


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

3
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG
content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!

Installment 5, Week 4:
The Noble’s Tournament
By William “Oz” Schoonover

Hero-Level Combat Encounter

Adversaries: Denys Manet, Mirek Orlov, Human Duelists


Scene 1: Before
(as necessary) the Tournament
Description: This series of encounters take place in and The characters have become aware of a dueling tournament
around a sporting dueling tournament sponsored by an taking place in King’s Vine. The tournament is being
exiled Llaelese noble. sponsored by a prominent exiled Llaelese earl named
The noble is sponsoring the tournament as a recruitment Armand Feraud. The contests will use non-lethal weapons
tool, as he lost all his most capable retainers in the fall of provided by the host, and the winner will claim a significant
Llael. He is most eager to fill a bodyguard position since purse as a reward. Registration for the tournament is being
he has recently learned that there may be a contract out on held in a nearby tavern and is open to all comers.
his life. The event has drawn many duelists, one of whom
is an assassin.

1
The Noble’s Tournament

Each detail comes from a different individual at the


Gathering Information reception, and the attendees’ response to the effort of
When the characters arrive in town they can seek out
gathering the information varies depending on the approach
additional information about the event. The local taverns
a player character uses. The Game Master should feel free to
offer many easily overheard conversations. Feraud’s family
add further bonuses or penalties to the roll as appropriate
has maintained an estate near King’s Vine for at least one
(deciding, for instance, that the Riverboat Captain is much
hundred years. He arrived in the city days before the invasion
more receptive to a character who introduces himself
of Llael. This could mean that he has very high connections
by offering him a drink). The target number for learning
who warned him to flee or that he is simply very lucky.
a detail is 16. Rolls can be made using Bribery, Etiquette,
Feraud previously employed a few well-known retainers
Interrogation, Negotiation, or Seduction. For the purposes
who did not arrive with him and have not been seen since
of these checks, these skills suggest slightly different and
the invasion. Rumors abound regarding what happened to
broader use of these social skills than their description in
those individuals, with the consensus being that they must
the Core Rules. For example, Seduction can represent flattery
be dead. Many of the townsfolk speculate Feraud is holding
and a general attempt to charm, Negotiation can represent
the tournament to recruit staff and will offer the winner, and
a discussion with an implied exchange of future favors, and
possibly other skilled duelists, a position.
Intimidation can represent simply being a bit more forceful
A character with the Streetwise skill can gather additional and firm in one’s requests.
information. Without making a roll, any character trained in
Each detail can be verified from other sources. Once a
Streetwise hears rumors in the tavern that someone has put
detail is learned it can be included in a conversation with
out a contract on Feraud’s life. On a roll of 12 the character
another source to attempt to verify it. A character confirms
learns that there is at least one assassin attempting to kill
or denies information without requiring a roll.
Feraud. On a roll of 14 the character learns that the assassin
has entered the dueling tournament. The following describes the significant attendees at the
reception, the modifiers to skill rolls when interacting with
The Reception them, which detail they know, and which facts they can verify.
Registration for the tournament takes place over four hours
at a large tavern called the Drunken ’Jack. The wait to The Shipping Magnate
register is never more than fifteen minutes. The shipping magnate is in his late 50s. He is a self-made
In the evening, after registration has been closed for an man and responds well to flattery.
hour, there is a reception at Feraud’s estate a short distance Modifiers: +2 to rolls using Seduction, –2 to rolls using
outside of King’s Vine to honor the tournament participants. Intimidation
Numerous nobles and other prominent members of the
community are also in attendance. The event offers the Detail: He and Orlov’s father were both riverboat captains
duelists a chance to gauge their potential opponents and on the Black River twenty years ago. They knew each other
allows the spectators a first look at the combatants. Many well, and Orlov’s father was always honorable.
of the wealthy spectators begin betting on the upcoming Confirmation: The shipping magnate knows that Orlov is
competitions; a large amount of money will exchange hands not a Khadoran, disproving the egotistical duelist. Orlov’s
over the course of the tournament. If the player characters family has Umbrean roots, but he was born in Llael.
did not discover all the information about the assassin
earlier, they overhear several of the partygoers gossiping The Baron
about it during the reception.
The baron is a local Cygnaran noble in his late 60s. He does
As the attendees mingle, two names are brought up more not like to be badgered.
than any others: Denys Manet and Mirek Orlov. These men
are the obvious favorites to win the tournament, and one Modifiers: +2 to rolls using Etiquette, –2 to rolls using
of the two is most likely the assassin sent after Feraud. The Negotiation, No roll for Cygnaran characters with the
player characters can mingle during the reception to gather Aristocrat career
more information about the two duelists. The reception Detail: Orlov’s family lost everything in the invasion of
attendees have six pieces of information about Manet and Llael. He’s been seen in the company of river pirates and
Orlov, but not all of them are true. other shady characters.

Confirmation: The baron confirms that Orlov’s father was


a riverboat captain who started a small shipping company
based in Merywyn prior to the Khadoran invasion.

2
The Noble’s Tournament

The Hapless Duelist Scene 2:


The hapless duelist is wearing fine clothes that show a bit
of wear and tear. He is afraid that others don’t think he The Tournament
belongs here.
The tournament begins on the morning following the
Modifiers: +2 to rolls using Bribery, –2 to rolls using reception. It uses a single-elimination format, and all the
Intimidation contests are fought in a single day.

Detail: Manet looks a lot like a man who lost a duel against Every player character taking part in the tournament faces
a Mercir noble’s second four years ago. That man went by off with a human duelist (see below) during the first round
the name Collins and suffered a wound to the chest that of the tournament. Manet and Orlov also fight human
ended the duel. duelists and win. If there are multiple player characters that
pass the first round they face each other during the second
Confirmation: The hapless duelist was on the same boat round. If only one player character wins his first match he
with Manet and fought alongside him against the bog trogs, faces another human duelist in the second round. Manet
confirming the river boat captain’s statement. and Orlov fight each other during the second round, and
Orlov is the victor. If a player character wins in the second
The Courtesan round he faces Orlov in the final round.
The courtesan is a woman in her mid 20s. She quickly grows
bored with flattery.

Modifiers: +2 to rolls using Interrogation, –2 to rolls using


Seduction, No roll for characters with the Highwayman
career A Note on Time
The description of the length of the tournament given
Detail: Manet is a master duelist who served the Llaelese
assumes a limited field with only one or two player characters
crown. participating. If an entire party enters the tournament it
will go longer than three rounds. For a larger tournament
Confirmation: The courtesan confirms Manet has a scar on the bouts are spread over two days. In the case of a longer
his chest from a sword cut. tournament, Manet and Orlov duel on the second day.

The Riverboat Captain


The captain is a gruff, finely dressed man. His clothing is
a few seasons past fashionable, but he takes offense to any
Player characters not participating in the competition are
suggestions that he has come on hard times and is anything
spectators. They can make side bets and take notes on
but prosperous.
the fighting techniques of potential opponents for their
Modifiers: +2 to rolls using Etiquette, –2 to rolls using friends. A character who watches a bout can make an INT
Intimidation or Negotiation roll against a target number of 12 to gain insight about
the way a character fights. If the roll succeeds he can pass
Detail: Manet arrived in the city on the captain’s boat. He
this information on to give a character facing the observed
helped fend off a bog trog raid as they passed through the
duelist a free reroll during a bout.
Marchfells.

Confirmation: The riverboat captain has seen Orlov fight Bouts


in disreputable fight clubs in other ports, confirming the
Each round of the tournament is a bout. Each bout is fought
baron’s statement.
until a participant has scored three touches. In order to
score a touch a character must hit his opponent with a melee
The Egotistical Duelist attack. All participants are armed with tournament foils.
The egotistical duelist is full of himself. He will posture
The two combatants face off six feet apart and roll initiative.
loudly but quickly backs down from a real confrontation.
They fight until a touch is scored. After each touch there is
Modifiers: +2 to rolls using Intimidation, –2 to rolls using a reset. The reset consists of both participants returning to
Seduction their starting positions and rolling again for initiative.

Detail: Orlov is secretly a Khadoran. He speaks in a fake When a participant has scored three touches, the bout is
Llaelese accent. over and the winner is declared. Feraud has hired several
line judges to ensure the bouts are fought honorably and
Confirmation: The egotistical duelist served the Llaelese
without cheating. If a character is observed cheating,
crown and has never met Manet.
such as using magic or being under the influence of
alchemical enhancement, he is immediately evicted from
the tournament.

3
The Noble’s Tournament

Scene 3: The Attack


After the tournament has ended Earl Feraud invites a few
participants, including Orlov and the player characters,
to stay the night in his mansion. If the player characters
performed well it is recognition for their abilities. I Think We’ve Got
Conversely, if they were unable to secure victory in their the Wrong Guy
bouts, the earl has seen their potential and wants to foster If the player characters mistakenly identify Orlov as the
it. The ceremony to award the winner will be held the next potential assassin, he profusely denies any accusation.
morning, and Feraud wants to speak with his guests about Having lived a hard life in the aftermath of the Khadoran
a private matter over breakfast. invasion of Llael, Orlov is not a trusting man and responds
violently to any attack or attempt to restrain him. He will not
As the other spectators and duelist leave the mansion seek to kill the player characters in a confrontation, however,
simply to prevent them from harming or imprisoning him.
everyone who is staying overnight is shown to richly
appointed rooms. If the player characters check, Orlov is
not in his room.

Shortly after midnight there is a loud disturbance at the front


gate. One of the losing duelists is drunk and demanding to
see the earl, noisily complaining that his opponent was a Wrap-Up
cheater and demanding the opportunity to redeem himself. There are two possible outcomes to the combat during the night.
The estate’s staff attempts to calm the man down and send
him away without resorting to violence. The altercation is The Earl is Rescued
loud enough to wake people sleeping in the house, and most If the players rescue the earl they have breakfast with him
of the house staff is watching from a safe distance. and Orlov the following morning. Feraud explains that he
The drunk at the gate is a distraction. Manet (the assassin has job offers for everyone. He is involved in many things,
hired to kill Feraud) and some of his henchmen scale the and he needs individuals with a certain skill set to assist
back wall of the estate and make their way to the earl’s him. The first task he will give his new employees is tracking
quarters. A member of the house staff on his way to check down the party responsible for the attempt on his life.
the earl’s fireplace sees the assassins and manages to cry Regardless of the outcome of the breakfast discussion, the
out before he is killed. The warning is enough for the earl award ceremony takes place in mid-morning. The winner
to lock himself in a small private sitting chamber attached of the tournament is given 100 gold crowns.
to his room before the assassins reach him and alerts the
player characters to the danger. The Earl Dies
Orlov, who has trouble sleeping, is walking the grounds to If the earl is killed, the assassins plant evidence pointing
clear his mind. He hears the drunk at the gate and attempts the blame at Orlov and the player characters, who must
to help. then evade the authorities and track down who is really
responsible in order to clear their names.
Manet and six human duelists are in the earl’s room. They
have taken a ceremonial axe from a display in the hallway
and are attempting to chop through the door of his hiding
place. The axe has a POW of 3. The door has ARM 16 and
can take 10 damage before collapsing. The earl is defense 10,
and will die if he is hit with any attack.

If the player characters enter the room, Manet instructs


his men to hold them off while the man with the axe
keeps trying to reach—and kill—the earl. Manet targets
whichever character performed the best during the
tournament. Manet is a skilled swordsman and can use
Hidden Guard, Lashing Strike, and Turning Riposte. He
will fight to keep the characters from stopping his man
from breaking through to the earl, even if it means breaking
away from his initial target.

4
The Noble’s Tournament

Adversaries
SPD STR MAT RAT DEF ARM SPD STR MAT RAT DEF ARM

Willpower Initiative Detect Sneak Willpower Initiative Detect Sneak

rapier rapier
POW P+S POW P+S
2 8 2 8

garrote ABILITIES
POW P+S Skills (stat already included)
— —
Climbing 7, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8,
(See previous Full Metal Friday: “The Red Kings.”) Seduction 5, Streetwise 5

pistol Feat Points – Orlov starts each encounter with 1 feat point. He is allocated
1 feat point at the start of each of his turns. Orlov can have only 1 feat point
RNG AOE POW
8 — 10 at a time.
Parry – While armed with a hand weapon, the character cannot be targeted
ABILITIES by free strikes.

Skills (stat already included) Precision Strike – When the character hits with a melee attack, he chooses
the branch of the target’s life spiral or the column of the target’s damage
Climbing 6, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8, grid that is hit, if applicable.
Seduction 5, Streetwise 5
Riposte – Once per round when this character is missed by an enemy’s
Ambidexterous – This character does not suffer the normal attack roll melee attack, immediately after the attack is resolved he can make one
penalty while using the Two-Weapon Fighting ability. normal attack against the attacking enemy. To make a ranged attack, the
Feat Points – Manet starts each encounter with 1 feat point. He is allocated 1 character’s ranged weapon must be loaded.
feat point at the start of each of his turns. Manet can have only 1 feat point at
a time.
Base Size Small
Parry – While armed with a hand weapon, the character cannot be targeted
Encounter Points 10
by free strikes.
Quick Work – When this character kills one or more enemies with a melee
attack during his combat action, immediately after that attack is resolved this
character can make one ranged attack.
1 2 AGILITY

To make a ranged attack, the character’s ranged weapon must be loaded.


3
PHYS

Riposte – Once per round when this character is missed by an enemy’s


melee attack, immediately after the attack is resolved he can make one 4
normal attack against the attacking enemy.
IQ

ECT

E
U

To make a ranged attack, the character’s ranged weapon must be loaded.


6
LL

Two-Weapon Fighting – While fighting with a one-handed weapon or


TE

pistol in each hand, the character gains an additional attack for the second 5 I
N

weapon. He suffers –2 on attacks rolls with the second weapon while doing
so.

Base Size Small


Encounter Points 10

1 2 AGILITY

3
PHYS

4
IQ

ECT

E
U

6
LL
TE

5 I
N

5
The Noble’s Tournament

SPD STR MAT RAT DEF ARM

Willpower Initiative Detect Sneak

sword
POW P+S
3 8

ABILITIES
Skills (stat already included)
Climbing 6, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8,
Seduction 5, Streetwise 5
Parry – While armed with a hand weapon, the character cannot be targeted
by free strikes.
Riposte – Once per round when this character is missed by an enemy’s
melee attack, immediately after the attack is resolved he can make one
normal attack against the attacking enemy. To make a ranged attack, the
character’s ranged weapon must be loaded.
Variable MAT – When this character is introduced, roll a die. On a 1–2 his
MAT is reduced by –1. On a 5–6 his MAT is increased by +1.

vitality 7
Base Size Small
Encounter Points 4

Copyright 2001–2013 Privateer Press, inc. All Rights Reserved. Privateer


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

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