|Character'sName||Played by...||Class/Level||Species||ALN||AC||Max HP||Speed||Spell Slots||Special Abilities|
|Rhadagan "Hammer" Black||@Aurebesh||Warcaster (Soldier) 7||Human (Cygnaran)||x||18||52||30 ft||4||Gifted. Resolute, Spell Sniper. Bond, Warcaster Magic, Focus Maniulation, Steamjack Bond, Power Up, Extra Attack (2).|
|Olga "Shoolgirl" Zavor||@Potted Plant||Mechanika (Combat) 7||Human (Khador)||CG||15 (17)||68||30 ft||N/A||Intellectual. Vigilant, Keen Mind. Tinkering (d6), Mechanik's Savvy, Field Mechanik, Bodging, Inspired Genius, Iron Sentinel|
|Bryn Ellaethyr||@Talisman||Ranger (Hunter) 7||Nyss Elf||x||17||60||45 ft||4/3||Agile. Piercer, Resilient. Danger Sense. Resistance (Cold). Fighting Style (Archery), Deft Explorer, Favored Foe, Primal Awareness, Extra Attack (2), Colossus Slayer, Multiattack Defense|
|Kugmolomobal "Kug"||@SirMoogle||Gun Mage (Tempest) 6 Rogue 1||Gobber||x||17||45||25 ft||3||Gifted. Piercer, Student of the Arcane. Beheath Notice, Nimble, Superior Darkvision. Rune Shots, Gunfighter, Reciprocate; Sneak Attack|
|Bastyan di la Laureyns||@Naxuul||Gun Mage (Thorn) 4/ Rogue (Assassin) 3||Human (Llaelese)||N||16||51||30 ft||2||Gifted. Observant, Sharpshooter. Rune Shot; Sneak Attack|
Adventuring Company -- Mercenary Charter (the Iron Wraiths). Tier I benefits...
- Mercenary Charter. Your company holds a mercenary charter that permits it to lawfully contract as sell-swords. The charter’s terms outline the taking and distributing of loot, the company’s conduct regarding civilians, and what defines breach of contract between you and your employers.
- Military Supplier. You can purchase weapons, ammunition and armor at a 10 percent discount from a reliable military supplier.
- Contacts. Members of your company can hit the streets to gather information about potential mercenary contracts. Collecting information can involve numerous approaches, such as buying drinks in a local tavern, talking with a military garrison to learn of new prospects, or scouting out nearby communities in need of protection. Gathering information about a possible contract is a downtime activity. Depending on your territory and the availability of contracts, the GM determines how many days it takes to find a promising lead, with most requiring at least 1d4 days. Each day expended looking for a job requires 1d4 gp spent buying drinks, chasing leads, and purchasing information.
- Contract -- you are being paid 400gp (10g per week per merc) plus 40gp for each player character per Week. Contract length minimum 6 six weeks, max 12 weeks with possibility of extension. They will pay half this for your travel time to Fort Bolovan but you are expected then in 10 days' time and if too late the contract can be cancelled.
- Medium humanoid (Humans), any non-good alignment
- Armor Class 17 (Scale Armor +shield)
- Hit Points 28 (4d8+8)
- Speed 30 ft.
- STR 15 (+2), DEX 12 (+1), CON 14 (+2), INT 10, WIS 10, CHA 11
- Skills Intimidation +2
- Senses passive Perception 10
- Languages Khador plus one additional (Generally Cygnaran, Ordic or LLaelese)
- Challenge 1/2
- Pack Tactics. The Mercenary Soldier has advantage on an attack roll against a creature if at least one of the merc's allies is within 5 ft. of the creature and the ally isn't incapacitated.
- Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 bludgeoning damage.
- Pistol. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 1d10+1 piercing damage.
Steamjacks of Company
- Medium construct, unaligned
- Armor Class 16 (natural armor, buckler +1)
- Hit Points 28 (3d8 + 15)
- Speed 30 ft.
- STR 18 (+4), DEX 8 (-1), CON 20 (+5), INT 5 (-3), WIS 6 (-3), CHA 1 (-5)
- Damage Immunities poison, psychic
- Condition Immunities charmed, frightened, paralyzed, poisoned
- Senses passive Perception 7
- Languages Understands the language of its manufacturer but can’t speak
- Challenge 1/4
- Clapped Out. The steamjack cannot take the Dash action or the Disengage action. At the end of a turn in which the steamjack rolls a 1 on a skill check or an attack roll, the steamjack is stunned until the end of its next turn.
- Cortex. The warjack’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The warjack will carry out these commands with no regard for its own safety.
- Steam Powered. The warjack requires coal and water to function. When not in combat, the warjack can function for 7 hours with 200 pounds of coal and fresh water in its boiler. While in combat, the warjack can function for 1 hour with a full fuel load. If the steamjack’s coal and water are not refilled at the end of this time, the steamjack suffers 1 level of exhaustion at the end of each minute.
- Buckler. +1 AC
- Hydraulic Crane. Push, drag, or lift a weight of 1080 lbs.
- Slam. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 1d8 + 6 bludgeoning damage (extra bludgeoning damage equal to your proficiency bonus).
- Light Halberd. Melee Weapon Attack: +5, reach 10 ft., one target. Hit: 2d10 + 6 slashing damage.
Mercenary Light Warjack
- Large construct (steamjack), unaligned
- Armor Class 18 (natural armor)
- Hit Points 42 (4d10 + 20)
- Speed 30 ft.
- STR 20 (+5), DEX 10, CON 20 (+5), INT 6 (-2), WIS 10, CHA 1 (-5)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison, psychic
- Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
- Senses passive Perception 10
- Languages understands the languages of its manufacturer but can’t speak
- Challenge 3
- Cortex. The steamjack’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The steamjack will carry out these commands with no regard for its own safety.
- Heavy Metal. The steamjack’s attacks are magical for the purpose of overcoming resistances and immunity to nonmagical attacks for steamjacks, colossals, and warbeasts.
- Steam Powered. The steamjack requires coal and water to function. When not in combat, it can function for 7 hours with a full fuel load of 300 pounds of coal and fresh water in its boiler. While in combat, the steamjack can function for 1 hour with a full fuel load. If the steamjack’s coal and water are not refilled at the end of this time, it suffers one level of exhaustion at the end of each minute. Due to the amount of noise its steam engine produces, the steamjack has disadvantage on Dexterity (Stealth) checks.
- Tried and True. When the steamjack regains hit points, it regains 5 additional hit points.
- Multiattack. The steamjack makes two attacks with its battle blade.
- Battle Blade. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 2d8 + 5 slashing damage.
- Light Gun. Ranged Weapon Attack: +2 to hit, range 80/240 ft., one target. Hit: 2d10 piercing damage.
The Iron Kingdoms possess a rich history—and a tumultuous future—full of unique monsters, deities, heroes, and villains.
More than a thousand years ago, the land that is now called the Iron Kingdoms was western Immoren, a mire of warring human city-states. Then came the Orgoth, evil imperial humans from beyond the sea who would change the face of western Immoren forever. The Orgoth Empire occupied the land for six hundred years before the people of Immoren banded together to defeat the invaders and drive them back across the sea from whence they came. While the rebel armies kept the peace, their leaders convened in a city called Corvis. This Council of Ten drafted the Corvis Treaties after weeks of furious debate, and the Iron Kingdoms were born.
Strictly speaking, the term “Iron Kingdoms” refers to the lands of humanity, those five kingdoms that signed the Corvis Treaties: Cygnar, Khador, Llael, Ord, and the Protectorate of Menoth. Other nations of western Immoren are commonly included in that description, although they took no part in the treaties. In the frigid north is the dwarven kingdom of Rhul. To the northeast lies the mysterious homeland of the elves, Ios. The last kingdom informally included when speaking of the “Iron Kingdoms” is the hostile island nation of Cryx, ruled over by Lord Toruk, the Dragonfather. All these nations—and many more—share the continent of Immoren.
The Orgoth were driven from western Immoren more than four hundred years ago, but the decisions made during the rebellion still echo through the world. There are many strange legends from the last days of that war—tales of dark, mysterious allies who helped drive off the invaders. Some say it would have been impossible to defeat the Orgoth without this help, that the rebel leaders had to make dangerous deals with infernal powers. These tales have proven true, and the Iron Kingdoms have recently been irrevocably changed by the Claiming, an attempt by these infernal creatures to take the payment they have long been owed—an unfathomable number of souls.
- Point Buy for Attributes 27 points (pg. 27 PHB)
- Pick an Essence (IKR pg. 53-56) and Species of the Iron Kingdoms (IKR 57-73) and a Background (PHB or IKG). Characters can choice to use their Essence and Background attribute modifiers OR their Species but must choose one or the other. Otherwise, they gain all the benefits of each AND their Essence choice gives them accesses to new Feats. NOTE if someone is planning on playing an Arcane Spellcaster they should take Gifted Essence. They don't have to use the mods but they still need to take the Essence.
- Chose a character Class from PHB or IKR. I would prefer only subclasses from PHB or IKG, but I might be open to others. Maybe if they fit the theme of the game. Maybe not. Some that I am ok with are for Sorcerers - Aberrant Mind and Clockwork Soul (from UA 61 and 68), Favored Soul (UA 3), Sea (UA 29), Shadow and Storm (XGE). Or Warlocks Celestial (XGE) and the Fathomless (TCE). For Wizard the War Wizard (XGE) is about the only one I would allow.
- Start at 7th level. Can multi-class if you wish and qualify
- Hit points are max at first level then the average +1 after that (the numbers in parenthathese for Hit Points after 1st level).
- Character gain a Feat at 1st level and one at 4th Character Class level. At 4th level you also gain +2 to one attribute or +1 to two different Attributes at 4th Character Class level.
- Hero/Action Points - characters gain 5 + 1/2 (round down) their Level in hero points. Hero Points can be spent on any d20 roll (saves, ability checks, skill rolls, attack rolls) and add +1d6 to the total. They can be spent after you roll but not before you know the results and you cannot spend more the one point on any one roll. Hero Points resent when you gain a new level.
- Gear and Equipment - characters can start with any basic armor and weapons (including a firearm or two) and other basic gear and clothing (winter gear might be a good idea) of their choicing plus 1d10 x 25gp in starting cash. They can start with one mechanika item worth up to 1,500gp or a minor Steamjack (depending one class and feats or background).