TEXT: ®
  
  A SOURCEBOOK BY MIKE MEARLS
  Requires the use of Monte Cook Presents: Iron Heroes, published by Malhavoc Press
  Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc. 
  This book utilizes updated material from the v. 3.5 revision.
  ADDITIONAL CREDITS
  Editing: Ray Vallese  •  Creative Direction: Monte Cook
  Cover Art: Jeremy Jarvis  •  Interior Art: Kev Crossley  •  Proofreading: Scott Holden
  Cover Design and Interior Page Design: Lisa Chido  •  Production: Sue Weinlein Cook
  Playtesters: Mark Barazzuol, Chris Cumming, Matt Cumming, Chris Gahan, Kat Gahan, Kelly Graham, Derek Guder, 
  Mason Kortz,Kevin Kulp, Melinda Lau, Kevin MacQuarrie, Jim McArthur, Geoffrey Nelson, Del Shand, 
  Nicolas Shand, Apis Teicher, Dave Turner, Mait Walker, and Adam Windsor.
  For supplemental material, visit the Iron Heroes Website:
  www.montecook.com/ironheroes
  ®
  
  MASTERING IRON HEROES
  2
  Introduction: Running Action
  Fantasy
  What’s in This Book? . . . . . . . . . . . .4
  Using This Book: DMs . . . . . . . . . . .5
  Using This Book: Players  . . . . . . . .6
  Chapter One: Abilities
  Alternate Ability Score 
  Generation Methods . . . . . . . . . . . .7
  Modified Point-Buy  . . . . . . . . . . .7
  Random Methods . . . . . . . . . . . . .8
  Metageneration Methods . . . . . . . .9
  Campaign-Based Generation . . . .9
  Setting-Based Generation  . . . . .10
  Story-Based Generation  . . . . . . .11
  Ability Scores and NPCs  . . . . . . . .11
  Chapter Two: Characters 
  and the Campaign World
  Traits  . . . . . . . . . . . . . . . . . . . . . . . . .12
  Traits by Region . . . . . . . . . . . . . .12
  Bringing Regions to Life  . . . . . .12
  Other Considerations  . . . . . . . .13
  The Classes in the Campaign . . . . . .13
  Class Restrictions . . . . . . . . . . . .13
  Dropping Classes . . . . . . . . . . . . .13
  Player Input  . . . . . . . . . . . . . . . . . . .15
  Group World Creation . . . . . . . .15
  Shared Worlds . . . . . . . . . . . . . . .15
  Creativity on the Fly . . . . . . . . . .16
  Chapter Three: Character Classes
  Villain Classes  . . . . . . . . . . . . . . . . .17
  Demonic Brute  . . . . . . . . . . . . . . . . .18
  Class Abilities . . . . . . . . . . . . . . . .19
  Appearance and Details . . . . . . . .20
  Dreaded Sorcerer  . . . . . . . . . . . . . .21
  Class Abilities . . . . . . . . . . . . . . . .21
  Warleader  . . . . . . . . . . . . . . . . . . . . .23
  Class Abilities . . . . . . . . . . . . . . . .24
  Warleader Equipment and 
  Details . . . . . . . . . . . . . . . . . . . . . .25
  NPC Classes  . . . . . . . . . . . . . . . . . . .26
  NPC Class Advancement . . . . . . .26
  Multiclassing and 
  NPC Classes  . . . . . . . . . . . . . . . . .26
  Aristocrat . . . . . . . . . . . . . . . . . . . . .27
  Skill Groups . . . . . . . . . . . . . . . . .27
  Feats . . . . . . . . . . . . . . . . . . . . . . . .27
  Class Abilities . . . . . . . . . . . . . . . .27
  Commoner . . . . . . . . . . . . . . . . . . . . .27
  Skill Groups . . . . . . . . . . . . . . . . .29
  Feats . . . . . . . . . . . . . . . . . . . . . . . .29
  Class Abilities . . . . . . . . . . . . . . . .29
  Expert  . . . . . . . . . . . . . . . . . . . . . . . .29
  Skill Groups . . . . . . . . . . . . . . . . .29
  Feats . . . . . . . . . . . . . . . . . . . . . . . .29
  Class Abilities . . . . . . . . . . . . . . . .31
  Warrior  . . . . . . . . . . . . . . . . . . . . . . .31
  Skill Groups . . . . . . . . . . . . . . . . .31
  Feats . . . . . . . . . . . . . . . . . . . . . . . .31
  Class Abilities . . . . . . . . . . . . . . . .32
  NPC Class Challenge Ratings  . . . .32
  Chapter Four: Combat
  Zones: Interactive Environments  . .33
  Types of Zones  . . . . . . . . . . . . . . .34
  Condition Zones . . . . . . . . . . . . .34
  Event Zones  . . . . . . . . . . . . . . . . .37
  Action Zones  . . . . . . . . . . . . . . . .39
  Terrain Effects  . . . . . . . . . . . . . . . . .41
  Generic Terrain  . . . . . . . . . . . . . .41
  Aquatic Terrain  . . . . . . . . . . . . . .42
  Arctic Terrain  . . . . . . . . . . . . . . .43
  Arcane Terrain  . . . . . . . . . . . . . . .43
  Forest Terrain  . . . . . . . . . . . . . . .44
  Desert Terrain  . . . . . . . . . . . . . . .45
  Marsh Terrain  . . . . . . . . . . . . . . .46
  Table of Contents
  Malhavoc is a registered trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights reserved. All other content is ©2005
  Monte J. Cook. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and Revised
  3rd Edition rules. This edition of Mastering Iron Heroes is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of
  the Coast. Subsequent versions of this product will incorporate later versions of the license and document.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Malhavoc Press
  logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to Monte Cook Presents: Iron Heroes, Mastering Iron Heroes, The Iron
  Heroes Bestiary, Monte Cook’s Arcana Evolved, The Year’s Best d20, and The Complete Book of Eldritch Might; any specific characters and places; capitalized names and original names of places, arti-
  facts, characters, races, countries, geographic locations, gods, historic events, and organizations; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, sym-
  bols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System
  Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
  Check out Sword & Sorcery online at <www.swordsorcery.com>.
  
  TABLE OF CONTENTS 3
  Mountain and Hill Terrain . . . . .46
  Urban and Interior Terrain  . . . .47
  Mobile Terrain  . . . . . . . . . . . . . . . . .49
  Mobile Terrain in Combat . . . . . .49
  Weather Effects  . . . . . . . . . . . . . . . .50
  Precipitation . . . . . . . . . . . . . . . . .50
  Wind  . . . . . . . . . . . . . . . . . . . . . . .50
  Temperature  . . . . . . . . . . . . . . . . .51
  Combat in Darkness . . . . . . . . . . . . .52
  Finding and Attacking Targets  . .52
  Moving in the Dark . . . . . . . . . . .53
  Running Encounters . . . . . . . . . .53
  Underwater Combat . . . . . . . . . . . . .54
  Miscellaneous States and 
  Conditions  . . . . . . . . . . . . . . . . . . . .54
  Falling Damage . . . . . . . . . . . . . . .54
  Incorporeal  . . . . . . . . . . . . . . . . .55
  Invisibility  . . . . . . . . . . . . . . . . . . .56
  Starvation and Thirst  . . . . . . . . .57
  Chapter Five: Treasure, Rewards,
  and Experience
  Wealth, Rewards, and Campaigns . .58
  Handing Out Treasure  . . . . . . . .59
  The Complications of Wealth  . .60
  Legendary Treasures  . . . . . . . . . .61
  Wealth Feats  . . . . . . . . . . . . . . . . . . .61
  Gaining Wealth Feats  . . . . . . . . .62
  Using Wealth Feats  . . . . . . . . . . .62
  The Wealth Pool  . . . . . . . . . . . . .62
  Cohort  . . . . . . . . . . . . . . . . . . . . .62
  Followers  . . . . . . . . . . . . . . . . . . .63
  Manse  . . . . . . . . . . . . . . . . . . . . . .64
  Money Buys Innocence  . . . . . . .65
  Political Connections  . . . . . . . .65
  Social Influence . . . . . . . . . . . . . .66
  Rewards Other Than Money  . . . . .66
  Fame  . . . . . . . . . . . . . . . . . . . . . . . .66
  Political Power  . . . . . . . . . . . . . .66
  Experience Points . . . . . . . . . . . . . . .67
  Monsters and Challenge Rating  .67
  Marks: A Simpler Alternative  . . .68
  Gaining Levels  . . . . . . . . . . . . . . .68
  Chapter Six: Magic and Magic Items
  Magic Items in the Game . . . . . . . . .69
  Magic Item Abilities  . . . . . . . . . . . . .70
  The Use Magic Device Skill . . . . . . .71
  Researching Items  . . . . . . . . . . . .71
  Extended Study  . . . . . . . . . . . . . .72
  Blind Activation  . . . . . . . . . . . . .72
  Magic Item Descriptions . . . . . . . . .72
  Magic Item Creation  . . . . . . . . . .72
  Armor  . . . . . . . . . . . . . . . . . . . . . .73
  Potions  . . . . . . . . . . . . . . . . . . . . .75
  Weapons  . . . . . . . . . . . . . . . . . . . .78
  Wondrous Items . . . . . . . . . . . . . .80
  Chapter Seven: Campaign Options
  Alternate Experience Systems . . . . .84
  Flawed Heroes  . . . . . . . . . . . . . . .84
  Goal-Driven Experience . . . . . . . .85
  Gold, Greed, and Fortune  . . . . .86
  Metagame Mechanics . . . . . . . . . . . .87
  Glory Points . . . . . . . . . . . . . . . . .87
  Tactical Entertainment . . . . . . . .90
  Combining Metagame Rules and 
  Alternate Experience Awards  . . . . .90
  Appendix: Importing Game Material
  Classes . . . . . . . . . . . . . . . . . . . . . . . .92
  Basic Changes  . . . . . . . . . . . . . . .92
  Importing Spellcasters  . . . . . . . .92
  Traits  . . . . . . . . . . . . . . . . . . . . . . . . .93
  Skills  . . . . . . . . . . . . . . . . . . . . . . . . .93
  Feats . . . . . . . . . . . . . . . . . . . . . . . . . .93
  Weapons and Armor  . . . . . . . . . . . .93
  Open Game License . . . . . . . . . . . . . .94
  Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Mastering Iron Heroes are designated as Open Game Content:  the class advancement
  tables and “Class Abilities” sections of Chapter Three; the feats in their entirety in Chapter Five; the magic items in their entirety in Chapter Six; and anything else contained herein which is already
  Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source.
  Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2005 Wizards of the Coast, Inc. The remainder of these Open Game
  Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Mastering Iron Heroes ©2005 Monte J. Cook.” This material is 
  protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without
  express written permission from Monte Cook, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy 
  copies for his or her own personal use only.
  This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
  
  MASTERING IRON HEROES
  4
  Running Action
  Fantasy
  Welcome to Mastering Iron Heroes, a guidebook to running Iron Heroes campaigns. This book
  is meant as a companion piece to the Monte Cook Presents: Iron Heroes variant player’s hand-
  book. It looks at game play from the DM’s viewpoint, with an eye toward implementing the new
  rules and material from Iron Heroes into a campaign.
  M
  astering Iron Heroes seeks to enrich campaigns in
  three ways. First, whenever possible, this book pro-
  vides new options and ideas for existing rules. No
  two DMs run their games in an identical manner, and this
  book tries to account for that fact by offering new options,
  rules variants, and ideas for how to implement the rules in a
  campaign. For example, Chapter One provides alternate rules
  for generating a character’s ability scores depending on the
  nature of your campaign.
  Second, this book expands on some of the concepts given
  in Iron Heroes, particularly magic. Chapter Six even contains
  guidelines and rules for using magic items in Iron Heroes.
  Finally, Mastering Iron Heroes tries to place as many rules as
  possible within the context of your campaign world, regard-
  less of the form it takes. Commentary for new rules or variants
  discusses how a change alters the nature of the game and
  how best to apply it.
  If Iron Heroes is a new game engine, think of this book as
  your owner’s manual. It takes a step back from the raw
  mechanics and shows you how to tinker with the basic game
  experience and modify it to fit your vision of the game.
  WHAT’S IN THIS BOOK?
  Mastering Iron Heroes consists of seven chapters and one
  appendix. Here’s what you’ll find in each:
  Chapter One: Abilities. This chapter discusses ability
  scores and presents several variants for creating characters.
  These variant rules make it easier to create a campaign with a
  specific flavor or tone by allowing players to create characters
  that better match the power level or basic theme of the cam-
  paign.
  Chapter Two: Characters and the Campaign World. This
  chapter details ideas for juggling the character options from
  Iron Heroes to fit your campaign. It gives suggestions for cus-
  tomizing the story elements of the character classes, restrict-
  ing PC options to characters from specific regions in your
  campaign world, and so forth. The basic idea behind this
  chapter is that it’s much easier for players to grasp your cam-
  paign world if their characters have a clear, easy-to-under-
  stand place within it.
  Chapter Three: Character Classes. This chapter presents
  character classes for the DM’s use. It covers the Iron Heroes
  versions of the aristocrat, commoner, expert, and warrior,
  along with a new concept: villain classes. A villain class is a
  handy tool for creating a powerful NPC to oppose the player
  characters. Rather than go through all the steps needed to
  create a foe for the group, you can build one using a villain
  class. The villain class focuses on the few key abilities that a
  bad guy needs to oppose the party. It cuts down on the
  details that aren’t crucial for a villain.
  Chapter Four: Combat. This chapter looks at combat in
  terms of designing fun, challenging places for the characters
  to engage their enemies. It introduces zones, which help you
  INTRODUCTION:
  
  INTRODUCTION: RUNNING ACTION FANTASY 5
  create interesting battlefields, and provides samples organized
  by terrain type. Whether you want to run a fight in the desert
  or in the mountains, this chapter gives you the tools needed
  to build a fun encounter.
  Chapter Five: Treasure, Rewards, and Experience. This
  chapter looks at the role of treasure in Iron Heroes. In a
  game that removes magic items as a reliable source of
  power, money takes on a much different purpose. The char-
  acters no longer must save their cash for a powerful new
  magic weapon or wand. Instead, they can spend it on lavish
  homes, bribes, and other useful features. This chapter also
  provides advice on other kinds of rewards and on granting
  experience points.
  Chapter Six: Magic and Magic Items. This chapter pro-
  vides rules and advice for magic items in Iron Heroes. It focus-
  es primarily on the mechanics for creating items, since most
  magic devices are unique items in Iron Heroes. Magic swords,
  armor, and other items tend to extract a terrible cost from
  those who wield them. An adventurer might use a magic item
  for a short time, but if he grows to depend on it, he might
  lose his life or soul along the way.
  Chapter Seven: Campaign Options. This chapter is a
  toolkit designed to show you how to make small changes to
  the rules to create enormous differences in the tone and atti-
  tude of your campaign. It focuses on the rules for experience
  points (XP). By rewarding different actions with XP, you can
  shift the basic focus of the game to almost anything you want.
  A traditional monster-hunting game awards XP for defeating
  foes, but in a game where intra-party conflict, thievery, and
  greed reign supreme, a DM might award XP based on how
  much gold a character acquires.
  Appendix: Importing Game Material. Finally, the appen-
  dix offers suggestions for DMs on how to convert material
  from other games for use in Iron Heroes.
  Bonus source material and ideas to augment the informa-
  tion in Mastering Iron Heroes appear on Monte Cook’s website.
  To find the links to these free web enhancements, visit the
  book’s product page online at the following address:
  <www.montecook.com/MasteringIronHeroes>.
  This sourcebook is protected content except for items
  specifically called out as Open Game Content on page 3. For
  full details, please turn to page 94. Open content is not other-
  wise marked in the text of this book.
  USING THIS BOOK: DMS
  Mastering Iron Heroes’ primary purpose is to help guide you
  through the process of running and managing a campaign.
  Iron Heroes uses the same core rules as other d20 System
  games you’ve played, but its changes and additions are signif-
  icant enough to alter the game’s character noticeably. If you
  apply the same strategies and ideas to Iron Heroes that you use
  in other games, the game might not turn out exactly the way
  you want. In most cases, the changes are obvious. In other
  cases, it helps to consider the issues that come up.
  If you already have an Iron Heroes campaign in progress,
  Chapters Three through Six provide a good overview on new
  rules and ideas that you can incorporate into your game
  immediately. A few highlights include:
  Combat Rules: Chapter Four provides plenty of support for
  Iron Heroes-style combat. It introduces combat zones, tools you
  can use to create interesting environments. Zones are stunts
  that the DM adds to encounter areas for PCs and monsters to
  use. This chapter also provides rules for various terrain features.
  Wealth Feats: These optional rules allow the characters to
  build up political and social influence, hire retainers, and pur-
  chase property using the wealth they gain through adventures.
  The wealth feats are designed to make it easier to keep track
  of money and manage it with a minimum of bookkeeping.
  
  MASTERING IRON HEROES
  6
  Magic Items: One of the themes of Iron Heroes is that
  magic is dangerous but sometimes useful. The rules for magic
  items show you how to apply that principle to swords, armor,
  and other gear.
  NPC Classes: The NPC classes, along with the sample vil-
  lain classes, are designed to make NPC generation fast and
  easy. By simply picking a level, generating ability scores, and
  selecting equipment, you can create an opponent for the
  characters in minutes.
  If you haven’t yet started an Iron Heroes campaign, then
  Chapters One, Two, and Seven provide everything you need to
  get your game off the ground. Iron Heroes is designed to be
  portable to a variety of different types of settings, from lands
  of high adventure to the backstabbing adventures of common
  criminals to fish-out-of-water stories of barbaric warriors in a
  strange, civilized land.
  Chapter One shows you how to tinker with the ability score
  generation rules to create characters appropriate the cam-
  paign you want to run. Chapter Two provides some basic
  ideas for meshing Iron Heroes with your vision of the cam-
  paign. It looks at classes and traits and discusses how to
  merge them with your setting into a coherent, compelling
  whole.
  Chapter Seven provides tools for shaping the game through
  subtle rules changes that create radical differences in game
  play. By altering the experience point system to change which
  actions earn the characters experience, you can encourage
  the players to pursue different strategies in the game. This
  sort of change transforms Iron Heroes from a game of heroic
  combat to one of duplicitous scams and double dealing, or a
  game where the characters pursue a specific goal, such as
  overthrowing the monarchy.
  USING THIS BOOK: PLAYERS
  For players, Mastering Iron Heroes provides useful tools to
  expand your understanding of the game and extend your
  characters’ abilities in new directions. The wealth feats give
  gold and jewels a tangible, mechanical benefit for your char-
  acter. The rules for combat show you how terrain can play an
  important role in a fight, while the guidelines for magic items
  show you the sort of “treasure” you can expect to find in a
  dragon’s hoard.
  ABOUT THE AUTHOR
  Mike Mearls has worked as a freelance roleplaying game designer
  since 1999. This prolific writer maintains a high volume of work with-
  out compromising quality, which has won him a place on many gamers’
  lists of favorite designers. Buoyed by positive reaction to his first d20
  works, he went on to produce material for leading RPG publishers,
  including AEG, Atlas Games, Decipher, Fantasy Flight, Fiery Dragon,
  Goodman Games, Mongoose Publishing, Necromancer Games, and
  others. His previous Malhavoc Press titles include Legacy of the Dragons
  and Book of Hallowed Might II: Portents and Visions (both with Monte
  Cook), Mystic Secrets: The Lore of Word and Rune, The Book of Iron
  Might, Ruins of Intrigue, and Transcendence. His work also appears regu-
  larly in Dragon® Magazine. He has recently joined Wizards of the
  Coast as a roleplaying game developer.
  ABOUT THE ARTISTS
  Nashville artist Jeremy Jarvis attended New York’s Pratt Institute as a
  Fine Arts major, intending to work in comics upon graduation. He did
  survive Pratt, but the desire to pencil comics had been slapped from
  his hand by his dark, demanding mistress: watercolor. Jeremy is known
  for his tongue-in-cheek attitude, his eye for detail, and the tragic abili-
  ty to render that detail in unforgiving watercolor. He has illustrated
  widely in the fantasy and gaming industry, and his work has been
  included in The Spectrum Awards and The Society of Illustrators’ pres-
  tigious Annual Exhibition. Visit his website at <www.jeremyjarvis.com>.
  Born in 1972 in Leeds, England, our interior artist Kev Crossley
  learned early on that a monster lived in the abandoned house down
  the street—after that, he saw monsters everywhere. He drew monsters
  all the way through school, then went to art college and university,
  where he was told not to. After he got a job in computer games, 
  people started to pay him to draw monsters. Moral? Art college and
  university were a waste of time. Check out more of his work at
  <www.kevcrossley.com>.
  MALHAVOC PRESS
  Malhavoc Press is game designer Monte Cook’s d20 System imprint
  devoted to the publication of unusual magic, creative monsters, and
  evocative game elements that go beyond traditional fantasy. Malhavoc
  Press products exhibit the mastery of the d20 System rules that only
  one of its original designers can offer. Coming soon, look for the Iron
  Heroes Bestiary, also by Mike Mearls. 
  Current titles are available to purchase in either print or electronic
  (PDF) format at <www.montecook.com>.
  
  CHAPTER ONE: ABILITIES 7
  A
  s a result, the ability score generation method you
  allow the players to use has a major effect on your
  campaign. Player characters who start with high ability
  scores are more capable than average across all levels, while the
  reverse is also true. The default method given in Chapter One:
  Abilities of Monte Cook Presents: Iron Heroes produces characters
  that are more powerful than normal compared to other role-
  playing games. That may or may not work for your campaign.
  This chapter presents a series of alternate ability score gen-
  eration methods. Each one includes commentary and advice
  on how and why it works.
  ALTERNATE ABILITY SCORE
  GENERATION METHODS
  The standard system presented in Iron Heroes gives players a
  lot of flexibility to sculpt the characters they want. The maxi-
  mum allowed score of 18 is well within their grasp. The alter-
  nate methods presented here focus not only on creating char-
  acters with a higher or lower range of scores, but also on
  alternate methods that place greater emphasis on the cam-
  paign world or the main storylines in your campaign.
  MODIFIED POINT-BUY
  The core system presented in Iron Heroes yields characters
  that are at least competent in every area. By varying the num-
  ber of points the players have available, the minimum starting
  score, and the maximum scores they may purchase, you can
  alter the basic spread of ability scores.
  Lower Minimums: Lower minimum scores force the players
  to trade off weaknesses in some areas with the strengths they
  gain in others. Under the standard system, players start with a
  10 in each ability. If you drop this starting value to 8, players
  must spend points on each ability score to avoid incurring a
  penalty on checks, saves, and so forth.
  This change means the players might have to accept penal-
  ties to areas that aren’t important to their characters. This
  burden provides an added challenge to the game, and it also
  emphasizes the range of abilities in the party. The character
  with a high Wisdom and many ranks in Spot and Listen
  becomes more important if no one else in the party could
  afford to invest points in Wisdom.
  Changing the base scores from 10 to 8 makes the charac-
  ters less heroic and makes specialization a better option. If
  players want to gain a bonus in many skills, they have to
  spend a significant number of points on bumping multiple
  scores from 8 to 10.
  Altered Point Total: Changing the total points that the
  players can spend on ability scores is another easy way to
  alter the game. The standard rules given in Iron Heroes grant
  24 points for purchasing ability scores. Increasing this total
  results in a more heroic game with tough characters, while
  decreasing it makes the game deadlier, more dangerous, and
  grittier.
  Ability scores are the backbone of any character. They provide bonuses (and penalties) that apply across
  a variety of situations, from skill checks to saving throws to combat. Thus, a character’s starting scores
  have a tremendous impact on his or her success.
  Abilities
  CHAPTER ONE:
  
  MASTERING IRON HEROES
  8
  Point Total
  Description
  16
  Players must decide between 
  several good scores or one high score.
  20
  Most characters have one high 
  score and two good scores.
  24
  The default setting.
  28
  Characters have two high scores and
  several good scores.
  32
  Characters have multiple high scores.
  You can combine these changes with a decrease to the
  starting scores to give the players more options while forcing
  them to weigh the benefits of having a few good scores and a
  few bad ones. The standard rules give you a +0 modifier as a
  starting point. Knocking that into a penalty while granting
  more points creates a clear distinction between a specialist
  with one very high score and several penalties and a charac-
  ter who has a bonus in every ability.
  Ability Priorities: This variant rule is complicated, but it
  can prove useful if you want to emphasize diversity among the
  characters. It forces every character to specialize in one abili-
  ty at the cost of others.
  Before assigning points to an ability score, players must
  rank each ability in importance from 1 to 6, with 1 being
  the most important. They gain a modifier to the total cost of
  an ability based on the rank, and they apply this modifier
  after deciding the total number of points to spend on an
  ability.
  Rank
  Cost Modifier
  1
  Reduce the cost for this ability by 2.
  2
  Reduce the cost for this ability by 1.
  3
  No change.
  4
  No change.
  5
  Increase the cost for this ability by 1.
  6
  Increase the cost for this ability by 2.
  If you spend no points on an ability, don’t apply the modifi-
  er. This method rewards high scores in the abilities given a
  rank of 1 or 2, while punishing high scores in rank 5 or 6 abil-
  ities. This method becomes particularly useful if you combine
  it with a reduced starting value for each ability, such as 8.
  RANDOM METHODS
  Some DMs prefer the luck of the die to determine a charac-
  ter’s basic ability scores. Die roll methods trade predictability
  and fairness for speed and excitement. The simple matter is
  that, sometimes, it’s fun to play a character with random abili-
  ties. It encourages players to try out classes they might other-
  wise avoid, and there’s a certain thrill to rolling ridiculously
  high scores. On the other hand, thriving with a character who
  has average scores is a challenge to even the most experi-
  enced player.
  In addition to the die methods you might be familiar with
  already, try these other variations.
  
  Basic Random Method: Roll 4d6, drop the lowest die, and
  add the remaining dice. Repeat this process six times, and
  assign the resulting scores to your abilities as you wish.
  Luck of the Dice: Follow the basic random method, but
  assign the scores generated to the abilities in order. For
  example, the first total that you roll goes to Strength, the sec-
  ond to Dexterity, and so on. This method is a good way to
  introduce a random element to class selection, since you have
  no control over where you assign scores.
  Die Pool: Under this system, you start with a total of 24
  dice to spend on ability scores. Assign a number of dice to an
  ability score, roll that number of d6s, and total the three
  highest results for your ability score. You must assign at least
  one die to each ability score.
  Die Placement: Roll 24d6 and write down the results.
  Assign three results to each ability, summing them to deter-
  mine the total score. Drop the six results that are left over.
  METAGENERATION METHODS
  A metageneration method is a set of rules that you can apply
  to any of the ability score creation systems. Each of the fol-
  lowing options allows you to introduce new bonuses and
  penalties into the mix. These modifiers are based on a variety
  of factors, from your world’s background to the style of play
  you want to emphasize in a particular campaign.
  CAMPAIGN-BASED GENERATION
  The Iron Heroes rules are intentionally written to encompass a
  basic style of play without dictating the exact details of the
  campaign world. You can use Iron Heroes to run a game where
  the characters are criminals battling rival gangs and cartels,
  mercenary warriors who spend as much time engaged in
  political maneuvers as in those of the battlefield, and so on.
  The campaign-based generation rules allow you to reward
  players for creating characters that are a good fit for the
  game you want to run.
  RULES
  Under a point-buy method, players receive a discount to the
  total cost of abilities that are important to the campaign. When
  determining the total cost of an ability, subtract 2 from the total.
  If you use a random method, the players must keep track of
  the die result for each d6 and the score that results from the
  sets of rolls. For example, if a player rolls 4d6 and drops the
  lowest, he should note that the 14 he rolled resulted from
  4d6 rolls of 2, 3, 5, and 6 (3+5+6=14).
  Then, when assigning a result to an ability that you have
  determined is key to the campaign, reroll the lowest die result
  and calculate the total once again. In the example above, the
  player would reroll the 2. If he then rolled a 4, he’d drop the
  3 (the new lowest number) and replace it with the 4, for a
  total of 15 (4+5+6).
  Note that the random method is much more likely to turn a
  mediocre score into a good one. In general, this rule works
  best with a point-buy system.
  CHAPTER ONE: ABILITIES 9
  
  MASTERING IRON HEROES
  USAGE
  You should use this method to emphasize the importance of a
  single score based on your conception of the campaign.
  •
  Strength is a good choice for a game that focuses on
  combat.
  •
  Dexterity improves defense and a variety of stealth
  skills.
  •
  Constitution makes the characters tougher.
  •
  Intelligence grants more skills.
  •
  Wisdom improves skills such as Survival.
  •
  Charisma makes every character at least somewhat
  competent in social situations.
  The key strength of this variant is that it allows the players
  to spend fewer resources on abilities that they need for basic
  survival. As a result, they can give more attention to the
  unique abilities that distinguish each character. In general,
  it’s a lot more fun to spend resources on talents that give the
  players new abilities than on talents they need to avoid being
  a hindrance. If everyone needs a good Dexterity score, you
  force the characters to spend some of their limited resources
  on an ability that gives them basic competence. Thus, they
  have fewer points to spend on abilities that they want as
  opposed to those they need.
  SETTING-BASED GENERATION
  The barbarians of the Ice Teeth Peaks are renowned for
  their toughness, while the warrior women of the Dalgati
  Plains are the world’s greatest tacticians. Just as a charac-
  ter’s place of origin might determine his clothes, his
  weapons, and his religious beliefs, so too can it affect 
  his basic abilities.
  The setting-based generation method rewards players for
  modeling characters who fit the typical traits of their home
  region. This method is best for games in which the campaign
  setting plays a vital role in bringing the action to life. It also
  provides an easy way to demonstrate to the players the differ-
  ences between your campaign world’s regions.
  RULES
  If you use a point-buy method, give the players a discount on
  abilities that their home region is known for. Reduce the total
  cost for such an ability by 2.
  If a player’s home region has an ability that runs counter to
  its defining characteristics, increase the total cost of that
  ability by 2.
  If you prefer a random, dice-based method, use the method
  for granting a bonus detailed under “Campaign-Based
  Generation,” above.
  When you assign a result to your home region’s penalized
  ability, reroll the highest die result and calculate the total
  again. For example, if you roll 4d6 and come up with 2, 3, 5,
  and 6, reroll the 6. If the new roll is a 3, the ability score
  would be 11 (3+3+5).
  USAGE
  Obviously, you need to assign abilities that offer bonuses and
  penalties to each region of your campaign setting. If you do
  assign a penalty anywhere, it’s best to assign one to all
  regions to keep things balanced. You should also consider
  keeping at least a few regions free of modifiers, particularly if
  you use penalties, for players who prefer balanced ability val-
  ues. More importantly, the world should reflect the modifiers
  you impose upon it. Nonplayer characters from regions with
  ability score modifiers should illustrate the characteristics
  you wish to emphasize.
  10
  
  STORY-BASED GENERATION
  Some DMs like to encourage the players to adopt vivid,
  unique personalities for their characters. However, this story-
  based generation method requires tremendous DM adjudica-
  tion. Use it only if you talk to the players first and they’re
  interested in this method. These rules reward the players for
  roleplaying, but not everyone is comfortable adopting an
  imaginary persona. On some nights, a player might be too
  tired from work or class to have the energy needed to portray
  his character. Use this rule only if everyone in the group is
  enthusiastic about it. Otherwise, save it for a different game.
  RULES
  During character creation, players gain a bonus to one ability
  and a penalty to another by creating defining personality or
  physical descriptions for the character that explain the modi-
  fiers. These descriptions must be obvious enough that players
  can portray them during the course of the game.
  For example, a player might take a penalty to Strength
  because her arcanist is sickly and weak. During the game, she
  might complain (in character) about various ailments, gripe
  about swimming through cold water to sneak into the baron’s
  keep, and so on. In contrast, she gains a bonus to Intelligence
  because of her many years of study as a sage. When she talks
  over the plans for infiltrating the castle, she mentions histori-
  cal events, obscure myths and legends, and other trivia that
  reflects her knowledge.
  USAGE
  As an option, you can carry this idea further by having the
  players judge each other’s performance. If you choose, at the
  end of each game session, the group can vote on whether
  each player accurately portrayed her character. These votes
  should occur in secret, and neither the DM nor the player
  being judged get to cast a ballot—only the other players vote.
  If a majority of votes go against a player, she suffers a –10
  percent penalty to experience points earned for the session.
  Be careful calling for a vote. If your group shies away from
  roleplaying and you think they’d end up having to vote fre-
  quently, you’re probably better off dropping the whole idea.
  Furthermore, it can cause friction if a player feels that she
  roleplayed well but receives the XP penalty anyway. Just as
  some players enjoy combat while others prefer solving puzzles,
  acting and roleplaying aren’t for everyone. Don’t use the vote
  option to ram your preferred style of play down the throats 
  of players who don’t like it.
  ABILITY SCORES AND NPCS
  Generating scores for nonplayer characters is a little trickier
  than it seems. Sometimes, you can get away with simply
  assigning appropriate scores as you see fit. However, you
  should use the same generation method that the players use
  when you create NPCs that they will face in battle. Otherwise,
  the NPCs may have an unfair advantage in higher-than-normal
  ability scores.
  Of course, this can prove troublesome if you use a random
  method for ability score generation. In this case, it’s probably
  best to take into account the characters’ scores when creating
  a villain. Since Iron Heroes uses many opposed ability checks,
  base attack checks, and skill checks, it’s important to keep a
  villain’s ability scores in the same range as the characters’
  scores.
  CHAPTER ONE: ABILITIES 11
  
  MASTERING IRON HEROES
  12
  T
  his chapter talks about adapting Monte Cook Presents:
  Iron Heroes to your campaign setting. It steers away
  from rules, instead focusing on the process of adding
  unique spins to the rules to give them a flavor that is distinct
  to your game.
  TRAITS
  In terms of game design, traits serve as a replacement for
  character races in other roleplaying games. Since Iron Heroes
  assumes that the characters are humans, the traits take the
  place the normal abilities and advantages granted by a player
  character race.
  When it comes to your campaign world, traits are a power-
  ful tool for bringing flavor to the setting—they represent a
  close connection between a character’s abilities, his region 
  of origin, and his talents. The best setting elements have a
  clear, compelling effect on the typical game session. They
  serve to make it clear that the game takes place in your set-
  ting, not someone else’s.
  TRAITS BY REGION
  Most of the background traits in Chapter Two of Iron Heroes
  grant a character a benefit due to his upbringing or native
  region. A character with the Jungle Born trait obviously
  comes from a different area than one with City Rat. The
  question becomes, where are those regions in your game
  world? By linking traits to areas in your setting, you give the
  characters a sense of where they belong.
  Some of the traits are easy to map to the setting. A charac-
  ter with City Rat hails from an urban area, though such a
  broad categorization does little to give a PC a precise link to
  the world. You might notice that the traits linked to a type of
  environment offer multiple abilities. When a character gains
  the trait, he picks one of those talents. You can map these
  abilities to specific regions of the game world to create a
  tighter link between an option and the area that a character
  hails from.
  For example, the Arctic Born trait has three different
  options: bear’s toughness, ice water veins, and wanderer at
  the edge of creation. If you assign one trait to each of three
  different arctic regions, you create a divide between areas
  that otherwise might be lumped together. The key considera-
  tion in this case lies in creating a good reason for this divide.
  Not only should the players find a place for their characters
  in the world, but they also should understand what that
  place of origin means for their PCs. The next section goes
  into this concept in more detail.
  BRINGING REGIONS TO LIFE
  While mechanics can give a character a place in your world,
  what effect does that have on the game? It’s one thing to
  have a note on a character sheet that says a PC comes from
  the kingdom of Vesta. It’s another if that relationship has a
  real effect on the game. Whenever you work on your cam-
  paign world, think about the effects it will have on a game
  session. If a tenet of the setting never comes up in play, fails
  to affect the players’ attitudes toward their characters, or has
  no impact on how they roleplay, the world doesn’t have a
  measurable impact on the game.
  Character traits, restrictions, and background color are handy ways to introduce marked differences
  between adventurers who hail from different regions of the campaign world.
  Characters and the
  Campaign World
  CHAPTER TWO:
  
  13
  CHAPTER TWO: CHARACTERS
  The same applies to a character’s area of origin. If it has no
  effect on play, what’s the point of doing the work to bring it
  into the game?
  One of Iron Heroes’ important features is its reliance on
  clearly defined character traits that are simple and obvious.
  Roleplaying an Iron Heroes character is all about taking a few
  traits and playing them to the hilt. Bring the same attitude to
  bear on the campaign world.
  To extend this parallel to the setting, create a few simple
  “traits” that embody each region. If you can list them as one-
  or two-sentence bullet points, the players should be able to
  grasp them easily. When you start the game, don’t worry
  about making each player see and understand the defining
  qualities for every region. Instead, they should have a clear
  grip on the typical characteristics of their homeland and the
  region where the campaign begins.
  For example, the barbarians of the World’s Edge Peaks are
  renowned for their ferocity in battle and their skeptical atti-
  tude toward civilized lands. They are also a pious people who
  built their culture around worship of Tarus, lord of the
  mountains. Many of the adventurers among them serve as
  mercenaries for a few years, building up a small fortune
  before returning home to establish themselves as chieftains
  of their people.
  Here are three defining traits for the barbarians’ region:
  •
  Tarus gave us all the lore we need. Civilization has
  nothing that we require, but we’ll take the gold, 
  jewels, and wealth the lowlanders offer us.
  •
  A man can trust his sword and his clan. Beyond that,
  keep one eye open and one hand on your blade.
  •
  If the warriors of the lowlands had any skill, their
  lords wouldn’t hire us out every spring.
  These three traits are likely to come up in every adven-
  ture, particularly in the interactions between the charac-
  ters. A hunter from the World’s Edge Peaks might poke fun
  at the armiger’s reliance on his armor, swear oaths on
  Tarus’ name, and naturally distrust those he meets on his
  travels.
  This method creates stereotypes that are easy to play to,
  but remember that they’re just guides for bringing character
  and flavor to the game. Don’t use them to limit the players’
  creativity.
  OTHER CONSIDERATIONS
  In addition to creating basic stereotypes for a region, it also
  helps to break down the key historical and cultural traits
  into easy-to-digest bits. Details tend to bog down the game.
  You can apply the same process given above for roleplaying
  traits to the region’s history. Create three simple descrip-
  tions that cover the region’s past, present, and potential
  future. This short list gives the players a clear idea of where
  their characters hail from, what happened there recently,
  and what problems the region faces.
  THE CLASSES IN THE CAMPAIGN
  Finding a place for the character classes in your campaign
  requires only as much effort as you want to put into the
  process. Some DMs prefer to work with the high-level details
  of the world. They care little for how the classes work in the
  context of society, only that they exist as adventuring
  options. Other DMs like to customize the character classes 
  or modify their backgrounds to better fit the world.
  CLASS RESTRICTIONS
  By applying the advice given above for traits to classes, you
  can create an even more dramatic link between a player’s
  character and his place in the world.
  Certain classes could be available to characters who come
  from a restricted list of regions. For example, all berserkers in
  your campaign might be members of the radical wing of a
  powerful worldwide religion. These berserkers practice self-
  flagellation to atone for their sins, and they seek adventure
  in the name of their god. A player who wants to take the
  berserker class has a clear picture of his character’s place 
  in the world.
  It’s possible to take this idea too far, though, especially if
  you restrict the classes too much. Some players come to the
  game knowing what they want to play, and if their ideas don’t
  fit your world, they might be disappointed. Thus, restricting
  classes usually works best if you provide three or more
  options for players to choose from.
  On the other hand, some players are more flexible when it
  comes to fitting their characters into the game. You can allow
  them to pick the feats, skills, and class they want, and then
  use those choices to determine their characters’ back-
  grounds.
  DROPPING CLASSES
  Some classes might not fit your vision of the game world. If
  you run a game set in a sprawling, crime-ridden metropolis,
  the berserker and the armiger might not work well. One of
  NONHUMAN CHARACTERS
  Adding races such as dwarves, elves, and halflings to Iron Heroes is rela-
  tively easy. You can freely add Level Adjustment +0 races, but more
  powerful creatures can introduce magical abilities that disrupt the game.
  When creating such characters, replace their access to traits with the
  benefits of their racial advantages. In other words, nonhumans don’t
  gain traits. As an optional rule, you can allow half-humans, such as half-
  orcs and half-elves, to select one trait.
  Under this optional rule, you can also let human characters select a
  bonus feat at 1st level, +4 skill ranks at 1st level, and +1 skill rank per
  each additional level in place of choosing two traits. These benefits
  represent humanity’s flexibility when compared to elves, gnomes, and
  other folk.
  
  MASTERING IRON HEROES
  14
  Iron Heroes’ strengths is that the class system is robust. Since any character
  can take any skill, and you don’t have to worry about the party’s access to
  magic, almost any combination of four classes creates a viable party. The
  only situation where the class mix of the party proves troublesome is if
  everyone plays the same class. In that case, the PCs might step on each
  other’s toes because they all excel in the same areas.
  If you decide to drop classes from the game, be sure to indicate this choice to
  the players. After all, no one wants to come to the table with a character concept
  that the DM has taken out of the game. You should also make this decision with
  an eye toward the campaign world. Sometimes, it makes sense to restrict or
  remove a class as a player option, but you should do so with good reason.
  The following campaign models show how altering the list of available classes
  changes the game.
  BARBARIANS IN CIVILIZATION
  One common motif in fantasy is that of barbaric outsiders venturing into civiliza-
  tion for the first time. In this campaign model, the PCs enter wondrous lands far
  from their homes in search of gold and glory. The cultures they encounter might
  be strange even by the standards of the typical fantasy world. After all, part of the
  game’s fun lies in the interaction between uncouth barbarians and “civilized” folk.
  In this game, a few classes might be off limits. For example, the armiger’s
  reliance on heavy armor conflicts with your vision of the barbarians as techno-
  logically stunted. Furthermore, the executioner might not fit with your idea
  of the barbarians’ simple, direct culture of war.
  Other classes may or may not fit in, depending on your campaign. For
  example, the thief might be too subtle or cowardly for a barbaric game,
  but it also covers the concept of a trickster. The arcanist covers the
  archetype of a barbarian shaman, particularly if the players treat spell-
  casting as appeals to a totem spirit or ancestor god.
  As you can see, sometimes modifying the background color of a charac-
  ter class is better than simply cutting it from the player’s options.
  SCHEMING IN THE CITY
  In this campaign model, the characters are thieves, criminals, and merce-
  naries in a decadent civilization whose best days are long gone. The char-
  acters seek to make it rich, usually through crime. However, these PCs are
  no mere gang of thugs or toughs. They raid temples to ancient gods, pen-
  etrate the king’s palace in search of the royal jewels, and pull off similarly
  epic heists.
  Stealth plays a major role in this game, to the point that any character
  who lacks ranks in Move Silently and Hide is at a severe disadvantage in
  many adventure ideas. The background for this game also suggests that
  the PCs are likely to start off poor, desperate, and eager. The arcanist
  might be a bad choice for the game, since a spellcaster’s quest for spiritual
  and mystical insight might clash with the idea of the characters as thieves
  and mercenaries. The armiger could be at a disadvantage because of his
  reliance on armor. On the other hand, both of these classes make excel-
  lent candidates for villains. The characters might have to sneak into a
  powerful spellcaster’s abode, while a heavily armored opponent serves as
  a nice contrast to their reliance on speed and stealth.
  This model shows that even if you disallow a class for the characters, it
  can still play a useful role as a villain or NPC class. Think of classes not only
  in terms of the game setting you’ve created, but in terms of the actions and
  the types of adventures that your campaign will emphasize. If a class is a
  poor fit for them, don’t be afraid to remove it as an option for the players.
  
  15
  PLAYER INPUT
  This chapter has talked about casting various player options in light of the DM’s
  campaign world. In most games, this paradigm makes sense, but sometimes allowing
  the players to have creative input into the campaign world draws them into the
  game and makes a more enjoyable experience for everyone. This concept doesn’t
  work for every campaign, especially if you set your Iron Heroes game in a world
  that you’ve already fleshed out, but it can help when you have a new setting or
  one that hasn’t been developed too much.
  GROUP WORLD CREATION
  In the “group world” option, each player takes responsibility for fleshing
  out one portion of the world, including creating a map and a back-
  ground. The area each player creates should serve as the homeland for
  her PC, allowing her to develop her culture along with her character.
  With the creative load shared between the entire group, the DM has to
  do far less preparation.
  If you create the campaign world in this manner, the players should
  keep in mind that the DM has final say over some aspects of the setting.
  For example, it isn’t fair for one player to decide that all people from her
  character’s home region can fly or shoot lightning bolts from their eyes.
  The DM should assign several basic topics to each player, such as govern-
  ment, religion, and the area’s recent history. The players should stick to
  those topics and work together to create a shared history if their regions
  border each other.
  SHARED WORLDS
  Part of the fun of this process lies in creating a true shared world, with
  each member of the group not only creating part of the world but also
  running adventures there. In this case, each member of the group has
  complete control over her region, but the group as a whole decides which
  rules from Iron Heroes to change. For example, if you agree that every
  character uses the standard amount of gold to purchase starting equip-
  ment, nobody should create a region where the typical adventurer
  receives more or less unless the group unanimously agrees.
  This arrangement allows each person’s creativity to run free without
  worrying about trampling the DM’s planned adventures or story arcs.
  When the campaign starts, you can alternate DMs based on the loca-
  tion where the adventure takes place. Each member of the group
  might run three or four sessions before handing things off to the
  next DM. A DM’s character acts as an NPC but doesn’t normally take
  part in an adventure. The action should focus on the current players
  and their characters, not on the DM’s character.
  With this method, everyone gets the chance to run a game and
  engage in world creation without committing to an entire campaign.
  In three or so sessions, you should be able to run a single, long
  adventure. Of course, nothing prevents one DM from running most of
  the adventures, with others jumping in whenever he needs a break.
  When you run a game in this way, each participant retains complete
  creative control over her region of the world. She runs the adventures set
  there and develops its history. If an event would have repercussions beyond
  the borders of a DM’s territory, the group as a whole should unanimously
  support the decision. If anyone objects, it’s best to preserve everyone’s cre-
  ative freedom by nipping world-spanning events and story arcs in the bud.
  To make things easier, a shared world campaign can focus on episodic adven-
  tures rather than a continuous game. For example, one adventure might have
  CHAPTER TWO: CHARACTERS
  
  MASTERING IRON HEROES
  16
  the characters escorting the high priest of Apollo to a deserted
  isle so he can destroy an evil artifact. The characters must battle
  sea monsters, demons, a cunning sorceress, and other foes. The
  next adventure, run by a different DM, might take place a year
  later, when many of the characters from the first adventure
  reunite to prevent a recently unleashed demon from leveling a
  town high in the northern mountains. The players can fill in the
  details of what their characters have been up to, while PCs that
  haven’t seen play in a while can advance in level to catch up with
  the rest of the group. The skipped time gives you a good excuse
  for why the characters are all at the same level and how they
  managed to travel from one region of the world to another.
  CREATIVITY ON THE FLY
  Sometimes, working out all the details of the game world
  before you start stunts your creativity. Rather than commit to
  the details of a region before the game starts, allow the players
  to flesh out their characters’ homelands in response to actions
  in play. This can lead to unexpected developments, especially if
  the players pull details out of thin air without thinking about
  how they fit into the world as a whole, but it also makes the
  game far more flexible. Sometimes, interacting with others in a
  shared creative environment spawns ideas that are more fun
  and interesting than when you work in a vacuum.
  When players create ideas on the fly, they should ensure that
  the new details are germane to the action. For example, the
  weapon master Mbenga and his thief companion Darla sneak
  into the gardens outside a baron’s palace. There they spy a
  panther stalking through the trees. Mbenga stops in his tracks.
  “Panthers are sacred to my people,” he whispers. “I cannot
  raise a weapon in anger against one, even if my life is at risk!”
  This example is a bit extreme, but it illustrates the type 
  of cultural detail you can add to a game as play progresses.
  Mbenga’s player might note further that his people consider
  panthers to be heralds of their god of war. What was a simple
  encounter now becomes more challenging, because violence
  is no longer an option. This scene makes the important traits
  of Mbenga’s culture more compelling and memorable.
  In comparison, if you as the DM created that detail ahead
  of time, it would be up to you to work it into an adventure.
  With all the other preparation needed for the game, the
  detail might have been lost in the mix.
  Giving the players more narrative control lets them con-
  tribute to the game in new and imaginative ways. Remember,
  though, that with such narrative power comes the responsibil-
  ity to keep the game enjoyable for everyone. It might be fun
  to declare that your character can’t take on a particular oppo-
  nent, but it also could make the game less fun for the other
  players and the DM. When you add an element to the game,
  make sure it doesn’t bring the action to a screeching halt. In
  the example above, Mbenga’s player might wait to see if he
  can get past the panther without violence. The peaceful path
  might be riskier or harder than simply attacking the animal,
  but the game can continue. However, if the DM had expected
  Mbenga to fight the panther and hadn’t prepared for other
  courses of action, the player’s choice could derail the game.
  This option isn’t for every group. It’s best suited to players
  and DMs who are used to coming up with ideas on the fly.
  Everyone should feel comfortable dealing with a sudden
  change in the game. This sort of creativity works best if the
  players aren’t self-conscious about breaking the game.
  Finally, consistency is still important under this model. As
  players flesh out the PCs’ backgrounds and homelands, they
  should take notes. The DM and other players might build on
  what one person creates, and it isn’t fair to change facts
  without telling them. You might reveal that a detail was a lie
  or myth, but don’t do so after a player added another feature
  to the game under the assumption that your detail was true.
  
  17
  CHAPTER THREE: CLASSES
  T
  his chapter looks at Iron Heroes’ NPC classes, which
  are designed for use by the common folk the charac-
  ters meet in their travels. It also introduces villain
  classes: progressions of abilities and talents that you can use
  to quickly create antagonists for your adventure. The villain
  classes allow you to build an opponent who provides a wor-
  thy challenge to the player characters in a few minutes.
  Rather than go through the entire process of creating a foe
  from the ground up, you can use a villain class to pick out a
  few core talents and generate statistics.
  VILLAIN CLASSES
  This chapter presents three sample villain classes: the type I
  demon, the dreaded sorcerer, and the warleader. A villain
  class is designed with three basic concepts in mind:
  1.
  As a DM, you don’t have infinite amounts of time to
  create antagonists for your game. A player might be
  able to spend an hour or two creating a detailed,
  high-level character, but you might need to create
  several NPCs in that hour. The villain classes are
  designed to make that fast and easy.
  2.
  The core character classes are designed with the
  assumption that each player has to keep track of only
  one character. Thus, they’re detailed and have many
  abilities that require intense management. A DM
  may have to juggle several NPCs and monsters dur-
  ing an encounter. Villain classes present a few core
  abilities that are much easier to track in battle.
  3.
  Villains can break the rules. While the player charac-
  ter classes must be balanced against each other, a
  villain needs only to be balanced against the party as
  a whole. A villain doesn’t have a level. Instead, he has
  a Challenge Rating, just like a monster. The villain
  classes present options for Challenge Ratings from 
  1 to 20, though most have a narrower range due to
  their abilities.
  You might need to get used to the idea of villain classes,
  since they’re different from the regular classes. People can’t
  study in schools to join villain classes, and player characters
  can’t take levels in them. Instead, they’re a pure game conceit
  designed to give DMs a flexible toolset for creating nonplayer
  characters easily.
  Remember that, while player character classes offer many
  options, DMs don’t need that same level of detail. Too many
  details can make it hard to create NPCs and keep track of
  their powers and abilities during an encounter. A villain need
  only present a viable challenge to the characters based on
  their level and the villain’s Challenge Rating. How he arrived
  at that CR doesn’t matter to the system as long as he makes a
  good opponent.
  Villain classes treat several elements in a slightly different
  manner than normal character classes do.
  Abilities: A villain class comes with a set of ability scores
  for each Challenge Rating. You can modify them based on the
  villain’s race if he is nonhuman. If you change the scores, be
  sure to note the alterations to the rest of the villain’s abilities.
  Intelligence doesn’t change a villain’s total number of skills
  or the ranks spent on each. The villain classes simply assign
  skills rather than use an equation to compute total ranks
  available.
  The character classes form the foundation of Iron Heroes. They dictate the roles available and help
  determine how each player approaches the game. Iron Heroes does little to infuse each class with details
  specific to a particular world or setting. Instead, such work is left to you as the DM to fill in. Aside from
  the basic premises outlined in Monte Cook Presents: Iron Heroes, you’re free to create a setting and
  its character types without the rules getting in the way.
  Character Classes
  CHAPTER THREE:
  
  MASTERING IRON HEROES
  18
  Feats: Villain classes assign feats to the villain based on his total
  Challenge Rating. You can substitute feats as you wish, but the given
  package is designed to make the villain easy to use and effective with-
  out change. Villains may have the same, fewer, or more feats when com-
  pared to a monster with the same Hit Dice. This is an intentional deci-
  sion to sculpt the villain’s abilities.
  Skills: Villains have a number of skills with ranks determined by their
  total Challenge Rating rather than Hit Dice. You can swap skills freely,
  but in most cases, the villain’s skills are chosen for a specific reason.
  Hit Dice and Hit Points: To make this easier on you, the villain has a
  given Hit Dice and hit point total at each Challenge Rating. You should
  not alter this value unless you’re confident that the change fits your
  vision for the villain. Keep in mind that a villain’s Hit Dice total doesn’t
  determine his maximum skill ranks, total feats, and other abilities.
  Base Attack and Base Defense: These two abilities progress accord-
  ing to the villain’s total Challenge Rating.
  Class Abilities: Most villain classes have a few talents that scale with
  their Challenge Rating. These abilities are designed to replace most of
  the intricate abilities that a player character class may possess. For
  example, the dreaded sorcerer has an arcane bolt that replaces the
  usual spread of attack spells.
  DEMONIC BRUTE
  The weakest of all demons, yet still mighty by mortal standards, demon-
  ic brutes are simple creatures that rely on physical power to overcome
  their enemies. They come in a bewildering variety of shapes and forms,
  from nearly humanoid creatures to writhing masses of tentacles and
  claws.
  The demonic brute villain class is useful for generating eldritch
  threats. It was designed with the following archetypes in mind:
  •
  A demon summoned and bound by an arcanist to defeat his enemies.
  •
  A demon that prowls a ruin like a wild animal, intent on crushing 
  and rending all who fall into its grasp but too dim to formulate 
  any cunning plans.
  •
  A brutish demon that acts as a servant or foot soldier for a more 
  powerful villain.
  •
  A mighty foe for low-level parties of adventurers.
  The basic concept behind the demonic brute villain class is to let
  you pit low-level characters against fiendish foes. Outsiders and
  demons are classic opponents in fantasy gaming, and they provide an
  easy way to throw a compelling, scary antagonist at the characters.
  CR Range: A demonic brute’s Challenge Rating ranges from 3 to 10.
  It’s physically tough, but it lacks the magical abilities, defenses, and
  potential of the more powerful demon varieties. In the ranks of
  demonkind, demonic brutes occupy some of the lowest rungs.
  Creature Type: Outsider.
  Abilities: A demonic brute’s Challenge Rating determines its ability
  scores. These demons are physically powerful but intellectually limited.
  Skills: Demonic brutes have well-developed physical talents, but are
  otherwise poorly trained. Their limited intellects prevent them from
  developing any complex skills. A demonic brute has ranks equal to its
  Challenge Rating + 3 in Climb, Jump, and Spot. You can substitute dif-
  ferent skills if you wish. Apply the demonic brute’s ability score modi-
  fiers to the skill ranks as normal.
  
  19
  Feats: A demonic brute gains feats according to its
  Challenge Rating (see below). It gains all the feats listed for
  its CR and all lower CRs. For example, a CR 8 demon gains
  the feats listed for CRs 3 to 8.
  Challenge Rating
  Feats
  3
  Power Attack (mastery 1, 2)
  4
  Cleave (mastery 1)
  5
  —
  6
  Weapon Focus (claws, mastery 1)
  7
  —
  8
  Power Attack (mastery 3)
  9
  —
  10
  Weapon Focus (claws, mastery 2)
  Hit Dice: A demonic brute gains Hit Dice as determined
  by its Challenge Rating. It uses d10s for each Hit Die and
  gains 5.5 hit points per Hit Die on average. Add the demon’s
  Constitution modifier to this total as normal. (The hit points
  given in the Demonic Brute Progression by Challenge Rating
  table already take the Constitution modifier into account.)
  Base Attack and Defense Bonuses: Demonic brutes are
  fearsome warriors, but they tend to focus on offense rather
  than defensive moves. Thus, they have a good base attack
  bonus progression but a poor base defense bonus progres-
  sion. Add the demon’s appropriate modifiers to its attack and
  defense bonuses as normal.
  Saving Throws: Demonic brutes are fast and tough, but
  they’re easily overcome by effects that challenge their
  willpower. Thus, they have excellent Fortitude and Reflex
  saves but a poor Will save progression. Add the demon’s abili-
  ty modifiers as normal to its saving throws.
  CLASS ABILITIES
  Weapon and Armor Proficiency: A demonic brute is profi-
  cient with its natural attacks, two claws and a bite. It uses its
  full attack bonus to make one claw attack as a standard attack.
  If it uses a full attack, it attacks with two claws and one bite.
  The bite attack suffers a –2 penalty because it is a secondary
  weapon and the demon has the Multiattack feat (see below).
  The demon otherwise lacks weapon proficiencies, though
  you can assign any you wish to it.
  Size: A demonic brute’s Challenge Rating determines its size
  (see table on next page). The larger, tougher demons are big-
  ger than their weaker cousins. A demon’s size determines the
  damage it inflicts with its natural attacks, as detailed below.
  You can decrease the demon’s size without making other
  changes to its abilities, but you should not normally increase
  the size of a demonic brute with a low Challenge Rating.
  Multiattack (Ex): A demonic brute gains Multiattack as a
  bonus feat. When using its secondary attack, it suffers a
  penalty of –2 to the attack rather than –5.
  Natural Attacks (Ex): A demonic brute’s size determines
  the damage it inflicts with its natural attacks. See the table
  Demonic Brute Characteristics by Challenge Rating, next page.
  Natural Armor (Ex): A demonic brute gains a natural
  bonus to defense based on its Challenge Rating. See the table
  Demonic Brute Characteristics by Challenge Rating, next page.
  Speed: A demonic brute’s size determines its speed. See
  the table Demonic Brute Characteristics by Challenge
  Rating on the next page.
  Special Abilities (Su): Demonic brutes with sufficiently high
  Challenge Ratings gain special abilities. The abilities appear
  below in alphabetical order, each with its corresponding CR
  value. A demonic brute can have one ability equal to or 1 less
  than its CR. It can have two other abilities that are 2 or more
  less than its CR. (Because the least powerful special ability is
  CR 4, demonic brutes of CR 3 gain no special abilities.)
  CHAPTER THREE: CLASSES
  DEMONIC BRUTE PROGRESSION BY CHALLENGE RATING
  Challenge Rating
  Hit Dice
  Hit Points
  Base Attack
  Base Defense
  Fortitude
  Reflex
  Will
  3
  4d10
  34
  +4
  +3
  +3
  +2
  +1
  4
  6d10
  51
  +5
  +3
  +4
  +3
  +1
  5
  8d10
  68
  +6
  +4
  +5
  +4
  +1
  6
  10d10
  95
  +7
  +5
  +6
  +4
  +2
  7
  12d10
  114
  +8
  +6
  +7
  +5
  +2
  8
  14d10
  133
  +9
  +6
  +8
  +6
  +2
  9
  16d10
  172
  +10
  +7
  +9
  +7
  +3
  10
  18d10
  189
  +11
  +8
  +10
  +7
  +3
  DEMONIC BRUTE ABILITY SCORES BY CR
  CR
  Str
  Dex
  Con
  Int
  Wis
  Cha
  3
  18
  12
  16
  6
  12
  10
  4
  18
  12
  16
  6
  12
  10
  5
  20
  12
  16
  6
  12
  10
  6
  20
  14
  18
  6
  12
  10
  7
  22
  14
  18
  8
  14
  10
  8
  22
  14
  18
  8
  14
  10
  9
  24
  16
  20
  8
  14
  10
  10
  24
  16
  20
  8
  14
  10
  
  MASTERING IRON HEROES
  20
  Blindsense (CR 7): The demon can pinpoint the location of
  any foe within 60 feet. Its keen senses and magical nature
  allow it to see into spectra that humans cannot perceive.
  Breath Weapon (CR 9): Once per day the demon can use a
  breath weapon to inflict your choice of acid, cold, electricity,
  or fire damage in a 60-foot cone. It inflicts 9d6 points of
  damage, with a Reflex save (DC 10 + half the demon’s HD +
  its Constitution modifier) for half damage. The demon gains
  immunity to the energy type its breath weapon uses.
  Flight (CR 6): The demon can fly with average maneuver-
  ability and an aerial speed equal to twice its normal speed.
  Improved Grab (CR 5): If the demon strikes an opponent
  with a claw attack, it may initiate a grapple as a free action
  that does not provoke an attack of opportunity.
  Invisibility (CR 5): The demon can turn invisible once per
  day for up to 10 minutes. If it attacks, it becomes visible.
  Regeneration (CR 4): The demon gains regeneration 2. It
  suffers normal damage from two of the following energy dam-
  age types: acid, cold, or fire.
  Rend (CR 6): If the demon strikes a foe with both of its
  claw attacks, it immediately inflicts damage equal to double
  the dice normally used for its claws + its Strength modifier.
  Scent (CR 5): The demon can detect opponents within 30
  feet by sense of smell. For upwind foes, the range increases to
  60 feet; if they are downwind, it drops to 15 feet. It can detect
  strong scents, such as smoke or rotting garbage, at twice the
  ranges noted above. Overpowering scents, such as skunk musk
  or troglodyte stench, can be detected at triple normal range.
  When detecting a scent, the demon does not determine its
  exact source, only its presence within range. It can take a stan-
  dard action to note the scent’s direction. If the demon moves
  within 5 feet of the source, it can pinpoint that source.
  A demon can follow tracks by smell, making a Wisdom
  check to find or follow a track. Following a fresh trail is DC
  10 (no matter the surface), varying based on the strength of
  the odor, the number of creatures, and the trail’s age. For
  each hour that the trail has grown colder, the DC increases
  by 2. Otherwise, follow the rules for the Track feat, but
  ignore the effects of surface conditions and poor visibility.
  Swim (CR 5): The demon gains a swim speed equal to its
  normal speed. It can breathe underwater.
  APPEARANCE AND DETAILS
  Most demonic brutes are towering, hulking brutes with feral
  traits or a similarity to a twisted version of a mundane ani-
  mal. You can use the demonic brute Basic Appearance and
  Strange Traits tables below to generate its appearance or as
  inspiration for creating your own monsters. 
  Demons should be strange and memorable. Try to make
  them as vivid and unique as possible.
  You can use the tables in a number of ways. For example,
  you can roll once on each table and then add some demonic
  color and details to the creature yourself. Or, you can roll
  two or three times and describe the demon as a bizarre amal-
  gam of the different creatures you randomly generated.
  d10
  Basic Appearance
  1
  Frog: Shiny green skin, bulging eyes, massive legs. 
  +4 bonus to Jump.
  2
  Ape: Shaggy, furry, hairy, long arms.
  3
  Humanoid: May look like a human or have brutish,
  ogrelike features.
  4
  Piscine: Fishlike with scales, gills, bulging eyes, 
  vestigial fins.
  5
  Cat: Sleek fur, massive incisors, sharp claws, tail.
  6
  Hound: Dog ears, snout, slobbering drool, shaggy
  fur.
  7
  Lizard: Scales, long tail.
  8
  Snake: Serpentine body, long forked tongue.
  9
  Insect: Chitinous body, pincers, spiderlike or flylike
  eyes.
  10
  Bird: Feathers, long beak, clawed feet, wings.
  d10
  Strange Traits
  1
  Horns
  2
  Tentacles
  3
  Drooling maw
  4
  Long, needlelike teeth
  5
  Three or more eyes
  6
  Strange coloration
  7
  Fat
  8
  Rail thin
  9
  Horrid odor
  10
  Spines
  In addition to the demon’s appearance, you can equip it
  with weapons and armor. Most demonic brutes lack the intel-
  lect to handle anything beyond simple weapons and a few
  martial ones. Avoid giving it medium or heavy armor, as the
  demon’s natural bonus already gives it a passable defense.
  DEMONIC BRUTE CHARACTERISTICS BY CHALLENGE RATING
  CR
  Size
  Claw
  Bite
  Natural Defense Bonus
  Speed
  Reach
  Notes
  3–4
  Medium
  1d4
  1d6
  +2
  6 squares (30 feet)
  1 square
  —
  5–6
  Large
  1d6
  1d8
  +3
  6 squares (30 feet)
  2 squares
  –1 size penalty to attack, defense
  7–8
  Huge
  1d8
  2d6
  +4
  8 squares (40 feet)
  3 squares
  –2 size penalty to attack, defense
  9–10
  Gargantuan
  2d6
  2d8
  +5
  8 squares (40 feet)
  4 squares
  –3 size penalty to attack, defense
  
  21
  These brutes rely on their hit points and powerful attacks,
  rather than their defensive abilities, to pose a threat.
  DREADED SORCERER
  The dreaded sorcerer is a villain class designed to produce
  antagonists who are mighty in terms of magic, but weak
  when it comes to physical conflict. It was designed with the
  following archetypes in mind:
  •
  The powerful, feared spellcaster who deals with
  demons, devils, and worse. His magic is beyond what
  most mortals can ever achieve.
  •
  An otherworldly being who adopts a human guise
  while on this plane. He conjures spells with the same
  ease that humans walk or breathe.
  •
  A cult leader who, through sacrifices and ancient
  spells, has bound the power of a demon lord.
  The key conceit of a dreaded sorcerer is that he can create
  magical effects that dwarf the arcanist’s talents. If you want
  an enemy who uses magic as his primary weapon, a dreaded
  sorcerer is a good option.
  CR Range: A dreaded sorcerer’s Challenge Rating ranges
  from 3 to 20. This class is designed to produce powerful
  spellcasters, making it a poor fit for CR 1 or 2. Even the least
  powerful dreaded sorcerer is a formidable opponent to neo-
  phyte characters.
  Creature Type: Monstrous humanoid.
  Abilities: A dreaded sorcerer’s Challenge Rating deter-
  mines his ability scores.
  Skills: A dreaded sorcerer has skill ranks equal to his
  Challenge Rating + 3 in Concentration, Intimidate, Listen,
  Spellcraft, and Use Magic Device. Apply the ability modifiers
  to each skill as normal. These give the dreaded sorcerer a
  basic mastery in skills vital to spellcasters, while Intimidate
  allows him to keep his followers in line and Listen helps pro-
  tect him from sneaky characters. Bundling both Spot and
  Listen with this class might make it too strong against char-
  acters who rely on stealth.
  Feats: A dreaded sorcerer enjoys Improved Initiative.
  Otherwise, he does not gain any feats.
  Hit Dice: A dreaded sorcerer gains Hit Dice as determined
  by his Challenge Rating. He uses d6s for each Hit Die and
  gains 3.5 hit points per HD on average. Add the sorcerer’s
  Constitution modifier to this total as normal. (The hit points
  given in the Dreaded Sorcerer Progression by Challenge
  Rating table on page 23 already take the Constitution modi-
  fier into account.)
  Base Attack and Defense Bonuses: A dreaded sorcerer
  has a poor rating in both of these areas, because he relies on
  magic rather than physical combat to overcome his enemies.
  Saving Throws: A dreaded sorcerer’s supernaturally
  enhanced mind and body grant him excellent Will and Reflex
  saves, but he lacks physical resiliency. Fortitude saves are one
  of his weak points. Add his ability score modifiers to his saves
  as normal.
  CLASS ABILITIES
  Weapon and Armor Proficiency: A dreaded sorcerer is pro-
  ficient with all simple weapons, no armor, and no shields.
  Arcane Bolt (Su): By calling upon the magical power that
  roars in his blood, a dreaded sorcerer can smite his enemies
  with a bolt of pure arcane energy. The sorcerer gains a bonus
  to this attack equal to his Intelligence modifier, and his mys-
  tic sense allows him to ignore a target’s active bonus to
  defense. The damage inflicted with this ability depends on
  the sorcerer’s Challenge Rating:
  Challenge Rating
  Arcane Bolt Damage
  3
  2d6
  4
  2d6
  5
  3d6
  6
  4d6
  7
  5d6
  8
  6d6
  9
  7d6
  10
  8d6
  11
  8d6
  12
  9d6
  13
  10d6
  14
  11d6
  15
  12d6
  16
  13d6
  17
  13d6
  18
  14d6
  19
  15d6
  20
  16d6
  CHAPTER THREE: CLASSES
  DREADED SORCERER ABILITY SCORES BY CR
  CR
  Str
  Dex
  Con
  Int
  Wis
  Cha
  3
  8
  10
  10
  16
  12
  14
  4
  8
  10
  10
  16
  12
  14
  5
  8
  10
  10
  16
  12
  14
  6
  8
  12
  12
  16
  12
  14
  7
  8
  12
  12
  16
  14
  16
  8
  8
  12
  12
  16
  14
  16
  9
  8
  12
  12
  18
  14
  16
  10
  8
  12
  12
  18
  14
  16
  11
  10
  14
  14
  18
  16
  18
  12
  10
  14
  14
  18
  16
  18
  13
  10
  14
  14
  20
  16
  18
  14
  10
  14
  14
  20
  16
  18
  15
  10
  14
  14
  20
  18
  20
  16
  10
  16
  16
  20
  18
  20
  17
  10
  16
  16
  22
  18
  20
  18
  10
  16
  16
  22
  18
  20
  19
  10
  16
  16
  22
  20
  22
  20
  10
  16
  16
  24
  20
  22
  
  MASTERING IRON HEROES
  22
  This attack has a maximum range of 300 feet and no range increment.
  Using this attack is a standard action. As a ranged attack, it provokes an
  attack of opportunity. The arcane bolt doesn’t allow a saving throw.
  Mesmerizing Glance (Su): A dreaded sorcerer can batter his oppo-
  nents with magic or lure them under his power with his overwhelming
  personality. Once per round as a standard action, a dreaded sorcerer
  can attempt to dominate an opponent that he can see. The target
  must make a Will save (DC 10 + dreaded sorcerer’s CR + his Charisma
  modifier) or be compelled to suffer one of the following effects.
  Choose an effect for the sorcerer when you create the character.
  Terror: The target of the mesmerizing glance becomes frightened
  on a failed save and shaken on a successful save. This effect lasts for
  2d6 rounds. A dreaded sorcerer can’t use this ability on a given tar-
  get more than once every 24 hours.
  Obedience: A dreaded sorcerer attempts to control his opponent’s
  mind. If the target fails her save, the dreaded sorcerer controls the
  target on the target’s actions. The sorcerer can take no other actions
  on a round in which he controls the target. At the start of the target’s
  action, she gains another save to throw off the sorcerer’s control. If
  the sorcerer suffers damage while using this ability, he must make a
  Concentration check (see the skill’s description in Chapter Four of
  Iron Heroes) to maintain his grip over his victim.
  If the target succeeds at her Will save against this ability, she can’t
  be affected by it for 24 hours. If she fails, the dreaded sorcerer can
  use it on her again if the first effect ends. For example, a sorcerer
  uses mesmerizing glance to take control of a berserker. The party’s
  archer hits the sorcerer with a ranged attack, triggering a Concentra-
  tion check that the sorcerer fails. He loses his grip over the berserker.
  But on his action, the sorcerer could attempt to use mesmerizing
  glance on the berserker again.
  Mystic Shield (Su): A dreaded sorcerer can summon a field of
  arcane energy to protect himself from harm. This field might be a
  shimmering suit of astral armor, a guardian demon that knocks away
  attacks, or some other supernatural effect. The sorcerer gains a pas-
  sive bonus to defense equal to his Challenge Rating divided by 4 and
  rounded down, with a minimum of 1.
  Spell Specialty (Su): A dreaded sorcerer gains special abilities based
  on the school of magic that he focuses on. Pick one of the schools
  noted below for the dreaded sorcerer. He gains abilities from it based
  on his Challenge Rating. Unless otherwise noted, using one of these
  abilities is a standard action.
  Abjuration: Once every 4 rounds, a dreaded sorcerer can use one of
  two abilities. Optionally, you can choose spells from a book that uses
  the core d20 magic system for this ability.
  •
  Cage of Force: The dreaded sorcerer produces a shimmering
  wall of pure magical force that traps opponents. The wall lasts
  for one minute and can have a length (in feet) of up to 5
  times the sorcerer’s Challenge Rating. The wall measures 10
  feet high, but the sorcerer can double this height by cutting
  the wall’s length in half. The sorcerer can’t use this ability
  again until the first wall’s duration expires. Each 5-foot sec-
  tion of the wall has hit points equal to the sorcerer’s total
  when he cast the spell and takes damage as normal. The wall
  blocks line of effect for all attacks.
  
  23
  •
  Dispel Magic: The dreaded sorcerer can cancel a con-
  tinuing spell with a roll of d20 + his CR against a
  Difficulty Class of 10 + the spellcaster’s mastery rating.
  Conjuration: Once per hour, a dreaded sorcerer can call
  upon any monster with a Challenge Rating equal to his own
  CR–3. This ability requires a full-round action, and the crea-
  ture appears within 100 feet of the sorcerer. It manifests at
  the start of his next action and may take its own actions as
  normal. It obeys the dreaded sorcerer’s commands to the
  best of its ability. It remains for 1 round per sorcerer level. 
  If the creature’s Challenge Rating would be below 1, the 
  sorcerer must summon a creature with a CR less than 1.
  Illusion: As a standard action, a dreaded sorcerer can cre-
  ate illusionary images. A single image can fill up to four
  squares. A creature can attempt to disbelieve an illusion
  with a Will save as a standard action. The Difficulty Class for
  this save is 10 + sorcerer’s CR + his Charisma modifier. The
  illusion has no effect on the physical environment. Anyone
  who physically interacts with it, such as by touching it, auto-
  matically notices that the illusion is a fake.
  Necromancy: A dreaded sorcerer gains the services of
  undead creatures whose total Hit Dice equal twice the sor-
  cerer’s Hit Dice. An individual undead creature’s Challenge
  Rating can be no greater than the sorcerer’s CR–5. In addi-
  tion, the dreaded sorcerer can animate the dead as a stan-
  dard action with a range of 100 feet. This ability transforms
  the target corpse into a skeleton or zombie according to the
  animate dead necromancy spell method described in Chapter
  Ten: Magic of Iron Heroes.
  WARLEADER
  The warleader is a field commander for a more powerful vil-
  lain, a warrior who wins the obedience and discipline of his
  followers through threats, intimidation, and other terror tac-
  tics. He makes an excellent opponent for low-level parties
  and serves as a useful bridge between a villain’s flunkies and
  the actual main villain himself.
  The warleader was designed with the following archetypes
  in mind:
  •
  A second-in-command or field officer who oversees
  minor tasks on behalf of a powerful villain.
  •
  A bandit chieftain or the leader of a humanoid
  tribe.
  •
  A minor villain who relies on using his minions to
  defeat the party.
  A warleader’s basic concept is that some villains draw
  strength from their followers. A warleader is poorly suited for
  use as a powerful villain pitted against high-level parties, as
  he has little personal power. Without his hordes of minions,
  he’s much weaker.
  Don’t confuse a warleader with a villain who happens to
  attract hundreds of followers to his side. The warleader must
  rely on his minions to even the odds against the party. Other
  villains may use thugs and foot soldiers, but the warleader
  depends on them.
  CR Range: A warleader’s Challenge Rating ranges from 3
  to 10. Like a demonic brute, he’s best suited as an enemy for
  low-level parties or as a follower pledged to serve a more
  powerful villain.
  CHAPTER THREE: CLASSES
  DREADED SORCERER PROGRESSION BY CHALLENGE RATING
  Challenge Rating
  Hit Dice
  Hit Points
  Base Attack
  Base Defense
  Fortitude
  Reflex
  Will
  3
  4d6
  14
  +2
  +2
  +2
  +2
  +3
  4
  5d6
  17
  +3
  +3
  +2
  +3
  +4
  5
  6d6
  21
  +3
  +3
  +3
  +4
  +5
  6
  7d6
  24
  +4
  +4
  +3
  +4
  +6
  7
  8d6
  28
  +5
  +5
  +4
  +5
  +7
  8
  9d6
  31
  +6/+1
  +6
  +4
  +6
  +8
  9
  11d6
  38
  +6/+1
  +6
  +5
  +7
  +9
  10
  12d6
  42
  +7/+2
  +7
  +5
  +7
  +10
  11
  13d6
  45
  +8/+3
  +8
  +6
  +8
  +11
  12
  14d6
  49
  +9/+4
  +9
  +6
  +9
  +12
  13
  16d6
  56
  +9/+4
  +9
  +7
  +10
  +13
  14
  17d6
  59
  +10/+5
  +10
  +7
  +10
  +14
  15
  18d6
  63
  +11/+6
  +11
  +8
  +11
  +15
  16
  19d6
  66
  +12/+7
  +12
  +8
  +12
  +16
  17
  21d6
  73
  +12/+7
  +12
  +9
  +13
  +17
  18
  22d6
  77
  +13/+8
  +13
  +9
  +13
  +18
  19
  23d6
  80
  +14/+9
  +14
  +10
  +14
  +19
  20
  24d6
  84
  +15/+10
  +15
  +10
  +15
  +20
  
  MASTERING IRON HEROES
  24
  Creature Type: Pick an existing creature, such as human,
  goblin, orc, and so forth, and add the warleader’s abilities to
  the base creature in the same way you would add a class.
  Abilities: A warleader’s Challenge Rating determines his
  ability scores. Add any appropriate ability score modifiers for
  his race as normal.
  Skills: A warleader gains ranks equal to his Challenge
  Rating +3 in Bluff, Diplomacy, Intimidate, Listen, and Ride.
  He focuses on social abilities and, in many cases, he makes
  his way up a villain’s hierarchy because of his personality
  rather than his accomplishments.
  Feats: A warleader gains feats according to his Challenge
  Rating. He gains all of the feats listed below for his Challenge
  Rating and all lower CRs. For example, a CR 9 warleader
  gains the feats listed for CRs 3 to 9.
  CR
  Feats
  3
  Improved Initiative, Overwhelming Presence 
  (mastery 2)
  4
  Overwhelming Presence (mastery 3)
  5
  —
  6
  Overwhelming Presence (mastery 5)
  7
  —
  8
  Overwhelming Presence (mastery 7)
  9
  —
  10
  Overwhelming Presence (mastery 8)
  Hit Dice: A warleader gains Hit Dice as determined by his
  Challenge Rating. He uses d8s for his Hit Dice and gains an
  average of 4.5 hit points per HD. Add the warleader’s Consti-
  tution modifier as normal. (The hit points given in the War-
  leader Progression by Challenge Rating table already take
  the Constitution modifier into account.)
  Base Attack and Defense Bonuses: A warleader is a well-
  trained warrior capable of making effective attacks while
  defending himself. Add the usual bonuses to attacks and
  defense to the warleader’s total.
  Saving Throws: A warleader has average saving throws in
  all three areas. He excels at none, but he doesn’t suffer any
  particular weaknesses. Add his ability score modifiers to his
  saves as normal.
  CLASS ABILITIES
  Weapon and Armor Proficiency: A warleader is proficient
  with all simple and martial weapons; light, medium, and
  heavy armor; shields; and the tower shield.
  Tyrannical Leader (Ex): A warleader’s glowering presence
  and intimidating style of command are brutally effective. He
  grants his Charisma bonus as a bonus to all attacks made by
  his allies who have fewer Hit Dice than he has. This benefit
  applies to all allies within 30 feet of him who are capable of
  hearing him speak. If the warleader is rendered silent, he no
  longer grants his allies this benefit.
  Field Commander (Ex): Once per round during an ally’s
  action, a warleader can grant a bonus equal to his Charisma
  modifier to an ally’s skill check, defense, or saving throw. This
  ally must be within 30 feet of the warleader.
  Battle Leader (Ex): A warleader learns not only to com-
  mand his underlings but also to use them to ensure that he
  escapes a battle unharmed. He chooses a number of the fol-
  lowing special abilities equal to his total Challenge Rating
  from this villain class divided by 2 and rounded down. The
  warleader can select an ability once.
  Bootlicking Toadies: Through his personal charm and carefully
  perfected ability to manipulate the weak but ambitious, the
  warleader has groomed his followers into a fighting force
  trained to protect him at all costs. Any of the warleader’s allies
  within 30 feet of him who have fewer Hit Dice than he has can
  WARLEADER  ABILITY SCORES BY CR
  CR
  Str
  Dex
  Con
  Int
  Wis
  Cha
  3
  14
  10
  14
  12
  12
  14
  4
  14
  10
  14
  12
  12
  14
  5
  14
  10
  16
  12
  12
  16
  6
  14
  10
  16
  12
  12
  16
  7
  16
  12
  16
  14
  14
  18
  8
  16
  12
  16
  14
  14
  18
  9
  16
  12
  18
  14
  14
  20
  10
  16
  12
  18
  14
  14
  20
  WARLEADER PROGRESSION BY CHALLENGE RATING
  Challenge Rating
  Hit Dice
  Hit Points
  Base Attack
  Base Defense
  Fortitude
  Reflex
  Will
  3
  4d8
  26
  +3
  +3
  +2
  +2
  +2
  4
  5d8
  32
  +4
  +4
  +3
  +3
  +3
  5
  6d8
  45
  +5
  +5
  +4
  +4
  +4
  6
  8d8
  60
  +6/+1
  +5
  +4
  +4
  +4
  7
  9d8
  67
  +7/+2
  +6
  +5
  +5
  +5
  8
  10d8
  75
  +8/+3
  +7
  +6
  +6
  +6
  9
  11d8
  93
  +9/+4
  +8
  +7
  +7
  +7
  10
  12d8
  102
  +10/+5
  +9
  +7
  +7
  +7
  
  25
  take actions to defend him. When their opponents provoke
  attacks of opportunity, they can replace their normal attacks of
  opportunity with the aid another action to give the warleader
  a +2 defense bonus against the target of their aid attempt.
  Whenever the warleader’s allies with fewer Hit Dice than
  his own total actually use the aid another standard action to
  improve his defense or give him a bonus to attacks, they
  grant a +4 bonus. This does not apply to the special aid
  action used in place of an attack of opportunity.
  Bully Among Thugs: The warleader is at his best when he
  fights weak, inferior foes who can’t hope to match his
  prowess. He gains a +2 morale bonus to attacks and damage
  against foes who have fewer Hit Dice than he has. He loses
  this benefit if his hit points drop below half.
  Grunt Cover: If the warleader is adjacent to an ally who has
  fewer Hit Dice than he has, he can use that ally as cover
  against ranged attacks. As a move action, the warleader
  chooses an ally as the target of this ability. The warleader
  gains complete cover against ranged attacks if his chosen ally
  is the same size or larger than him. This benefit lasts until
  the start of the warleader’s next action. It also ends if the
  chosen grunt drops or moves so that she is no longer adja-
  cent to the warleader.
  Grunt Shield: If the warleader stands adjacent to an ally
  who has fewer Hit Dice than he has, he can use that ally as a
  shield. As a move action, the warleader chooses a single ally
  as the target of this ability. When the warleader suffers an
  attack, treat the warleader as if he and the target of this abil-
  ity were locked in a grapple to determine who actually suffers
  the attack. Resolve the attack once you have determined the
  true target. 
  This ability immediately ends if the warleader’s chosen tar-
  get drops or moves so that she is no longer adjacent to the
  warleader.
  Lead From the Rear: Once per encounter, the warleader can
  change his initiative score to 20 + his initiative modifiers if
  he does nothing but move away from his opponents. The
  warleader must choose to use this ability at the end of the
  current round.
  WARLEADER EQUIPMENT AND DETAILS
  Warleaders tend to favor heavy armor, though only if they
  can ride a horse or similar mount into battle. When on foot,
  they use large shields and lighter armor to maximize their
  defensive abilities and their ability to escape from superior
  foes. While warleaders might not be cowards, they are prag-
  matists when deciding whether to stand and fight or run and
  live to fight another day.
  A warleader is the perfect sneering foil to the characters’
  heroic actions, the mid-level flunky in a villain’s hierarchy, or
  the local bully who leans on his gang of thugs to get his way.
  Time and again, the characters defeat the warleader’s min-
  ions, only to see him run away before they can trap him. He
  makes a good recurring opponent, especially if you play up
  his scheming nature.
  A warleader can also be a humanoid chieftain or a moder-
  ately skilled mercenary leader, particularly for organizations
  or tribes with a strong emphasis on religious or political
  extremism. In this case, the warleader’s followers aid him out
  of a sense of desperate fanaticism. Abilities such as grunt
  cover reflect the desire of his followers to die in his service
  or in the name of their god or cause.
  CHAPTER THREE: CLASSES
  
  MASTERING IRON HEROES
  26
  NPC CLASSES
  The NPC classes exist to make a clear distinction between
  the heroic player character classes and the commoners who
  populate the world. The player characters are special, and
  whether they fight for good or evil, they leave a mark. The
  NPC classes are reserved for those who toil off to the mar-
  gins of the campaign—the innkeepers, blacksmiths, and
  peasants that the PCs may sometimes interact with. They’re
  not adventurers, and they’re not likely to become heroes.
  Thus, in Iron Heroes, the NPC classes are notably weaker
  than the core classes.
  Some of the NPC classes retain the same hit point total
  from levels 1 through 20 or lack a one-to-one relationship
  between level and Hit Dice. Only the warrior—a fighter who
  lacks the advanced training of a weapon master, harrier, or
  other PC class—gains 1 Hit Die per level. The NPC classes
  don’t focus on combat, so even high-level commoners, aristo-
  crats, and experts make poor opponents for a trained player
  character.
  NPC CLASS ADVANCEMENT
  The NPC classes advance in some areas at a slower rate than
  the core classes do. They tend to live quieter, less challenging
  lives, and the training they undergo is far less intensive com-
  pared to that of a player character class. The NPC classes
  grant feats and ability score increases slower than other
  classes do, as shown on the NPC Skill, Feat, and Ability
  Improvements table below.
  MULTICLASSING AND NPC CLASSES
  The NPC classes are not meant for adventuring. If you wish
  to let player characters take levels in NPC classes, you must
  make a few modifications to how a character advances in
  them.
  A player character who takes a level in an NPC class
  always uses the PC class advancement table at the beginning
  of Chapter Three in Iron Heroes for bonus feats and ability
  score improvement. Otherwise, a character with NPC levels
  is simply too weak to hold his own with the other characters.
  A character who multiclasses in several NPC classes uses
  the standard NPC advancement given in the table on this
  page.
  If a character starts in an NPC class, gains several levels in
  it, and then switches to an adventuring class, you must com-
  bine the two tables. The character gains feats and ability
  score improvements as the NPC class. When he gains his
  adventuring class, he enters the PC feat and ability score
  advancement scheme at his current level.
  For example, the merchant Tondus is a 5th-level aristocrat.
  A rival destroys his business, and to survive, Tondus becomes
  a thief. He gains a level in that class, making him a 6th-level
  character total. He looks up the PC “Skill, Feat, and Ability
  Improvements” table in Chapter Three of Iron Heroes and
  checks to see what he gains at 6th level. From now on,
  regardless of what class Tondus takes a level in, he uses that
  table. He does not retroactively replace the benefits he
  gained as an NPC from levels 1 through 5 with the benefits
  he would have gained from an adventuring class.
  Characters should rarely jump from NPC classes to PC
  classes. The Iron Heroes rules are designed around the idea
  that the player characters are noteworthy and important
  purely because of their status. The NPC classes are designed
  to make it easy to create nonadventuring folk.
  Aside from the exceptions noted above, multiclassing works
  for an NPC class the same way that it does for a PC class.
  VARIANT RULE: NPC CLASSES AS BACKGROUND
  Some DMs dislike the idea that the player characters begin
  at 1st level with fully formed talents. Instead, they see a
  character’s training and prior experiences as important
  background elements. This variant rule allows you to add
  such artifacts of a character’s past into his abilities at 1st
  level.
  Under this variant, each player selects one NPC class as
  his background. When creating a character from an adven-
  turing class, each player spends half the 1st-level ranks of
  the NPC class on the skill groups it has access to and the
  following skills: Craft, Knowledge, Profession, and Speak
  Language. He can’t spend these bonus ranks on other
  areas. 
  He spends his ranks from the PC class without restriction
  and gains the full ranks for 1st level. As he gains levels, he
  gains ranks in his PC class as normal.
  NPC SKILL, FEAT, & ABILITY IMPROVEMENTS
  Level
  Max. Skill Ranks
  Feats
  Ability Score
  1
  4
  1st
  —
  2
  5
  —
  —
  3
  6
  2nd
  —
  4
  7
  —
  1st
  5
  8
  —
  —
  6
  9
  3rd
  —
  7
  10
  —
  —
  8
  11
  —
  —
  9
  12
  4th
  —
  10
  13
  —
  —
  11
  14
  —
  —
  12
  15
  5th
  2nd
  13
  16
  —
  —
  14
  17
  —
  —
  15
  18
  6th
  —
  16
  19
  —
  —
  17
  20
  —
  —
  18
  21
  7th
  —
  19
  22
  —
  —
  20
  23
  —
  3rd
  
  27
  ARISTOCRAT
  An aristocrat represents a high-born noble, a successful merchant, or the pros-
  perous head of a sprawling criminal syndicate. This class focuses on social abili-
  ty rather than fighting. Public influence, political alliances, and economics are
  an aristocrat’s weapons of choice.
  The characters are likely to encounter aristocrats first as benefactors, employ-
  ers, and authority figures. As the PCs gain levels, aristocrats might treat them as
  potentially useful tools or threats to the current social order. If the characters lack
  any talent for diplomacy, they could become pawns in aristocratic power games.
  Especially while of low level, the characters are likely to deal with aristocrats
  who are several levels above them.
  Hit Die: 1d6 at 1st level, +1d6 every fourth level.
  SKILL GROUPS
  An aristocrat gains access to the Academia and Social skill groups. In addition,
  most aristocrats have ranks in Knowledge, Appraise, Speak Language, and other
  skills that they cultivate as part of their profession. Aristocrats tend to be better
  educated than the common folk.
  Skill Points at 1st Level: (4 + Intelligence modifier) ×4.
  Skill Points at Each Additional Level: 4 + Intelligence modifier.
  FEATS
  An aristocrat excels at social manipulation, but this class lacks the cunning,
  devious talents of a thief or arcanist. The aristocrat gains mastery in social feats
  at 1st level, and his mastery improves as he gains levels. Otherwise, he must
  spend his feat selections on general feats.
  Aristocrat Level
  Social Feat Mastery
  1–2
  1
  3–5
  2
  6–8
  3
  9–11
  5
  12–14
  6
  15–17
  8
  18–20
  9
  CLASS ABILITIES
  An aristocrat gains some opportunities to train with weapons, and his reliance on
  social talents to make his way through the world gives him several bonus feats.
  Weapon and Armor Proficiency: An aristocrat might have weapons training
  based on his background and society. He can choose to gain proficiency with
  all simple weapons, three martial weapons, light and medium armor, and
  shields. If he doesn’t want these proficiencies, he’s not proficient with any
  weapons, armor, or shields, but he gains a bonus feat at 1st level.
  Bonus Feat: An aristocrat gains a bonus feat at 4th, 10th, and 16th levels. 
  He can spend these bonus feats on any feat for which he meets the mastery
  requirements.
  COMMONER
  The commoner class represents the broad swath of average folk in the cam-
  paign world. It covers farmers, laborers, and others who lack specialized, formal
  training in a field. The vast majority of people that the characters encounter on
  their travels are commoners. Use this class for serfs, the typical man or woman
  in a tavern, and any nonplayer character who doesn’t fit the adventuring classes
  or any of the other NPC classes.
  Hit Die: 1d6 at 1st level, +1d6 every fourth level.
  CHAPTER THREE: CLASSES
  
  MASTERING IRON HEROES
  28
  ARISTOCRAT & COMMONER PROGRESSION BY LEVEL
  ARISTOCRAT PROGRESSION BY LEVEL
  Aristocrat Level
  Hit Dice
  Base Attack/Defense Bonus
  Fortitude Save
  Reflex Save
  Will Save
  Special Abilities
  1
  1d6
  +0
  +0
  +0
  +2
  Weapon/Armor Proficiency
  or bonus feat
  2
  1d6
  +1
  +0
  +0
  +3
  —
  3
  1d6
  +1
  +1
  +1
  +3
  —
  4
  2d6
  +2
  +1
  +1
  +4
  Bonus feat
  5
  2d6
  +2
  +1
  +1
  +4
  —
  6
  2d6
  +3
  +2
  +2
  +5
  —
  7
  2d6
  +3
  +2
  +2
  +5
  —
  8
  3d6
  +4
  +2
  +2
  +6
  —
  9
  3d6
  +4
  +3
  +3
  +6
  —
  10
  3d6
  +5
  +3
  +3
  +7
  Bonus feat
  11
  3d6
  +5
  +3
  +3
  +7
  —
  12
  4d6
  +6/+1
  +4
  +4
  +8
  —
  13
  4d6
  +6/+1
  +4
  +4
  +8
  —
  14
  4d6
  +7/+2
  +4
  +4
  +9
  —
  15
  4d6
  +7/+2
  +5
  +5
  +9
  —
  16
  5d6
  +8/+3
  +5
  +5
  +10
  Bonus feat
  17
  5d6
  +8/+3
  +5
  +5
  +10
  —
  18
  5d6
  +9/+4
  +6
  +6
  +11
  —
  19
  5d6
  +9/+4
  +6
  +6
  +11
  —
  20
  6d6
  +10/+5
  +6
  +6
  +12
  —
  COMMONER PROGRESSION BY LEVEL
  Commoner Level
  Hit Dice
  Base Attack/Defense Bonus
  Fortitude Save
  Reflex Save
  Will Save
  Special Abilities
  1
  1d6
  +0
  +2
  +0
  +0
  Weapon Proficiency
  2
  1d6
  +1
  +3
  +0
  +0
  —
  3
  1d6
  +1
  +3
  +1
  +1
  —
  4
  2d6
  +2
  +4
  +1
  +1
  —
  5
  2d6
  +2
  +4
  +1
  +1
  —
  6
  2d6
  +3
  +5
  +2
  +2
  —
  7
  2d6
  +3
  +5
  +2
  +2
  —
  8
  3d6
  +4
  +6
  +2
  +2
  —
  9
  3d6
  +4
  +6
  +3
  +3
  —
  10
  3d6
  +5
  +7
  +3
  +3
  —
  11
  3d6
  +5
  +7
  +3
  +3
  —
  12
  4d6
  +6/+1
  +8
  +4
  +4
  —
  13
  4d6
  +6/+1
  +8
  +4
  +4
  —
  14
  4d6
  +7/+2
  +9
  +4
  +4
  —
  15
  4d6
  +7/+2
  +9
  +5
  +5
  —
  16
  5d6
  +8/+3
  +10
  +5
  +5
  —
  17
  5d6
  +8/+3
  +10
  +5
  +5
  —
  18
  5d6
  +9/+4
  +11
  +6
  +6
  —
  19
  5d6
  +9/+4
  +11
  +6
  +6
  —
  20
  6d6
  +10/+5
  +12
  +6
  +6
  —
  
  29
  SKILL GROUPS
  A commoner doesn’t gain access to any skill groups. Members of this class
  must pay for their skills on a 1-point-per-rank basis. Commoners typically
  have ranks in Profession, Craft, and the Strength-based skills. While they can
  spend points on any skill, they rarely have ranks in Knowledge, Use Magic
  Device, or other exotic skills.
  Skill Points at 1st Level: (4 + Intelligence modifier) ×4.
  Skill Points at Each Additional Level: 4 + Intelligence modifier.
  FEATS
  Commoners enjoy access to general feats only. They never gain mastery in
  any areas unless they multiclass.
  CLASS ABILITIES
  Aside from a few weapon proficiencies, commoners gain no special abilities.
  Weapon and Armor Proficiency: A commoner gains proficiency with
  three simple weapons of his choice. Many commoners learn to handle a dag-
  ger or spear as part of a local militia or to hunt for food when times are
  tough. Because the ruling nobility places strict controls on access to
  weapons and training, many commoners lack proficiency with any weapons.
  EXPERT
  The expert is a catch-all class for a broad variety of skilled artisans and others
  who must undergo long, rigorous apprenticeships to master their trade. A
  sage, a skilled guide, a translator, and an engineer all qualify as experts.
  Experts tend to act as helpers and assistants to the player characters. The
  party might visit a sage who can decode the runes in an ancient tome they
  find, while a skilled weaponsmith can forge the barbed spear they need to 
  slay a dragon.
  Hit Die: 1d6 at 1st level, +1d6 every fourth level.
  SKILL GROUPS
  An expert gains access to one skill group of her choice. Some experts delve
  into academic areas, while others are trained in leading expeditions through
  difficult terrain. Most experts take the Academia skill group, although the
  Wilderness Lore group comes in handy for those who work outdoors.
  Skill Points at 1st Level: (6 + Intelligence modifier) ×4.
  Skill Points at Each Additional Level: 6 + Intelligence modifier.
  FEATS
  Experts tend to take general feats to match their area of work, but some
  delve into academic study. The expert gains mastery in lore feats at 1st level,
  and her mastery improves as she gains levels. Otherwise, she must spend her
  feat selections on general feats. Note that while experts have this mastery,
  many never use it. For example, a blacksmith may never select a lore feat,
  while a sage or guide spends all of her feat selections on that category.
  Expert Level
  Lore Feat Mastery
  1–2
  1
  3–5
  2
  6–8
  3
  9–11
  5
  12–14
  6
  15–17
  8
  18–20
  9
  CHAPTER THREE: CLASSES
  
  MASTERING IRON HEROES
  30
  EXPERT & WARRIOR  PROGRESSION BY LEVEL
  EXPERT PROGRESSION BY LEVEL
  Expert Level
  Hit Dice
  Base Attack/Defense Bonus
  Fortitude Save
  Reflex Save
  Will Save
  Special Abilities
  1
  1d6
  +0
  +0
  +0
  +2
  –
  2
  1d6
  +1
  +0
  +0
  +3
  –
  3
  1d6
  +1
  +1
  +1
  +3
  –
  4
  2d6
  +2
  +1
  +1
  +4
  Bonus feat
  5
  2d6
  +2
  +1
  +1
  +4
  –
  6
  2d6
  +3
  +2
  +2
  +5
  –
  7
  2d6
  +3
  +2
  +2
  +5
  –
  8
  3d6
  +4
  +2
  +2
  +6
  –
  9
  3d6
  +4
  +3
  +3
  +6
  –
  10
  3d6
  +5
  +3
  +3
  +7
  Bonus feat
  11
  3d6
  +5
  +3
  +3
  +7
  –
  12
  4d6
  +6/+1
  +4
  +4
  +8
  –
  13
  4d6
  +6/+1
  +4
  +4
  +8
  –
  14
  4d6
  +7/+2
  +4
  +4
  +9
  –
  15
  4d6
  +7/+2
  +5
  +5
  +9
  –
  16
  5d6
  +8/+3
  +5
  +5
  +10
  Bonus feat
  17
  5d6
  +8/+3
  +5
  +5
  +10
  –
  18
  5d6
  +9/+4
  +6
  +6
  +11
  –
  19
  5d6
  +9/+4
  +6
  +6
  +11
  –
  20
  6d6
  +10/+5
  +6
  +6
  +12
  – 
  WARRIOR PROGRESSION BY LEVEL
  Warrior Level
  Hit Dice
  Base Attack Bonus
  Base Defense Bonus
  Fortitude Save
  Reflex Save
  Will Save
  1
  1d8
  +1
  +0
  +2
  +0
  +0
  2
  2d8
  +2
  +1
  +3
  +0
  +0
  3
  3d8
  +3
  +2
  +3
  +1
  +1
  4
  4d8
  +4
  +3
  +4
  +1
  +1
  5
  5d8
  +5
  +3
  +4
  +1
  +1
  6
  6d8
  +6/+1
  +4
  +5
  +2
  +2
  7
  7d8
  +7/+2
  +5
  +5
  +2
  +2
  8
  8d8
  +8/+3
  +6
  +6
  +2
  +2
  9
  9d8
  +9/+4
  +6
  +6
  +3
  +3
  10
  10d8
  +10/+5
  +7
  +7
  +3
  +3
  11
  11d8
  +11/+6/+1
  +8
  +7
  +3
  +3
  12
  12d8
  +12/+7/+2
  +9
  +8
  +4
  +4
  13
  13d8
  +13/+8/+3
  +9
  +8
  +4
  +4
  14
  14d8
  +14/+9/+4
  +10
  +9
  +4
  +4
  15
  15d8
  +15/+10/+5
  +11
  +9
  +5
  +5
  16
  16d8
  +16/+11/+6/+1
  +12
  +10
  +5
  +5
  17
  17d8
  +17/+12/+7/+2
  +12
  +10
  +5
  +5
  18
  18d8
  +18/+13/+8/+3
  +13
  +11
  +6
  +6
  19
  19d8
  +19/+14/+9/+4
  +14
  +11
  +6
  +6
  20
  20d8
  +20/+15/+10/+5
  +15
  +12
  +6
  +6
  
  31
  CLASS ABILITIES
  Experts tend to focus on their area of training to the exclu-
  sion of all else. Thus, they have few talents beyond those of
  their core profession.
  Weapon and Armor Proficiency: An expert gains no pro-
  ficiency with weapons, armor, or shields.
  Bonus Feat: An expert gains a bonus feat at 4th, 10th, and
  16th levels. She can spend these bonus feats on any feat for
  which she meets the mastery requirements.
  WARRIOR
  The warrior class represents a typical town guard, soldier,
  thug, or similar person with some military training but none
  of the specialized expertise of a harrier, man-at-arms, or weapon
  master. In most cases, warriors form the bulk of a military
  organization’s personnel. Even elite units consist of higher-
  level warriors, while strategists and commanders are a mix of
  aristocrats, experts, and warriors with high Intelligence and
  Charisma scores.
  In comparison, soldiers with levels in adventuring classes
  are either unique operatives or small, elite corps assigned to
  special duties. For example, a queen’s personal guards might
  be specially trained weapon masters. The men and women
  who watch the palace’s walls and patrol its corridors are
  probably warriors.
  Thugs, bandits, and others who take up arms without for-
  mal training are also warriors. A thief or aristocrat usually
  leads these gangs, while an archer, hunter, or executioner
  character may serve as an assassin or special operative in the
  group.
  Hit Die: 1d8/level.
  SKILL GROUPS
  Warriors gain access to the Athletics skill group. Their train-
  ing in combat develops their physical fitness. Warriors tend
  to have few skills beyond those provided by that group, as
  they focus most of their training on weapons and armor.
  Skill Points at 1st Level: (2 + Intelligence modifier) ×4.
  Skill Points at Each Additional Level: 2 + Intelligence
  modifier.
  FEATS
  Warriors gain a basic competence in the art of fighting, but
  they never attain the level of mastery of a player character
  class. A warrior can handle a sword and shield with far more
  skill than a commoner or an aristocrat, but he can’t hope to
  take on a fresh weapon master or man-at-arms in a fair fight. 
  Warriors gain mastery starting at 6th level. Before that
  time, they must spend their choices on general feats. A war-
  rior picks one area in which to gain mastery from this list:
  armor, defense, finesse, power, or projectile. At 12th level, 
  the warrior picks a second category from that list.
  CHAPTER THREE: CLASSES
  WARRIOR MASTERY BY LEVEL
  Warrior Level
  First Mastery
  Second Mastery
  1–5
  —
  —
  6–8
  1
  —
  9–11
  2
  —
  12–14
  3
  1
  15–17
  4
  2
  18–20
  5
  3
  
  MASTERING IRON HEROES
  32
  CLASS ABILITIES
  A warrior character focuses on combat training to the exclu-
  sion of almost every other professional pursuit. Aside from
  his superior base attack and defense bonuses, he gains few
  other abilities.
  Weapon and Armor Proficiency: A warrior is proficient
  with all simple and martial weapons, all shields, and light
  and medium armor.
  NPC CLASS CHALLENGE RATINGS
  Sometimes the NPC classes serve as an easy way to create vil-
  lains, common thugs, and other opponents for the player
  characters. Since NPC classes are far less powerful than
  adventuring classes, their level does not equal their
  Challenge Rating. Instead, the Challenge Rating of an NPC
  class is usually slightly less than its level. See the Challenge
  Ratings by NPC Class Level table here for details.
  CHALLENGE RATINGS BY NPC CLASS LEVEL
  CHALLENGE RATING BY CLASS
  NPC LEVEL
  Aristocrat
  Commoner
  Expert
  Warrior
  1
  1/4
  1/8
  1/4
  1/2
  2
  1/2
  1/4
  1/2
  1
  3
  1
  1/2
  1
  2
  4
  1
  1
  1
  3
  5
  2
  1
  2
  4
  6
  2
  1
  2
  4
  7
  3
  1
  3
  5
  8
  3
  2
  3
  6
  9
  4
  2
  4
  7
  10
  4
  2
  4
  8
  11
  5
  2
  5
  8
  12
  5
  3
  5
  9
  13
  6
  3
  6
  10
  14
  6
  3
  6
  11
  15
  7
  3
  7
  12
  16
  7
  4
  7
  12
  17
  8
  4
  8
  13
  18
  8
  4
  8
  14
  19
  9
  4
  9
  15
  20
  10
  5
  10
  15
  
  33
  M
  any of the new combat rules in Monte Cook
  Presents: Iron Heroes are designed to make fights
  more interesting, more dramatic, and more com-
  pelling. Ideally, a fight in this game is much more exciting
  than two groups of warriors lining up, rolling for initiative,
  and trading blows. The action should come fast and furious,
  with characters and monsters attempting stunts, using
  action zones to turn the environment against their enemies,
  and so forth.
  While combat has more options in this rules set, it also
  places an added burden on the DM. Not only must you create
  NPCs, plots, and the campaign, but now you must put extra
  thought into each combat encounter. Iron Heroes provides you
  with a variety of tools, but they take some effort to master.
  This chapter is designed as a tutorial and owner’s manual for
  those rules. It also introduces zones and gives extensive
  examples, along with ideas for spicing up encounter areas,
  notes on tactics, and advice on how to keep battles moving.
  Some options in this chapter note that you need to roll
  1d3. To do this, roll 1d6, and consider a roll of 1 or 2 to be
  “1,” a roll of 3 or 4 to be “2,” and a roll of 5 or 6 to be “3.”
  ZONES: INTERACTIVE ENVIRONMENTS
  A berserker pushes a catapult off a castle’s walls, sending it
  tumbling into a crowd of enemies. A skilled hunter leaps
  onto an elephant’s flank, slices the ropes that keep the how-
  dah on its back, and sends the archers aboard it crashing to
  the ground.
  These characters have different actions available to them
  based on where they stand on the battlefield. If a berserker
  moves next to a catapult, he has the option to push it off the
  wall’s edge. The hunter leaps onto the elephant and then has
  the option to destroy the howdah.
  Zones allow you to create new choices and abilities for
  characters based on their physical location during an
  encounter. They can add new options to the standard tactical
  battle. When characters stand in a particular zone, the play-
  ers find themselves looking at the combat environment in a
  whole new way—everything in it becomes an opportunity. A
  chandelier serves as a convenient swing. A teetering stone
  wall turns into an avalanche of bricks with a good stiff push.
  Zones are powerful tools for creating interesting battle-
  fields. A simple fight with a few thugs can be dull or diffi-
  cult to spice up, but if you set the same battle in the midst
  of a sagging ruin during an earthquake, the action
  becomes far more intense and compelling. What was once
  a run-of-the-mill battle becomes a tense affair as walls
  crumble, the floor caves in, and chunks of rock fall from 
  the ceiling.
  The DM creates zones to make environments more inter-
  esting, and players should always be on the lookout for ways
  to use them to their advantage. Run along a tree branch with
  your Balance skill. Jump from a balcony onto the back of the
  dragon that rampages in the courtyard below. Players never
  know if the DM has put specific terrain in an encounter area
  for them to use as a springboard to action. The more inven-
  tive they are in combat, the more success they’ll find.
  In many roleplaying games, combat is just one part of the action.
  In Iron Heroes, a rousing battle may take up an entire session. 
  Combat 
  CHAPTER FOUR:
  CHAPTER FOUR: COMBAT
  
  MASTERING IRON HEROES
  34
  TYPES OF ZONES
  Three types of zones exist: condition zones, event zones, and
  action zones. Each involves a different feature of a battlefield.
  A condition zone describes a specific effect that continuous-
  ly functions within the battle area. While fighting in the arc-
  tic, the characters suffer damage from the frigid tempera-
  tures. The cold wears at them every round.
  An event zone, in comparison, comes into play only when it
  activates. Event zones are tied to things in the environment
  that occur without the characters’ interference. For example,
  the PCs might battle a group of trolls in a ruined temple. The
  temple altar occasionally emits blasts of energy that target the
  characters and trolls at random. Traps also are event zones.
  They activate in response to an action, such as a character
  stepping on a pressure plate or walking through a tripwire.
  An action zone is a fancy way of defining how a character
  can interact with the environment during a battle. Usually,
  these options are a lot like stunts that require you to use the
  environment in some way. Most action zones offer benefits
  that are greater than or different from those offered in Iron
  Heroes’ stunt rules. For example, a massive boulder perched at
  the edge of a steep slope might inflict more damage against a
  greater number of targets than the typical area attack stunt.
  Zones are divided into three different types to make them
  easier to handle, but they use identical rules. In many cases,
  they draw on existing rules, such as the rules for weather, or
  they use rules you’re already familiar with. The altar that
  blasts the characters with eldritch energy simply makes an
  attack roll or requires a saving throw to dodge its power.
  CONDITION ZONES
  A typical condition zone stat block looks like this:
  Storm-Tossed Ship (Condition Zone): Balance DC 15; Fall prone
  in current square/no effect.
  It starts with a name and zone type in bold, followed by the
  skill or save needed to resist it, the check Difficulty Class, and
  the effects of failure followed by the effects on a successful
  check or save. The example above is a condition zone for a
  ship caught in a fierce storm. As it rides the towering waves,
  characters aboard it must struggle to keep their footing.
  Other condition zones use an attack bonus to resolve their
  effects. A stat block for such a zone looks like this:
  Falling Rocks (Condition Zone): Base attack +9; 2d6 points of
  damage.
  In this case, the zone lists its attack bonus and the damage
  and other effects it inflicts on a successful hit.
  
  35
  CHAPTER FOUR: COMBAT
  DESIGNING CONDITION ZONES
  Building a condition zone requires a careful eye for balance.
  Since the condition zone affects everyone who enters it and
  continues to work against them each round, it’s easy to cre-
  ate one that’s too powerful. With a few failed saves, a charac-
  ter may fall to an improperly balanced condition zone. In
  addition, the PCs still have to battle their foes while dealing
  with the zone. Thus, condition zones tend to rely on slowly
  wearing down their victims’ strength rather than a single,
  massive blow that knocks a character out of the fight.
  A typical condition zone requires a save or check of some
  sort each round. Before a character or monster takes its
  action, it must attempt this save or check. Apply the results
  of this check, and then allow the creature to take its action
  as normal. In some cases, the result of this check determines
  the sort of actions that a creature can take.
  CONDITION ZONE EFFECTS
  A condition zone can inflict a variety of effects, from damage
  to knocking a character prone. The easiest way to determine
  how such a zone works is to picture it in your mind. Imagine
  how the battle might unfold and focus on how the zone
  affects the combatants. Does a ship rise and fall upon the
  waves, forcing its crew to keep their balance as they fight a
  swarm of pirates? Does the stifling heat of a volcano slowly
  sap an adventurer’s strength?
  With that scene in mind, consider the skill or save needed
  to resist the zone. Then plot out its effects on both a failed
  check and a successful check.
  Save and Skill Check DCs: A condition zone usually
  requires a character to make a save or skill check each round
  to avoid its effects. Before you can determine the Difficulty
  Class, think about the skill or save needed to resist the zone.
  Balance is a good skill choice for any effect that involves a
  moving environment, such as tremors that can knock the
  characters prone. The saves fill their niches as usual.
  A saving throw’s Difficulty Class should, on average, equal
  10 + the party’s level. This gives each character at least a 50
  percent chance of success before accounting for feats or
  ability scores that improve a save. For skill checks, 13 + the
  party’s level provides you with a minimum. Obviously, you
  can make the zone more or less dangerous by increasing or
  decreasing the Difficulty Class. Moving the DC up or down in
  units of 3 ensures that this change has a tangible impact on
  the game, as it can account for a high ability bonus or a feat
  such as Skill Focus or Iron Will.
  Attack: In some cases, a condition zone uses an attack
  bonus rather than requiring a save or skill check. Any zone
  that relies on a physical attack that a character could dodge
  or deflect with a shield likely falls into this category. If a
  character can take cover against a condition zone, it proba-
  bly uses an attack against him. The average attack bonus for
  the zone depends on the party’s level. You can adjust the
  bonus up or down to represent a deadlier or less threatening
  attack.
  Party Level
  Attack Bonus
  Party Level
  Attack Bonus
  1
  +2
  11
  +14
  2
  +3
  12
  +15
  3
  +4
  13
  +16
  4
  +5
  14
  +17
  5
  +7
  15
  +19
  6
  +8
  16
  +20
  7
  +9
  17
  +21
  8
  +10
  18
  +22
  9
  +11
  19
  +23
  10
  +13
  20
  +25
  
  MASTERING IRON HEROES
  36
  A zone that uses an attack bonus might cause additional effects on a suc-
  cessful hit. For example, debris that falls from a cavern’s ceiling might knock
  its target prone. These additional effects can allow characters to attempt
  saves or checks to avoid them. In the example of the falling debris, a Strength
  check (DC 10) allows a character to remain on his feet.
  Damage: A condition zone’s damage should be tied to the characters’ level,
  as shown below. This damage assumes that you use the typical saving throw
  or skill check Difficulty Class. For higher DCs, you might want to decrease
  the damage slightly, perhaps treating the party as two or three levels lower.
  For lower DCs, you can treat the party as two or three levels higher.
  The table assumes that the characters suffer half damage on a successful
  save. If they suffer no damage on a save, you can increase the damage by two
  or three levels as long as the Difficulty Class isn’t too high.
  Party Level
  Typical Damage
  1
  1d2
  2
  1d4
  3–5
  1d6
  6–8
  2d6
  9–11
  3d6
  12–14
  4d6
  15–17
  5d6
  18–20
  6d6
  Other Effects: You can use almost any effect imaginable with a condition
  zone, as long as it makes sense within the context of the game. A volcanic
  tremor might knock the characters prone, while gouts of hot steam could
  cause temporary blindness. The table below lists some common effects aside
  from damage and sources that could deliver them.
  Try to avoid effects, such as stun or sleep, that leave a character unable to
  act. Otherwise, a character with a poor save or skill bonus might be unable to
  take any actions during a battle as he misses save after save. Condition zones
  should present the characters with a barrier to victory, not an effect that ties
  their hands.
  Zone Effect*
  Example Source
  Blindness
  Dense fog, steam, flashing lights, illusions
  Checked
  A powerful wind
  Deafness
  Loud noises, a piercing shriek, a magical effect
  Entangled
  Strange plant creatures, thick mud
  Fatigued
  Intense heat, a life-draining magical effect
  Prone
  Tremors, any effect that causes the ground to move
  SickenedNoxious gas, a magical effect
  * See “States and Conditions” in Chapter Eight: Combat of Iron Heroes.
  The list of effects is by no means comprehensive, but it should give you
  some ideas of how to use condition zones for things other than damage.
  In any case, an effect should have a duration that is long enough to play
  a role in the encounter without crippling the character. For a condition
  zone, most effects that don’t require an action to escape, such as being
  fatigued or prone, should last for 1 or 2 rounds.
  Terrain: Technically, you could consider terrain a condition zone. An
  icy coating on a set of stairs causes anyone who walks on it to slip and fall.
  This sounds like a zone, but the key difference is that the condition zone
  requires a save or skill check at the start of a character’s action, regardless
  
  37
  of what he then does on that action, while a terrain effect does not. A
  character doesn’t have to make a Balance check to avoid slipping on ice
  until he walks on it. On the other hand, a noxious gas that fills a cavern
  requires a save each round to avoid its effects. Some terrain effects have
  associated zones, as you can see in the section that starts on page 41.
  EVENT ZONES
  Event zones can be triggered (activated by a character’s action) or timed
  (activated according to a schedule or by chance). Here are sample stat
  blocks for a timed event zone and a triggered event zone.
  Obelisk of Despair (Timed Event Zone): Once every 4 rounds; Will save DC 16;
  on a failed save, causes a –4 morale penalty to attacks and damage for 1d4
  minutes.
  Cave-In (Triggered Event Zone): Triggered when a character steps on a pressure
  plate in the cave floor; Reflex save DC 16; on a failed save, the victim takes 3d6
  points of damage from falling rocks.
  An event zone stat block starts with a name and zone type in bold, fol-
  lowed by how frequently it activates (for timed event zones) or what causes
  it to activate (for triggered event zones). Next comes the skill or save
  needed to resist it, its Difficulty Class, and the effects of failure.
  Triggered or Timed: The stat block notes the zone’s type in parenthesis
  next to its name. Mark the zone’s location or area of effect on your map of
  the encounter area.
  Save DC, Check DC, or Attack Bonus: An event zone either requires 
  a saving throw or skill check to avoid its effects, or it uses an attack to
  determine whether it strikes a character. The relevant Difficulty Classes or
  attack bonuses are listed next.
  Effects: Event zones inflict damage or other special states on the char-
  acters or cause other effects that require explanation. A flash flood pushes
  the party along each round, while a rolling boulder needs rules to track its
  movement.
  Area: An event zone affects an area or a single target. If it affects an
  area, the stat block notes the radius or otherwise describes how it targets
  the characters.
  Special Notes: Some zones have additional special rules or effects.
  DESIGNING EVENT ZONES
  Event zones can be triggered events or timed events.
  Triggered events activate in response to an action, such as a character
  pushing a button.
  Timed events happen on a schedule or in response to an event that the
  characters don’t control.
  A triggered event zone is basically a trap in the way it functions in the
  game. When a character steps into a square with a trap’s trigger mecha-
  nism, the trap activates and either attacks him, such as by firing a cross-
  bow bolt into his square, or causes an effect that requires a saving throw
  to resist, such by as releasing a cloud of poisonous gas into the room.
  Event zones have the same basic traits. When a character or creature
  enters the zone’s area, the zone activates and attacks or causes an effect.
  A timed event zone activates according to a schedule or by random
  chance. For example, every few rounds, a channel opens and floods the com-
  bat area with water. While an earthquake wracks a ruined city, there’s a
  CHAPTER FOUR: COMBAT
  
  MASTERING IRON HEROES
  38
  chance each round that the crumbling pillars within a temple
  crash to the ground, crushing anyone unfortunate enough to be
  standing next to them. These event zones occur independently
  of the character’s actions.
  The first step in creating an event zone is to decide which
  kind to use. As with condition zones, picture the zone and its
  effect in your mind. Focus on how the zone interacts with the
  characters and the encounter. If the adventurers must take a
  specific action that causes the zone to activate, it’s a trig-
  gered event zone. Otherwise, it’s a timed event zone.
  EVENT ZONE EFFECTS
  Like a condition zone, an event zone can inflict damage,
  knock a character prone, blind him, and so forth. But
  because event zones are usually one-shot effects (rather than
  continuous), they often inflict more damage and can also
  cause temporary ability score damage. The characters can
  avoid the spot or action that activates a triggered zone, while
  a timed zone should activate only once or, if it repeats, every
  other round at most.
  Save and Skill DCs: Event zones have higher Difficulty
  Classes than condition zones, since they might occur only
  once during an encounter. The single saving throw or ability
  check determines whether the zone has any effect on the
  character for the encounter, though timed zones might
  require multiple checks or saves.
  The typical save Difficulty Class should equal 13 + the
  party’s average level, and the typical skill Difficulty Class
  should equal 16 + the party’s level. Reduce these DCs by 2
  for timed zones that occur more frequently than once every
  4 rounds. You can increase or decrease these DCs, but keep
  in mind that the characters will suffer the effects of a failed
  save more often.
  Attacks: Just as some traps resolve an attack to determine
  whether they strike a character, some event zones make the
  equivalent of an attack. As a rule, if the zone’s effect is a
  physical attack that a character could deflect with a shield or
  dodge completely, you should probably resolve it with an
  attack roll rather than a save or skill check. A zone’s attack
  bonus depends on the party’s level. You can adjust the bonus
  up or down for a deadlier or less threatening zone. Note that
  the attack bonus for an event zone is higher than that for a
  condition zone. Because an event zone usually has fewer
  chances to strike a character, it needs a better bonus to
  ensure that its attack poses a threat.
  Party Level
  Attack Bonus
  Party Level
  Attack Bonus
  1
  +5
  11
  +17
  2
  +6
  12
  +19
  3
  +7
  13
  +20
  4
  +9
  14
  +21
  5
  +10
  15
  +22
  6
  +11
  16
  +24
  7
  +12
  17
  +25
  8
  +14
  18
  +26
  9
  +15
  19
  +27
  10
  +16
  20
  +29
  Skills: Almost any skill might prove useful in avoiding an
  event zone. A Survival check allows a hunter to notice that a
  patch of bushes has sharp, poisoned thorns. A Search check
  lets a character uncover the pressure plate before he steps
  on it and activates a trap. When you create an event zone,
  determine whether a skill check replaces a saving throw for
  avoiding its effects, or if a check allows a character to spot
  the danger before he stumbles into it. Spot, Listen, and
  
  39
  Search fill this role in most cases, as they cover a character’s
  environmental awareness. Knowledge and Survival can also
  prove useful, as they indicate that a character has the train-
  ing needed to realize he’s near an event zone.
  If you allow a skill check to notice an event zone, its
  Difficulty Class should be from 3 to 10 points higher than
  the save or check DC needed to avoid its effects. This
  ensures that only characters who put ranks into the skill can
  spot the danger. In addition, the DC is higher because the
  characters gain a greater advantage from a success. Not only
  do they spot the zone before it can affect them, but they can
  use the zone to their advantage during the encounter.
  Damage: An event zone’s typical damage depends on how
  often it activates. The Event Zone Damage table includes two
  damage columns. The first covers triggered zones and long
  timed zones (those that activate once every 4 rounds, or less
  often). The second covers short timed zones (those that acti-
  vate more often than once every 4 rounds).
  The table assumes that the characters suffer half damage
  on a successful save. If they suffer no damage on a save, mul-
  tiply the damage dice by 1.5 to determine a fair and bal-
  anced total.
  Other Effects: The advice for designing condition zones
  covers a few effects other than damage that you can throw at
  the party. In addition, event zones can inflict temporary abili-
  ty score damage. Such damage is usually too harsh to use in
  a condition zone, but it represents a fair threat for an event
  zone. A triggered event zone can inflict ability score damage
  equal to half the damage dice balanced for the party’s level.
  Most nondamaging zone effects should last long enough to
  have an effect on the encounter without crippling a charac-
  ter. In most cases, 1d6 or 2d6 rounds are long enough.
  Other effects, such as being knocked prone, require specific
  actions or checks to remove them. Ability score damage heals
  at its normal rate.
  Area: When you design an event zone, you must decide on
  its area of effect. In general, a zone that affects a broader
  area should have an effect that is weaker or easier to resist
  than a zone that attacks only one person. For example:
  •
  A dam gate opens, filling a dungeon passage with a
  flash flood. In this case, the event zone targets every-
  one within the passage.
  •
  A mechanical crossbow fires at the explorer who
  stepped on its trigger plate. In this case, the event
  zone attacks a single person.
  If a zone targets only a single character or an area with a
  10-foot radius, use the standard damage given above. For
  every 10 feet you increase the radius, drop the average dam-
  age by one level. If the zone covers a nonstandard area, as in
  the case of a falling archway that fills several squares, esti-
  mate the radius. The zone’s area should have a logical area of
  effect that matches its physical effects in the game. In any
  event, if you reduce the damage by more than two or three
  levels, the zone might be too weak to pose any threat. If the
  zone expands beyond a 40-foot radius, don’t keep reducing
  the damage.
  Traps: The quintessential event zones, traps are useful in
  encounters because they force the characters to proceed
  with more caution than normal. They also encourage creativ-
  ity and tactics, since a smart group can attempt to use a trap
  against its enemies. In general, traps provided in other role-
  playing game sources are designed for use in noncombat sit-
  uations. On the other hand, the guidelines given above
  assume that you want to use an event zone as part of an
  encounter, which means the characters must deal with the
  zone and with the monsters that threaten them.
  Generally a trap is a good addition to an encounter if the
  party’s level is 2 or more higher than the trap’s Challenge
  Rating. Otherwise, the trap might prove too deadly within
  the context of the encounter. For example, a pit trap not only
  injures a character but also removes her from the fight until
  she can climb out. During that time, the adventurers must
  try to fend off their enemies while down one person. That
  might prove too much if the pit is deep and it takes the
  trapped character a while to climb out.
  ACTION ZONES
  Action zones encourage DMs to design interesting battle
  sites. Rather than simply running a fight in a tavern where
  the tables, chairs, bar, and beer kegs block movement, you
  CHAPTER FOUR: COMBAT
  EVENT ZONE DAMAGE
  Party Level
  Triggered/Long Timed Damage Short Timed Damage
  1
  1d6
  1d6
  2
  2d6
  1d6
  3
  3d6
  2d6
  4
  4d6
  2d6
  5
  5d6
  3d6
  6
  6d6
  3d6
  7
  7d6
  4d6
  8
  8d6
  4d6
  9
  9d6
  5d6
  10
  10d6
  5d6
  11
  11d6
  6d6
  12
  12d6
  6d6
  13
  13d6
  7d6
  14
  14d6
  7d6
  15
  15d6
  8d6
  16
  16d6
  8d6
  17
  17d6
  9d6
  18
  18d6
  9d6
  19
  19d6
  10d6
  20
  20d6
  10d6
  
  MASTERING IRON HEROES
  40
  can create zones around each of those features that define
  how the player characters (and their enemies) can use them.
  Instead of standing in one place trading blows with their
  foes, the adventurers can try a wide variety of actions.
  When a character stands in an action zone, she gains the
  ability to select a special combat action that can be complet-
  ed only in that location. Sometimes, taking that action makes
  it impossible for others to attempt the same thing for the
  rest of the encounter. Think of an action zone as an object
  waiting for a character to come along and do something
  interesting with it. It’s like a boulder resting at the top of a
  hill. On its own, the boulder provides cover. With a stiff push,
  it becomes a rumbling, unstoppable force of destruction.
  Here’s a sample action zone stat block:
  Rolling Boulder (Nonreusable Action Zone): With a Strength
  check as a full-round action, you can send a boulder rolling
  down a slope to smash into your enemies. The Difficulty
  Class and the damage this boulder inflicts depend on its
  size. Creatures suffer half damage from the stone if they
  make Reflex saves.
  An action zone’s stat block covers the following attributes:
  Name: The action zone’s name should be something
  descriptive, like “barroom stool” or “weak supporting beam.”
  Reusable or Nonreusable: Some action zones can be used
  only once before they’re exhausted. A character might smash
  a brute over the head with a bench, but it shatters into pieces
  from the blow. After someone successfully uses an action
  zone, it disappears from the battlefield if it’s nonreusable.
  Actions: The stat block lists different actions available in
  the zone. Each action includes a skill, base attack, or ability
  check Difficulty Class that a character must make as a stan-
  dard action. If the check fails, she spends her standard
  action but gains no benefit from the zone. However, she can
  try again.
  In some cases, a zone may require minimum ability scores
  for a character to complete its action. For example, an adven-
  turer can’t pick up and throw an item unless she has the
  Strength needed to handle it.
  DESIGNING ACTION ZONES
  Action zones are simultaneously the easiest and most diffi-
  cult zones to create. They’re easy because you simply need to
  come up with the effects of the action offered by the zone.
  They’re hard because they’re the most likely to involve spe-
  cial cases that fall outside of the rules. Unlike condition
  zones and event zones, they lack a clear method of design
  scaled by level. They’re more freeform in nature, but because
  you can easily design them for purposes other than directly
  injuring the enemy, they’re easier to balance. Thus, the
  advice in this section focuses more on creating interesting
  action zones rather than ones that are balanced against the
  party’s resources.
  A good action zone offers an exciting, fun action that the
  characters can’t normally complete. An action zone is also a
  handy way to encourage a particular kind of stunt, especially
  if the players are not yet comfortable with using the stunt
  rules to produce various effects. Some players prefer options
  that are more concrete and obvious. The stunt rules might
  seem vague to the players, or they might have trouble map-
  ping the effects they can choose to the situation in the
  game. Action zones help you avoid that pitfall, especially at
  low levels or with new players.
  When creating an action zone, first picture the conse-
  quences of the zone in combat, and then write up rules that
  reflect the possible events leading up to the consequences.
  Find game effects that closely model the results and use
  them to guide you. Good resources for game effects include
  equipment listings (especially the net weapon), monster spe-
  cial attacks (from monster books compatible with the d20
  System), and so on.
  An action zone should inflict about 1d6 points of damage
  for every 4 or 5 points of its Difficulty Class. The description
  should specify the zone’s number of targets or area of effect.
  This area should correspond to the area that the object
  could physically cover. For example, a thrown bench might
  land in any three adjacent squares, inflicting damage on any
  creatures standing there.
  If an action zone requires an attack of any sort, you need
  to hit your targets before the action can take effect. In many
  cases, a touch attack works best for thrown objects and other
  large, bulky items. Use these rules of thumb:
  •
  An item small enough to wield as a normal weapon
  requires a normal attack roll.
  •
  An item as large as a Medium creature requires a
  touch attack.
  •
  An item as large as a Large creature always hits; crea-
  tures in its target area must instead make Reflex
  saves to avoid damage. Use DC 15 to save for half
  ZONES VS. STUNTS
  Zones are like stunts that the DM sets up and places on the battlefield.
  They are usually tied to a piece of terrain, such as a swaying rope
  bridge or a crumbling platform, that you can use to complete stunt.
  Zones require a skill check, ability check, or attack roll of some sort,
  leaving them best used by characters with the relevant skill or score. 
  Zones look a lot like stunts in terms of the actions you can accomplish.
  (Review the “Stunts” section in Chapter Eight of Iron Heroes.) If you
  made a movie out of your game session or wrote a narrative description
  of it, the viewer or reader probably couldn't tell the difference between
  the two. In terms of rules, they have several important differences. The
  DM designs all zones, in contrast to the player-created stunts. Zones
  can also create more effects and can break the rules in different ways.
  Since the DM controls zones, he can design them to fit a broader range
  of abilities and effects without upsetting game balance.
  
  41
  damage; add 5 or 10 to this Difficulty Class for
  exceptionally large, bulky, or heavy items.
  In addition to making attacks, an object in a zone might
  help the party members move from one point to another or
  let them interact with the environment in an interesting
  way. For example, an action zone might allow them to hack
  down the wooden poles on which a small building stands.
  When the poles fall, the building collapses into debris that
  fills the battlefield, and anyone inside the structure suffers
  damage.
  If an action zone is available in an encounter area, the DM
  should summarize its effects before the battle begins. This
  information allows the players to make use of the zone if they
  wish, and it helps emphasize its presence in the encounter.
  Keep in mind that even if a piece of terrain isn’t a zone, the
  characters still can use stunts to simulate the different
  maneuvers they can complete with it.
  Remember, an action zone simply lets the characters use
  their environment in new, exciting ways. When you create
  encounters, use action zones to turn mundane pieces of ter-
  rain into fun tools that encourage the adventurers and their
  enemies to employ interesting tactics.
  TERRAIN EFFECTS
  This section presents a variety of basic terrain types, such as
  desert and forest, along with some sample zones that corre-
  spond to the terrain types. 
  Use this section as an encounter area toolbox. It provides
  dressing that you can use to spice up your game and make
  encounters more fun than two mobs of warriors lining up
  and smashing each other with their weapons.
  GENERIC TERRAIN
  The following terrain features can be found anywhere.
  Berm: A common defensive structure, a berm is a low
  earthen wall that slows movement and provides a measure of
  cover. Put a berm on the map by drawing two adjacent rows
  of steep slope (described in “Mountain and Hill Terrain” on
  page 46) that meet in the middle. Thus, a character crossing
  a two-square berm will travel uphill for one square, and then
  downhill for one square. Two-square berms provide cover as
  low walls (see next page) for anyone standing behind them.
  Larger berms provide the low wall benefit for anyone stand-
  ing one square downhill from the top of the berm.
  Fences: Wooden fences generally contain livestock or
  impede oncoming soldiers. It costs an extra square of move-
  ment to cross a wooden fence. A stone fence provides a
  measure of cover as well, functioning as a low wall (see next
  page). Mounted characters can cross a fence without slowing
  their movement if they succeed at a Ride check (DC 15). If
  the check fails, the steed crosses the fence, but the rider falls
  out of the saddle.
  Rubble, Dense: The ground is covered with rocks of all
  sizes. It costs two squares of movement to enter a square with
  dense rubble. The Difficulty Class of Balance and Tumble
  checks on dense rubble increases by 5, and the DC of Move
  Silently checks increases by 2.
  Rubble, Light: Small rocks are strewn across the ground,
  making nimble movement more difficult. The Difficulty Class
  of Balance and Tumble checks increases by 2.
  Trench: Often dug before a battle to protect soldiers, a
  trench functions as a low wall (see next page), except that it
  provides no cover against adjacent foes. It costs two squares
  of movement to leave a trench, but it costs nothing extra to
  CHAPTER FOUR: COMBAT
  
  MASTERING IRON HEROES
  42
  enter one. Creatures outside a trench who make a melee attack against a
  creature inside the trench gain a +1 bonus on the attack because they have
  higher ground. Trenches might serve as irrigation ditches as well. These
  rules also cover gulleys, deep gutters, and so on.
  Wall, Low: This wall is 3 or 4 feet tall, high to provide cover for a Medium
  character. Larger creatures receive no benefit from the wall, while smaller
  ones gain complete cover from it. A Medium creature can cross a low wall by
  spending two squares of movement, while larger creatures pass it without
  penalty. Smaller creatures must scale the wall (Climb, DC 10) to cross it.
  You can map the effects of a low wall to walls of different size by applying
  their effects to different size categories. For example, a low wall is “low” rela-
  tive to a Medium character. For a low wall relative to a Large creature,
  replace “Medium” with “Large” in the previous paragraph. In this way, you
  can create walls of various heights.
  AQUATIC TERRAIN
  The aquatic terrain rules apply to adventures on the high seas and encoun-
  ters on or near streams, rivers, and ponds. See “Underwater Combat” on
  page 54 for more information on fighting in water.
  Any character can wade in relatively calm water that isn’t over her head,
  with no check required. Similarly, swimming in calm water only requires skill
  checks with a Difficulty Class of 10. Trained swimmers can just take 10.
  Flowing Water: Large, placid rivers move at only a few miles per hour, so
  they function as still water for most purposes. But some rivers and streams
  are swifter; anything floating in them moves downstream at a speed of 10 to
  40 feet per round. The fastest rapids send swimmers bobbing downstream at
  60 to 90 feet per round. Fast rivers are always at least rough water (Swim,
  DC 15), and whitewater rapids are stormy water (Swim, DC 20). If a charac-
  ter is in moving water, move her downstream the indicated distance at the
  end of her turn. A character trying to maintain her position relative to the
  riverbank can spend some or all of her turn swimming upstream.
  Swept Away: Characters swept away by a river moving 60 feet per round or
  faster must make Swim checks (DC 20) every round to avoid going under. If a
  character gets a check result of 5 or more over the minimum result necessary,
  he stops his motion by catching a rock, tree limb, or bottom snag, and he’s no
  longer being carried along by the flow of the water. Escaping the rapids by
  reaching the bank requires three Swim checks (DC 20) in a row. Characters
  arrested by a rock, limb, or snag can’t escape under their own power unless
  they strike out into the water and attempt to swim their way clear. Other char-
  acters can rescue them as if they were trapped in quicksand (see page 46).
  Nonflowing Water: Lakes and oceans simply require a swim speed or suc-
  cessful Swim checks to move through them (DC 10 in calm water, DC 15 in
  rough water, and DC 20 in stormy water). Characters need a way to breathe
  if they’re underwater or they risk drowning. When underwater, characters
  can move in any direction as if they were flying with perfect maneuverability.
  Drowning: Any character can hold her breath for a number of rounds
  equal to twice her Constitution score. After this period of time, she must
  make a Constitution check every round (DC 10 on the first round, +1 on
  each subsequent round) in order to continue holding her breath.
  When the character finally fails her Constitution check, she begins to
  drown. In the first round, she falls unconscious (0 hit points). In the following
  round, she drops to –1 hit points and is dying. In the third round, she drowns.
  It is possible to drown in substances other than water, such as sand,
  quicksand, fine dust, and silos full of grain.
  
  43
  ARCTIC TERRAIN
  The forbidding climates of the far north or far south, along
  with the frigid upper regions of tall mountains, provide dan-
  gerous sites for adventures.
  Ice Sheet: The ground is covered with slippery ice. It costs
  two squares of movement to enter a square covered by an ice
  sheet, and the Difficulty Class of Balance and Tumble checks
  there increases by 5. A Balance check (DC 10) is required to
  run or charge across an ice sheet.
  Iced-Over Lake: Most open bodies of water freeze over in
  arctic conditions, but the ice might not be strong enough 
  to support a creature. Use the rules given for the ice sheet
  above. In addition, the following triggered event zone applies
  to the encounter.
  Thin Ice (Triggered Event Zone): Triggered when a character
  steps on a square of thin ice; Reflex save DC 10; on a failed
  save, the character creates a hole in the ice big enough to
  cover his space. In addition to the normal effects of attempt-
  ing to swim and drowning, a character in freezing cold water
  must make a Fortitude save (DC 15) each round or suffer
  1d6 points of cold damage. He also must make a Spot check
  (DC 10) to find the hole in the ice if he sinks below the
  water’s surface.
  Snow: When using snow in an encounter, give it a size
  rating similar to a creature’s size category. The rating deter-
  mines how deep the snow is compared to a creature. A
  creature with the same size category as the snow stands
  thigh-deep in it. It costs twice the normal movement
  allowance to move into a square that is covered with snow
  equal to your size. Smaller creatures must pay quadruple
  the normal movement cost, while larger creatures can 
  move as normal.
  ARCANE TERRAIN
  This category covers anything not normally found in the
  mundane world but likely present in a strange ruin, magical
  location, dreaded sorcerer’s laboratory, or similar place.
  Acid Pool: Corrosive acid deals 1d6 points of acid damage
  per round of exposure except in the case of total immersion
  (such as into a vat of acid), which deals 10d6 points of dam-
  age per round. An attack with acid, such as from a hurled vial
  or a monster’s spittle, counts as a round of exposure.
  The fumes from most acids are inhaled poisons. Anyone
  who moves adjacent to a pool of acid must make a Fortitude
  save (DC 13) or take 1 point of temporary Constitution dam-
  age. The character must make a second save one minute later
  or take another 1d4 points of Constitution damage. Creatures
  with any sort of acid resistance or immunity ignore this effect.
  Creatures immune to acid’s caustic properties might still
  drown in it if totally immersed (see “Drowning,” above).
  Altar: An altar provides cover as a low wall and might
  include the following timed event zone.
  Altar of Evil (Timed Event Zone): Once every 5 rounds; Will save
  DC 15 (only for creatures that are not undead); on a failed
  save, causes a –2 morale penalty to attacks and damage for
  1d4 minutes. In addition, any undead creature within 100
  feet of the altar of evil gains a +2 bonus to damage reduc-
  tion checks for armor (or DR 2/magic if it lacks armor) and
  a +2 morale bonus to attacks and damage.
  Boiling Water: Boiling water deals 1d6 points of scalding
  damage per round of exposure, unless the character is fully
  immersed, in which case it deals 10d6 points of damage per
  round of exposure.
  Lava Effects: Lava or magma deals 2d6 points of fire
  damage per round of exposure, except in the case of total
  CHAPTER FOUR: COMBAT
  
  MASTERING IRON HEROES
  44
  immersion (such as when a character falls into the crater of an active vol-
  cano), which deals 20d6 points of damage per round.
  Damage from magma continues for 1d3 rounds after exposure ceases,
  but this additional damage is only half of that dealt during actual contact
  (in other words, 1d6 or 10d6 points per round).
  An immunity or resistance to fire serves as an immunity or resistance to
  lava or magma, too. However, a creature immune to fire might still drown if
  completely immersed in lava.
  Sealed Chambers: A Medium character can breathe easily for six hours
  in a sealed chamber measuring 10 feet on a side. After that time, the char-
  acter takes 1d6 points of nonlethal damage every 15 minutes. Each addi-
  tional Medium character or significant fire source (a torch, for example)
  proportionally reduces the time the air will last.
  Small characters consume half as much air as Medium characters. A larg-
  er volume of air, of course, lasts for a longer time.
  Smoke Cloud: A character who breathes in heavy smoke must succeed at
  a Fortitude save each round (DC 15 on the first round, +1 for each subse-
  quent round) or spend that round choking and coughing. A character who
  chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.
  Smoke obscures vision, giving concealment (20 percent miss chance) to
  characters within it.
  Vacuum: Any character can hold her breath for a number of rounds
  equal to twice her Constitution score. After this period of time, she must
  make a Constitution check every round (DC 10 on first round, +1 on each
  subsequent round) in order to continue holding her breath.
  When the character finally fails her Constitution check, she begins to
  suffocate. In the first round, she falls unconscious (0 hit points). In the
  following round, she drops to –1 hit points and is dying. In the third
  round, she suffocates.
  FOREST TERRAIN
  A dark, mysterious forest is the perfect venue for adventures in the
  wilderness. The thick trees prevent the player characters from seeing far
  ahead, while deadly monsters can attack from the branches above. Forest
  terrain also mixes well with almost every other terrain type. A swampy for-
  est consists of watery bogs dotted with trees, while a forest can thrive in
  hilly and mountainous terrain.
  Trees: A creature standing in the same square as a tree gains a +4 pas-
  sive bonus to defense due to cover and a +2 cover bonus on Reflex saves.
  The presence of a tree doesn’t otherwise affect a creature’s fighting space,
  because it’s assumed that the creature is using the tree to its advantage
  when it can. The trunk of a typical tree has hardness 5 and 150 hit points.
  A Climb check (DC 15) is sufficient to climb a tree. 
  Medium and dense forests have massive trees as well. These trees take
  up an entire square and provide cover to anyone behind them. They have
  hardness 5 and 600 hit points. As with their smaller counterparts, it takes
  a Climb check (DC 15) to climb them.
  Trees might provide the following action zones:
  Diving Branch Attack (Reusable Action Zone): You can climb a tree and launch
  yourself down upon a foe. You may substitute a Jump check for your normal
  attack roll as a full-round action. If you hit, your opponent suffers damage
  equal to the falling damage you would normally take from the jump in addi-
  tion to your weapon damage. You suffer half the normal falling damage.
  
  45
  Toppling Tree (Nonreusable Action Zone): You can use a
  Strength check (DC 15) against a dying, dead, or otherwise
  unsteady tree to send it crashing into your enemies. The tree
  covers a line up to its height. This line must start from the
  square it occupies, but it can extend in any direction you
  wish. Creatures caught in the falling tree’s area must make
  Reflex saves (DC 15) or suffer 5d6 points of damage. A suc-
  cessful save halves this damage.
  Undergrowth: Vines, roots, and short bushes cover much
  of the ground in a forest.
  A space covered with light undergrowth costs two squares
  of movement to move into, and it provides partial conceal-
  ment with a 20 percent miss chance. Undergrowth increases
  the Difficulty Class of Tumble and Move Silently checks by 2
  because the leaves and branches get in the way.
  Heavy undergrowth costs four squares of movement to
  move into, and it provides partial concealment with a 30 
  percent miss chance (instead of the usual 20 percent). It
  increases the Difficulty Class of Tumble and Move Silently
  checks by 5. Heavy undergrowth is easy to hide in, granting 
  a +5 circumstance bonus on Hide checks. Running and
  charging are impossible.
  Squares with undergrowth are often clustered together.
  Undergrowth and trees aren’t mutually exclusive; it’s common
  for a 5-foot square to have both a tree and undergrowth.
  DESERT TERRAIN
  With its intense heat and shifting sands, the desert is a dan-
  gerous place even under the best conditions.
  Overwhelming Heat (Condition Zone): Fortitude DC 10; 1d4
  points of nonlethal damage/no effect.
  This zone represents the oppressive heat of the desert, espe-
  cially when mixed with the physical exertion required in
  combat. Use the standard temperature rules for extreme heat
  (see page 52) in noncombat conditions. Characters in medi-
  um armor suffer a –2 penalty to the save against this zone,
  while those in heavy armor take a –4 penalty.
  Sand Dunes: Created by the action of the wind, sand
  dunes function as hills that move. If the wind is strong and
  consistent, a sand dune can move several hundred feet in a
  week’s time. Sand dunes can cover hundreds of squares. They
  always have a gentle slope pointing in the direction of the
  prevailing wind and a steep slope on the leeward side. Use the
  rules for slopes in “Mountain and Hill Terrain” (see page 46).
  Sandstorms: A sandstorm reduces visibility to 1d10 squares
  and provides a –4 penalty on Listen, Search, and Spot checks.
  A sandstorm deals 1d3 points of nonlethal damage per hour to
  creatures caught in the open, leaving a thin coating of sand
  in its wake. Driving sand creeps penetrates all but the most
  secure seals and seams, chafing skin and contaminating gear.
  CHAPTER FOUR: COMBAT
  
  MASTERING IRON HEROES
  46
  MARSH TERRAIN
  Swamps have a justifiably sinister reputation. They are a
  haven for insects, disease, and predatory creatures. From an
  alligator that lurks just below the water’s surface to the feral
  goblins that snipe at adventurers with their poisoned arrows,
  the marsh provides a daunting challenge for any character.
  Swarm of Flies (Condition Zone): Fortitude DC 15; –2 penalty
  to attacks, checks, and saves/no effect.
  This condition zone represents a large swarm of mosquitoes
  and other biting insects. These bugs are too small to inflict
  damage on a character, but their relentless bites prove dis-
  tracting. The penalty represents the bugs’ itching and
  painful bites. A character affected by the swarm must save
  each round to ignore the insects and fight as normal.
  Bogs: If a square is part of a shallow bog, it has deep mud
  or standing water of about 1 foot in depth. It costs double
  the normal movement to move into a square with a shallow
  bog, and the Difficulty Class of Tumble checks in such a
  square increases by 2.
  A square that is part of a deep bog has roughly 4 feet of
  standing water. It costs Medium or larger creatures quadruple
  the normal movement to move into a square with a deep bog,
  or they can swim if they wish. Small or smaller creatures must
  swim to move through a deep bog. Tumbling is impossible in
  a deep bog.
  The water in a deep bog provides cover for Medium or
  larger creatures. Smaller creatures gain improved cover (+8
  passive cover bonus to defense, +4 cover bonus on Reflex
  saves). Medium or larger creatures can crouch as a move
  action to gain this improved cover. Creatures with such
  improved cover take a –10 penalty on attacks against crea-
  tures that aren’t underwater.
  Both shallow and deep bogs impose a –2 penalty on all
  Move Silently checks.
  Hedgerows: Common in moors, hedgerows are tangles of
  stones, soil, and thorny bushes. Narrow hedgerows function
  as low walls, and it takes three squares of movement to cross
  them. Wide hedgerows are more than 5 feet tall and take up
  entire squares. They provide total cover, just as a wall does. It
  takes four squares of movement to move through a square
  with a wide hedgerow; creatures that succeed at a Climb
  check (DC 10) need to spend only two squares of movement
  to move through the square.
  Quicksand: Patches of quicksand present a deceptively
  solid appearance (looking like undergrowth or open land)
  that may trap careless adventurers. A character approaching
  a patch of quicksand at a normal pace is entitled to a
  Survival check (DC 8) to spot the danger before stepping in,
  but charging or running characters don’t have a chance to
  detect the patch first. A typical patch of quicksand is 20 feet
  in diameter; the momentum of a charging or running charac-
  ter carries her 1d2 squares into the quicksand.
  Effects of Quicksand: Characters in quicksand must make a
  Swim check (DC 10) every round to simply tread in place, or
  a Swim check (DC 15) to move 5 feet in whatever direction
  they desire. If a trapped character fails this check by 5 or
  more, she sinks below the surface and begins to drown when-
  ever she can no longer hold her breath (see the Swim skill
  description in Chapter Four of Iron Heroes).
  Characters below the surface of quicksand may swim back
  up with a successful Swim check (DC 15 on the first round,
  +1 for each consecutive round spent under the surface).
  Rescue: Pulling out a character trapped in quicksand can
  be difficult. A rescuer needs a branch, spear haft, rope, or
  similar tool that enables him to reach the victim with one
  end of it. Then he must make a Strength check (DC 15) to
  successfully pull the victim, and the victim must make a
  Strength check (DC 10) to hold onto the branch, pole, or
  rope. If both checks succeed, the victim is pulled one square
  closer to safety. If the victim fails to hold on, she must make 
  a Swim check (DC 15) to stay above the surface.
  MOUNTAIN AND HILL TERRAIN
  Difficult to traverse and often rife with monsters, hills and
  mountains provide a daunting physical barrier to civiliza-
  tion’s outward expansion.
  Rock Wall: A vertical plane of stone requires a Climb
  check (DC 25) to ascend. A typical rock wall is 20 to 80 feet
  tall in rugged mountains and 10 to 160 feet tall in forbidding
  mountains. Rock walls are drawn on the edges of squares, not
  in the squares themselves.
  Scree: A field of shifting gravel, scree doesn’t affect speed,
  but it can be treacherous on a slope. The Difficulty Class of
  Balance and Tumble checks increases by 2 for scree on a
  gradual slope and by 5 for scree on a steep slope. If the scree
  is on a slope of any kind, characters suffer a –2 penalty to all
  Move Silently checks.
  Slope, Gradual: A gradual slope is 30 degrees or less up
  or down. This incline isn’t steep enough to affect movement,
  but characters gain a +1 bonus on melee attacks against foes
  downhill from them.
  Rolling Boulder (Nonreusable Action Zone): With a Strength
  check as a full-round action, you can send a boulder rolling
  down a slope to smash into your enemies. The Difficulty
  Class and the damage this boulder inflicts depend on its
  size; see the table below. Creatures suffer half damage from
  the stone if they make Reflex saves.
  ROLLING BOULDERS BY SIZE
  Size
  DC
  Damage
  Reflex DC
  Suggested Level
  Small
  10
  2d6
  15
  1st+
  Medium
  15
  4d6
  18
  3rd+
  Large
  20
  6d6
  21
  5th+
  Huge
  25
  8d6
  24
  7th+
  
  47
  The boulder travels one square if you push it along flat ground. Pushing it
  down a slope moves it the length of the slope and an additional distance
  along flat ground equal to the slope’s length. It inflicts an extra 2d6 points of
  damage against a creature if it stops in a square occupied by that creature.
  Slope, Steep: A steep slope is defined as sharper than 30 degrees but
  shallow enough that characters don’t need to use the Climb check to
  ascend. Characters moving uphill (to an adjacent square of higher eleva-
  tion) must spend two squares of movement to enter each square of steep
  slope. Characters running or charging downhill (moving to an adjacent
  square of lower elevation) must succeed at a Balance check (DC 10)
  upon entering the first steep slope square. Mounted characters make a
  Ride check (DC 10) instead. Characters who fail this check stumble and
  must end their movement 1d2 squares later. Characters who fail by 5 or
  more fall prone in the square where they end their movement. A steep
  slope increases the Difficulty Class of Tumble checks by 2.
  URBAN AND INTERIOR TERRAIN
  Even in the relative safety of a city or town, the characters must watch
  out for assassins, robbers, thugs, and other threats. Some monsters are 
  at home when hidden among the vast mass of humanity. 
  SAMPLE ZONES
  Urban zones cover some of the unique features that the characters must
  cope with in a city.
  Crowd (Condition Zone): Strength DC 10. This condition zone represents a
  large crowd, such as an audience gathered to hear a proclamation or wit-
  ness a public execution. A crowd counts as difficult terrain that blocks
  line of sight. You can attack only adjacent opponents. The crowd does not
  block line of effect. If you fail your Strength check, you become caught in
  the crowd and can move only at half speed. If you fail your check by 5 or
  more, you are knocked prone and suffer 1d6 points of nonlethal damage.
  If you are prone at the end of your action while in a crowd, you suffer
  another 1d6 points of nonlethal damage as people trample you.
  Falling Objects (Timed Event Zone): Occurs at DM’s discretion; attack bonus
  varies by party level (see “Event Zone Effects,” page 38). Falling objects
  are a potential hazard in a city, especially if the characters fight near an
  occupied building. A chamber pot, garbage, and other materials could
  pose a threat. In addition to the standard rules for damage, the following
  effects fit with an urban encounter.
  Falling Garbage: A dumped chamber pot embarrasses the character it hits
  and hampers his ability to fight. The victim must make a Fortitude save
  (DC 15) or be nauseated for 1d4 rounds.
  Riot (Condition Zone): Strength DC 10. This condition zone represents a
  general state of violence, rioting, and chaos. It simulates a packed crowd
  of panicked people who move and swarm along the streets seemingly at
  random. If caught up in the riot, you can move at full speed in the same
  direction as the riot, or you can move at half speed in a different direc-
  tion. If you want to take other actions, you must make a Strength check
  (DC 10). Moving in the same direction as the riot adds a +5 bonus to the
  check.
  CHAPTER FOUR: COMBAT
  
  MASTERING IRON HEROES
  48
  If the check succeeds, you can take your action. However, you
  suffer a –4 penalty to attacks, checks, and saves as the riot
  pushes past you. In addition, you must make a Strength
  check (DC 10) at the end of your action or be knocked
  prone and suffer nonlethal damage as described below.
  If the check fails, you’re jostled to a prone position and suffer
  1d6 points of nonlethal damage. To stand up, you must make
  a Strength check (DC 10) as a standard action. If at the end
  of your action you are prone in the riot, you suffer 1d6
  points of nonlethal damage as people trample you.
  FURNISHINGS AND OTHER OBJECTS
  The concept of terrain inside a building may seem strange,
  but a table or an enormous keg of beer has an effect on a
  battle, just like a pit or a fence. The characters can use such
  things as cover, and they make excellent candidates for
  action zones. This section gives you basic rules for a variety
  of common furnishings, with an eye toward making them
  more interesting and useful than just pieces of cover.
  Of course, this section can’t present every possible furnishing
  or accoutrement found in a building. Hopefully, the list is
  extensive enough to help you with other obstacles or items that
  you add to your game. Almost any action-adventure movie pro-
  vides plenty of ideas for creative use of background elements.
  Banister: This wide, smooth guardrail runs the length of
  the stairs. 
  Slide Down (Reusable Action Zone): With a successful Balance
  check (DC 15), you can jump on the banister and slide down
  to the bottom of the stairs. This grants you the benefits of a
  charge with a standard action rather than a full-round action.
  Barrel: A barrel fills the square it occupies. You can step
  on top of one with a Jump check (DC 5).
  Barrel Roll Attack (Reusable Action Zone): You can kick a bar-
  rel onto its side and roll it toward your opponents, knocking
  them to the ground as the barrel careens over them. You
  must make a Strength check (DC 15) as a full-round action
  to knock the barrel over and kick it toward your enemies or
  pick it up and throw it. In either case, you launch the barrel
  in a line with a range of 15 feet. Any opponent in the line’s
  area must make a Reflex save (DC 10 + your Strength modi-
  fier) or suffer damage equal to 2d6 points + double your
  Strength bonus. In addition, creatures one or more size cate-
  gories smaller than you are knocked prone on a failed save.
  The barrel lands at the end of the line.
  Chair: A chair turns the square it occupies into difficult
  terrain. You gain a +2 bonus to any Jump checks made out of
  the chair’s square, as you step onto it before leaping to pro-
  vide you with an extra boost.
  Chandelier: In most cases, a chandelier has no effect on
  combat. Its main value lies in the quick, safe passage it can
  afford you across a brawl.
  Chandelier Swing (Reusable Action Zone): You leap through the
  air, grab hold of the chandelier, and use it to swing across the
  room. You must make a Jump check as normal to reach the
  chandelier. You then use it to swing across the room as a free
  action. The distance it carries you depends on its size and the
  length of the rope or chain used to suspend it from the ceiling.
  If, after swinging across the room, you immediately attack a foe
  in melee, you gain the benefits and drawbacks of charging.
  Chandelier Crash (Nonreusable Action Zone): With a success-
  ful base attack check (DC 20) made with a ranged weapon,
  you shoot the chandelier’s supporting rope or chain and
  send it crashing to the floor. Anyone standing in the four
  squares beneath it suffers 3d6 points of damage, though
  they can make a Reflex save (DC 15) for half damage. The
  four squares now count as difficult terrain. Obviously, once
  you destroy the chandelier, it’s useless. If candles on the
  chandelier are lit, targets may catch on fire (see page 52).
  Table: A table provides an excellent refuge from a fight for
  anyone who ducks under it, while a table pushed onto its
  side offers cover against archers and other ranged attackers.
  You can duck under a table by squatting down and paying
  double the normal movement cost to enter the table’s square.
  While under a table, you gain a +2 bonus to all Hide checks,
  as many combatants forget to look low when scanning an
  area for enemies. You gain cover against melee attacks made
  by opponents adjacent to the table. Moving out of a table’s
  area costs double the normal movement cost, as you must
  wiggle out and stand as you exit. A creature can fit under any
  table that is designed for creatures of its size or larger. Most
  tavern tables come with two benches.
  You can climb atop a table with a Jump check (DC 5).
  While on the table, you gain a +1 bonus to attacks for being
  higher than your opponents.
  Table as Cover (Reusable Action Zone): With a Strength check
  (DC 15) as a standard action, you flip a table over. The table
  covers the same squares as before, but one side of that space
  now counts as a low wall (see page 42). You can switch the
  side that the wall runs along with another Strength check
  (DC 15) as a standard action.
  Bench Toss (Reusable Action Zone): You can pick up and throw a
  bench if your Strength is 14 or higher. This attack has a range
  of 10 feet and can target up to three adjacent squares. Make a
  touch attack against each target in the area. A successful hit
  deals damage equal to 1d6 points + twice your Strength bonus.
  Tapestry/Curtain: A tapestry or curtain provides either
  cover or partial concealment, depending on its thickness. A
  heavy curtain deflects arrows and sword blows, providing
  cover, while a light one allows such attacks to pass through but
  makes it difficult to perceive who or what stands behind them.
  In either case, you can hide behind a tapestry if it blocks sight.
  
  49
  Tapestry Swirl (Reusable Action Zone): As a standard attack action,
  you can pull down a curtain and wrap it around an opponent.
  Make a touch attack against your opponent. If you succeed, you
  grab the tapestry, swirl it in the air, and wrap it around your foe.
  Your opponent becomes entangled in the tapestry until the end
  of his next action. Of course, both you and the target must be
  close enough to the tapestry for this maneuver to work.
  Tapestry Collapse (Nonreusable Action Zone): As a standard
  action, you pull the tapestry down upon your opponent. You
  must make a Strength check (DC 20, though it could be
  higher or lower depending on the tapestry’s material) to tear
  it from the wall, and then make a touch attack against your
  opponent. If you hit, your opponent is entangled until he
  makes a Strength or Escape Artist check (same DC as needed
  to tear the tapestry down) as a standard action to escape.
  Tapestry Rappel (Reusable Action Zone): You stab a piercing
  weapon into a tapestry or similar object and then hang from
  the weapon. As it slices down the tapestry, you ride it safely
  to the floor. With a successful base attack check (DC 15), you
  can fall any distance down a tapestry without suffering dam-
  age. Moving in this manner is a move action.
  MOBILE TERRAIN
  A raft floats downstream, carrying a party toward its destina-
  tion. A group of orcs, noticing the raft, moves to attack. Some
  of the orcs fire arrows from the banks, but others swim
  toward the raft. The party must fight off the attackers, but
  luckily, the raft carries them away from danger.
  Mobile terrain adds interesting wrinkles to an encounter.
  It can cause unexpected—and perhaps unwanted—changes
  to the positions of the characters or their opponents. If the
  characters don’t know where or when a section of terrain or
  a feature will move, they might end up in a sticky situation.
  By the same token, a distant monster might suddenly bear
  down on the party with help from the terrain. For example,
  the characters might spot a gang of goblins at the far end of
  a mine tunnel. The mine-cart tracks the PCs have been fol-
  lowing are old and rusty, making it quite a surprise when the
  goblins come screaming down the passage toward them on
  an ancient mining cart. The players may have counted on a
  few rounds to cast spells and prepare for combat. Instead,
  their enemies are upon them.
  MOBILE TERRAIN IN COMBAT
  The key consideration with mobile terrain is timing. If a plat-
  form in the middle of a battlefield is spinning around, what
  happens when a character jumps onto it? Does he immedi-
  ately move with the platform, or does he have a chance to
  take an action and complete his movement? A rogue might
  jump onto the platform, ride it for a few seconds, and jump
  off to land next to an opponent. A hunter might want to take
  a few steps on it to reach his foe, but if the platform moves
  him as soon as he touches it, he can’t reach her. Over the
  course of a six-second round, everyone is assumed to act
  almost simultaneously, but if the platform moves on every
  character or monster’s action, the results may seem strange.
  For instance, Pharius leaps onto the spinning platform on
  his initiative count of 23. After his action, the DM resolves
  the platform’s movement. If four other people jumped onto
  the platform, you’d expect that Pharius also would move with
  it those four other times. On the other hand, if the platform
  moves only once per round, monsters and characters can
  cross it, move onto and off of it, and otherwise treat it as
  static terrain. Only characters who remain on the platform
  when it moves have to deal with it. Unless the moving terrain
  is enormous or the characters must spend time on it during
  the encounter, you lose the feel of a dynamic battlefield.
  The easiest way to get around this pitfall is to treat terrain
  that’s in motion as more difficult to handle than regular
  ground. After all, it’s only logical that taking a step on a fast-
  moving platform is risky. When you step onto moving terrain,
  you need to maintain your balance in order to continue moving
  as normal. If you’re fast and agile, you can hop onto it, make a
  short move, and hop off. A slower, lumbering character might
  fall over or become frozen in place, unable to continue moving.
  When you enter moving terrain, make a Balance check with
  a Difficulty Class determined by the terrain’s speed. If you fail
  this check, your movement immediately ends, and you suffer a
  –2 penalty to attacks and checks due to your unsteady footing.
  If you want to keep moving, you must use another action to
  move. Before doing so, you must make another Balance check
  with a DC that’s 5 higher than that of the previous check.
  Should this check fail, you fall prone in your current space
  and your movement ends. If you have an extra action, you can
  stand and attempt another Balance check to keep moving.
  If your Balance check succeeds, you can continue to move
  and act as normal. You do not suffer the penalty to attacks
  and checks. In either case, moving terrain is difficult ground
  due to the speed of its movement and unsteady footing.
  Moving terrain also makes you a more difficult target. You
  gain a passive defense bonus against anyone who’s not on
  the moving terrain. This bonus takes into account your
  speed, plus the chance that as you move you might gain
  cover from the attacker.
  When dealing with moving terrain, roll for its initiative
  with a +0 modifier. On its action, the terrain moves anyone
  standing on it a distance determined by its speed. Anyone on
  the terrain moves the listed distance along its path.
  CHAPTER FOUR: COMBAT
  MOVING TERRAIN BY SPEED
  Terrain Speed
  Balance DC
  Defense Bonus
  Distance
  Slow
  5
  0
  20 feet
  Moderate
  10
  0
  40 feet
  Brisk
  15
  +1
  60 feet
  Fast
  20
  +2
  80 feet
  Intense
  25
  +4
  100 feet
  
  MASTERING IRON HEROES
  50
  WEATHER EFFECTS
  While moving through various types of terrain, the player
  characters also must deal with the effects of weather. They
  shouldn’t face a storm or blizzard every time they step out-
  side, but introducing different weather conditions lends a
  sense of realism to the game.
  PRECIPITATION
  Many DMs like to have the player characters blunder into
  fog or trudge through chilly rain, but don’t overlook other
  types of precipitation as well. 
  Fog: Whether in the form of a low-lying cloud or a mist
  rising from the ground, fog obscures all sight, including
  darkvision, beyond 5 feet. Creatures 5 feet away have partial
  concealment (attacks by or against them have a 20 percent
  miss chance).
  Hail: Hail does not reduce visibility, but the sound of
  falling hail makes Listen checks more difficult (–4 penalty).
  Sometimes (5 percent chance), hail can become large
  enough to deal 1 point of lethal damage (per storm) to any-
  thing in the open. Once on the ground, hail has the same
  effect on movement as snow.
  Rain: Rain reduces visibility ranges by half, resulting in a
  –4 penalty on Spot and Search checks. It has the same effect
  on flames, ranged weapon attacks, and Listen checks as
  severe wind.
  Sleet: Essentially frozen rain, sleet has the same effect as
  rain while falling (except that its chance to extinguish pro-
  tected flames is 75 percent) and the same effect as snow
  once on the ground.
  Snow, Normal: Falling snow has the same effects on visibil-
  ity, ranged weapon attacks, and skill checks as rain. A day of
  snowfall leaves 1d6 inches of snow on the ground. See “Arctic
  Terrain,” page 43, for rules on movement through snow.
  Snow, Heavy: Heavy snow has the same effects as normal
  snowfall, but also restricts visibility as fog does. A day of
  heavy snow leaves 1d4 feet of snow on the ground. See page
  43 for rules on movement through snow.
  Heavy snow accompanied by strong or severe winds may
  result in snowdrifts 1d4×5 feet deep, especially in and
  around objects big enough to deflect the wind—a cabin or 
  a large tent, for instance. There is a 10 percent chance that 
  a heavy snowfall is accompanied by lightning. Snow has the
  same effect on flames as moderate wind.
  WIND
  Something as simple as wind can be a minor inconvenience
  or a dangerous challenge, depending on its intensity. (See
  the Wind Effects table on the next page.)
  Wind, Moderate: A steady, moderate wind has a 50 per-
  cent chance of extinguishing small, unprotected flames, such
  as candles.
  Wind, Strong: Strong gusts automatically extinguish unpro-
  tected flames (candles, torches, and the like). Such gusts impose
  a –2 penalty on ranged attack rolls and on Listen checks.
  Wind, Severe: In addition to automatically extinguishing
  any unprotected flames, winds of this magnitude cause pro-
  tected flames (such as those of lanterns) to dance wildly.
  They have a 50 percent chance of extinguishing these lights.
  Ranged weapon attacks and Listen checks in severe wind
  carry a –4 penalty.
  Windstorm: Powerful enough to bring down branches if
  not whole trees, windstorms automatically extinguish unpro-
  tected flames. They have a 75 percent chance of blowing out
  protected flames, such as those of lanterns. Ranged weapon
  attacks are impossible in windstorms, and even siege
  weapons have a –4 penalty on attack rolls. Listen checks are
  made at a –8 penalty due to the howling of the wind.
  
  51
  Wind, Hurricane: All flames are extinguished. Ranged
  attacks become impossible (except with siege weapons, which
  have a –8 penalty on attack rolls). Listen checks are impos-
  sible; characters hear nothing but the roaring of the wind.
  Hurricane-force winds often fell trees. See “Forest Terrain”
  on page 44 for an action zone that simulates a falling tree.
  Wind, Tornado: All flames are extinguished. All ranged
  attacks are impossible (even with siege weapons), as are
  Listen checks. Instead of being blown away (see the Wind
  Effects table below), characters in close proximity to a torna-
  do who fail their Fortitude saves are sucked toward the tor-
  nado. Those who come into contact with the actual funnel
  cloud are picked up and whirled around for 1d10 rounds,
  taking 6d6 points of damage per round, before being vio-
  lently expelled (falling damage may apply). While a tornado’s
  rotational speed can be as great as 300 miles per hour, the
  funnel itself moves forward at an average of 30 miles per
  hour (roughly 250 feet per round). A tornado uproots trees,
  destroys buildings, and causes other similar forms of major
  destruction.
  TEMPERATURE
  A simple way to remind the player characters of their envi-
  ronment is to make it much colder or hotter than is comfort-
  able. This section also covers the rules for catching on fire.
  EXTREME COLD
  Cold and exposure deal nonlethal damage to a victim. A
  character can’t recover from this nonlethal damage until she
  gets out of the cold and warms up again. Once a character
  falls unconscious through the accumulation of nonlethal
  damage, the cold and exposure begin to deal lethal damage
  at the same rate.
  An unprotected character in cold weather (below 40° F)
  must make a Fortitude save each hour (DC 15 for the first
  save, + 1 for each subsequent save) or take 1d6 points of
  nonlethal damage. Characters reduced to unconsciousness
  begin taking lethal damage (1d6 points per hour).
  In conditions of severe cold or exposure (below 0° F), an
  unprotected character must make a Fortitude save once every
  10 minutes (DC 15 for the first save, + 1 for each subsequent
  save), taking 1d6 points of nonlethal damage on each failure.
  A character with the Survival skill may receive a bonus on
  this saving throw and may be able to apply this bonus to
  other characters as well (see the skill description in Chapter
  Four of Iron Heroes). Characters wearing winter clothing need
  to check for cold and exposure damage only once per hour.
  A character who takes any nonlethal damage from cold or
  exposure is beset by frostbite or hypothermia (treat her as
  fatigued). These penalties end when the character recovers
  the nonlethal damage she took from the cold and exposure.
  CHAPTER FOUR: COMBAT
  WIND EFFECTS
  Ranged Attacks
  Wind Force
  Wind Speed
  Normal/Siege Weapons*
  Creature Size**
  Wind Effect† on Creatures
  Fortitude Save DC
  Light
  0–10 mph
  —/—
  Any
  None
  —
  Moderate
  11–20 mph
  —/—
  Any
  None
  —
  Strong
  21–30 mph
  –2/—
  Tiny or smaller
  Knocked down
  10
  Small or larger
  None
  10
  Severe
  31–50 mph
  –4/—
  Tiny
  Blown away
  15
  Small
  Knocked down
  15
  Medium
  Checked‡
  15
  Large or larger
  None
  15
  Windstorm
  51–74 mph
  Impossible/–4
  Small or smaller
  Blown away
  18
  Medium
  Knocked down
  18
  Large or Huge
  Checked‡
  18
  Gargantuan or Colossal
  None
  18
  Hurricane
  75–174 mph
  Impossible/–8
  Medium or smaller
  Blown away
  20
  Large
  Knocked down
  20
  Huge
  Checked‡
  20
  Gargantuan or Colossal
  None
  20
  Tornado
  175–300 mph
  Impossible/impossible
  Large or smaller
  Blown away
  30
  Huge
  Knocked down
  30
  Gargantuan or Colossal
  Checked‡
  30
  * The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
  ** Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge when determining wind effects.
  † For effect descriptions, see “States and Conditions” in Chapter Eight: Combat of Iron Heroes.
  ‡ When checked, a flying creature is blown back 1d6 squares.
  
  MASTERING IRON HEROES
  52
  Extreme cold (below –20° F) deals 1d6 points of lethal
  damage per minute (no save). In addition, a character must
  make a Fortitude save each round (DC 15 for the first save, 
  +1 for each subsequent save) or take 1d4 points of nonlethal
  damage. Those wearing metal armor or coming into contact
  with very cold metal take damage based on the length of
  their exposure. A character takes no damage on the first
  round, 1d4 points on the second round, and 2d4 points on
  all subsequent rounds until she drops the metal item,
  removes her armor, and so forth.
  EXTREME HEAT
  Heat deals nonlethal damage to a victim. A character can’t
  recover from this nonlethal damage until she cools off. Once
  a character falls unconscious through the accumulation of
  nonlethal damage, the heat begins to deal lethal damage at
  the same rate.
  A character in very hot conditions (above 90° F) must
  make a Fortitude save each hour (DC 15 for the first save, +
  1 for each subsequent save) or take 1d4 points of nonlethal
  damage. Those wearing heavy clothing or armor of any sort
  suffer a –4 penalty on their saves. Characters reduced to
  unconsciousness begin taking lethal damage (1d4 points 
  per hour).
  In severe heat (above 110° F), a character must make a
  Fortitude save once every 10 minutes (DC 15 for the first
  save, + 1 for each subsequent save) or take 1d4 points of
  nonlethal damage. Characters wearing heavy clothing or
  armor of any sort take a –4 penalty on their saves. A charac-
  ter with the Survival skill may receive a bonus on this saving
  throw and may be able to apply this bonus to other charac-
  ters as well (see the skill description in Chapter Four of Iron
  Heroes). Characters reduced to unconsciousness begin taking
  lethal damage (1d4 points every 10 minutes).
  A character who takes any nonlethal damage from heat
  exposure suffers from heatstroke and is fatigued. These
  penalties end when the character recovers the nonlethal
  damage she took from the heat.
  Extreme heat (air temperature over 140° F, fire, boiling
  water, lava) deals 1d6 points of lethal damage per minute (no
  save). In addition, a character must make a Fortitude save
  (DC 15 for the first save, + 1 for each subsequent save) every
  round or take 1d4 points of nonlethal damage. Those wear-
  ing heavy clothing or any sort of armor take a –4 penalty on
  their saves. In addition, those wearing metal armor or com-
  ing into contact with very hot metal suffer damage based on
  the length of their exposure. A character takes no damage on
  the first round, 1d4 points on the second round, and 2d4
  points on all subsequent rounds until she’s no longer
  exposed to the item.
  CATCHING ON FIRE
  Characters exposed to burning oil, bonfires, and noninstan-
  taneous magic fires might find their clothes, hair, or equip-
  ment on fire. Spell methods with an Instantaneous duration
  don’t normally set a character on fire, since the heat and
  flame from them come and go in a flash.
  A character at risk of catching on fire is allowed a Reflex
  save (DC 15) to avoid this fate. If she fails the save, she takes
  1d6 points of damage immediately. In each subsequent
  round, the burning character must make another Reflex sav-
  ing throw. Failure means that she takes another 1d6 points
  of damage that round. Success means that the fire has gone
  out. (That is, once she succeeds on her saving throw, she’s no
  longer on fire.)
  A character on fire may automatically extinguish the
  flames by jumping into enough water to douse herself. If no
  body of water is at hand, rolling on the ground or smother-
  ing the fire with cloaks or the like permits the character
  another save with a +4 bonus.
  Those unlucky enough to have their clothes or equipment
  catch fire must make Reflex saves (DC 15) for each item.
  Flammable items that fail their save take the same amount of
  damage as the character.
  COMBAT IN DARKNESS
  An arrow streaks from the darkness, knocking the adventur-
  ers’ torch to the ground. As it sputters out in one of the
  puddles that dot the dungeon floor, the clatter of boots
  echoes in the pitch blackness around them. While the
  party’s thief desperately roots through his pack for a sec-
  ond torch, the rest of the adventurers steel themselves for
  the impending attack.
  Darkness presents a daunting challenge for the characters,
  as they typically lack the ability to see without light. In caves,
  dungeons, catacombs, and other subterranean vistas, dark-
  ness is as deadly as an enormous cave spider or a pit trap.
  Some characters or monsters might be able to see in the
  dark, while others are blinded. For purposes of this section, 
  a blinded creature is one who simply can’t see through the
  surrounding darkness.
  FINDING AND ATTACKING TARGETS
  Creatures blinded by darkness lose the ability to deal extra
  damage due to precision (for example, a sneak attack). All
  opponents have total concealment from a blinded creature,
  so the blinded creature has a 50 percent miss chance in
  combat. A blinded creature must first pinpoint the location
  of an opponent in order to attack the right square. If the
  blinded creature launches an attack without pinpointing its
  foe, it attacks a random square within its reach. For ranged
  attacks or spell methods against a foe whose location is not
  pinpointed, roll to determine which adjacent square the
  blinded creature is facing; its attack is directed at the closest
  target in that direction.
  If an unseen foe strikes a blinded creature, the blinded
  character pinpoints the location of the creature that struck
  him (until the unseen creature moves, of course). The only
  exception is if the unseen creature has a reach greater than 5
  feet (in which case the blinded character knows the location
  
  53
  of the unseen opponent, but has not pinpointed him) or uses
  a ranged attack (in which case the blinded character knows
  the general direction of the foe, but not his location).
  A blinded creature loses its active bonus to defense. It suf-
  fers a –4 penalty on Search checks and most Strength- and
  Dexterity-based skill checks, including any with an armor
  check penalty. A creature blinded by darkness automatically
  fails any skill check relying on vision. Creatures blinded by
  darkness cannot use gaze attacks and are immune to them.
  Locating by Sound: A creature blinded by darkness can
  make a Listen check as a free action each round to locate a
  foe (with a Difficulty Class equal to his opponent’s Move
  Silently check). A successful check lets a blinded character
  hear an unseen creature “over there somewhere.” It’s almost
  impossible to pinpoint the location of an unseen creature. 
  A Listen check that beats the DC by 20 reveals the unseen
  creature’s square, but the unseen creature still has total con-
  cealment from the blinded creature.
  Even if a blinded character can hear two creatures fight-
  ing, he can’t be sure which is a friend and which is a foe. A
  character may have to guess or call out to a friend to deter-
  mine a creature’s identity.
  Locating by Touch: A blinded character can grope about
  to find unseen creatures. A character can make a touch
  attack with his hands or a weapon into two adjacent squares
  using a standard action. If an unseen target is in the desig-
  nated square, the touch attack has a 50 percent miss chance.
  If the attack succeeds, the groping character deals no dam-
  age but pinpoints the unseen creature’s current location. If
  the unseen creature moves, its location again becomes
  unknown.
  Locating by Smell: A creature with the scent ability auto-
  matically pinpoints unseen creatures within 5 feet of its
  location.
  MOVING IN THE DARK
  Characters blinded by darkness stumble about, paying double
  the normal movement cost to enter each square as they walk,
  unsure and unsteady on their feet. In addition, they must
  navigate by sound. Consult the Listen skill description in
  Chapter Four of Iron Heroes for the Difficulty Classes needed
  to hear the action around them. In most cases, these
  Difficulty Classes are trivially low.
  When moving, a blinded creature risks veering off its
  intended course. A Wisdom check (DC 5) determines whether
  the creature can maintain a straight line. If this check fails,
  the creature becomes slightly disoriented and might make a
  wrong turn halfway through its intended movement.
  To determine the direction in which the creature turns,
  roll 1d8. The result shows the new direction, with 1 through
  8 counting clockwise around the squares surrounding the
  creature. The creature continues in this direction until it
  uses its intended movement or hits an obstacle. In the latter
  case, its movement immediately ends.
  A character fumbling about in darkness suffers a –5 penal-
  ty to all saves and defense against hazards that are difficult
  to notice without sight. For example, a blinded character
  could stumble into a pit that is normally easy to spot.
  RUNNING ENCOUNTERS
  Part of the challenge of fighting in the dark lies in the char-
  acters’ inability to locate their enemies. The use of a map
  grid and miniatures undermines this drawback by plainly
  showing where each combatant stands. As an optional rule,
  you can remove the grid and miniatures from play. Since the
  characters can’t see the area around them, the players lose
  access to the visual representation of the battlefield.
  In this case, you have two options. If you have a piece of
  graph paper or a similar small grid that you can keep hidden
  CHAPTER FOUR: COMBAT
  
  MASTERING IRON HEROES
  54
  from the players, you can chart each character’s movement
  yourself. Alternatively, you can label the columns on your
  battle grid using an X and Y axis. This allows you to chart the
  exact location of the characters by tracking the X and Y val-
  ues of the squares each combatant occupies. In other words,
  label the horizontal and vertical rows of squares with num-
  bers. For example, square 1 – 1 would be the square that
  falls in vertical row 1 and horizontal row 1.
  With this system, the players must make their best guess 
  of which direction to move during an encounter. Since they
  can’t use miniatures to determine the relative location of
  their friends and enemies, they must grope in the dark.
  UNDERWATER COMBAT
  Land-based creatures can have considerable difficulty when
  fighting in water. Water affects a creature’s defense, attack
  rolls, damage, and movement. In some cases, a creature’s
  opponents may get a bonus on attacks. The effects are sum-
  marized in the Combat Adjustments Underwater table below.
  They apply whenever a character is swimming, walking in
  chest-deep water, or walking along the bottom of a body of
  water.
  Ranged Attacks Underwater: Thrown weapons prove inef-
  fective underwater, even when launched from land. Attacks
  with other ranged weapons take a –2 penalty on attack rolls
  for every 5 feet of water they pass through, in addition to the
  normal penalties for range.
  Attacks From Land: Characters swimming, floating, tread-
  ing water on the surface, or wading in water at least chest
  deep have improved cover (+8 passive cover bonus to
  defense and +4 cover bonus on Reflex saves) from opponents
  on land. Magical effects are unaffected except for those that
  require attack rolls (which are treated like any other effects)
  and fire effects.
  Fire: Nonmagical fire does not burn underwater. Spells 
  or spell-like effects with the fire descriptor are ineffective
  underwater unless the caster makes a Spellcraft check (DC
  20). If the check succeeds, the spell creates a bubble of
  steam instead of its usual fiery effect, but otherwise the spell
  works as described. A supernatural fire effect is ineffective
  underwater unless its description states otherwise. The sur-
  face of a body of water blocks line of effect for any fire spell.
  If the caster has made a Spellcraft check to render the fire
  spell usable underwater, the surface still blocks the spell’s
  line of effect.
  MISCELLANEOUS STATES 
  AND CONDITIONS
  Some portions of this book refer to states such as invisibility.
  This section elaborates on such states and conditions for
  your convenience and to give players and DMs a baseline set
  of definitions that are more detailed than those provided at
  the end of Chapter Eight: Combat in Iron Heroes.
  FALLING DAMAGE
  A falling character suffers 1d6 points of damage per 10 feet
  fallen, to a maximum of 20d6 points of damage.
  If a character deliberately jumps instead of merely slip-
  ping or falling, the damage is the same but the first 1d6
  points are nonlethal damage. A Jump check (DC 15) or
  Tumble check (DC 15) allows the character to avoid any
  damage from the first 10 feet fallen and converts any dam-
  age from the second 10 feet to nonlethal damage. For
  example, a character who slips from a ledge 30 feet up
  takes 3d6 points of damage. If the same character deliber-
  ately jumped, he would take 1d6 points of nonlethal dam-
  age and 2d6 points of lethal damage. If he leaped down
  with a successful Jump or Tumble check, he would take only
  1d6 points of nonlethal damage and 1d6 points of lethal
  damage from the plunge.
  Falls onto yielding surfaces (such as soft ground or mud)
  also convert the first 1d6 points of damage to nonlethal
  damage. This reduction is cumulative with reduced damage
  due to deliberate jumps and the Jump skill.
  Falling Into Water: Falls into water are handled somewhat
  differently. If the water is at least 10 feet deep, the first 20
  feet of falling deal no damage. The next 20 feet deal nonlethal
  COMBAT ADJUSTMENTS UNDERWATER
  ATTACK/DAMAGE
  CONDITION
  Slashing or Bludgeoning
  Tail
  Movement
  Off Balance?‡
  Has a swim speed
  –2/half
  Normal
  Normal
  No
  Successful Swim check
  –2/half
  –2/half
  Quarter or half*
  No
  Firm footing†
  –2/half
  –2/half
  Half
  No
  None of the above
  –2/half
  –2/half
  None
  Yes
  *
  A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
  †
  Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can walk along the bottom only if it wears or carries enough gear
  to weigh itself down—at least 16 lbs. for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.
  ‡
  Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its active bonus to defense,
  and opponents gain a +2 bonus on attacks against it.
  
  55
  damage (1d3 points per 10-foot increment). Beyond that,
  falling damage becomes lethal damage (1d6 points per addi-
  tional 10-foot increment).
  Characters who deliberately dive into water take no dam-
  age on a successful Swim check (DC 15) or Tumble check
  (DC 15), as long as the water is at least 10 feet deep for every
  30 feet fallen. However, the Difficulty Class of the check
  increases by 5 for every 50 feet of the dive.
  Falling Objects: Just as characters take damage when they
  fall more than 10 feet, so too do they take damage when falling
  objects hit them. Objects that fall on characters deal damage
  based on their weight and the distance fallen. Use your discre-
  tion as the DM for situations not covered by the following rules.
  For each 200 lbs. of an object’s weight, the object deals
  1d6 points of damage, provided it falls at least 10 feet.
  Distance also comes into play, adding an extra 1d6 points of
  damage for every 10-foot increment it falls beyond the first
  (to a maximum of 20d6 points of damage).
  Objects smaller than 200 lbs. also deal damage when
  dropped, but they must fall farther to deal the same damage.
  Use the table below to see how far an object of a given
  weight must drop to deal 1d6 points of damage.
  Object Weight
  Falling Distance
  1–5 lbs.
  70 feet
  6–10 lbs.
  60 feet
  11–30 lbs.
  50 feet
  31–50 lbs.
  40 feet
  51–100 lbs.
  30 feet
  101–200 lbs.
  20 feet
  For each additional increment an object falls, it deals an
  extra 1d6 points of damage.
  Objects weighing less than 1 lb. deal no damage to those
  they land upon, no matter how far they have fallen.
  INCORPOREAL
  Ghosts, phantoms, and similar creatures lack physical bodies.
  They are insubstantial and can’t be touched by nonmagical
  matter or energy. Likewise, they can’t manipulate objects or
  exert physical force on objects. However, incorporeal beings
  have a tangible presence that sometimes seems like a physi-
  cal attack against a corporeal creature.
  Incorporeal creatures are present on the same plane as the
  characters, and characters have some chance to affect them.
  Attacks: Incorporeal creatures can be harmed only by
  other incorporeal creatures, by magic weapons, or by spells,
  spell-like effects, or supernatural effects. They ignore passive
  defense bonuses and are immune to the following:
  •
  all nonmagical attack forms
  •
  normal fires
  •
  natural cold
  •
  mundane acids
  •
  critical hits
  •
  sneak attacks
  Even when struck by magic or magic weapons, an incorpo-
  real creature has a 50 percent chance to ignore any damage
  from a corporeal source, except for a force effect.
  The physical attacks of incorporeal creatures ignore mate-
  rial armor, even magic armor, unless it is made of force.
  CHAPTER FOUR: COMBAT
  
  MASTERING IRON HEROES
  56
  Movement and Interaction: Incorporeal creatures move in any
  direction (including up or down) at will. They don’t need to walk on
  the ground. They can pass through solid objects at will, although
  they can’t see when their eyes are within solid matter. They pass
  through and operate in water as easily as they do in air.
  Incorporeal creatures have no weight and don’t set off traps that
  are triggered by weight. They can’t fall and never suffer falling
  damage. Corporeal creatures can’t trip or grapple incorporeal
  creatures.
  Incorporeal creatures hiding inside solid objects get a +2 circum-
  stance bonus on Listen checks, because solid objects carry sound
  well. Pinpointing an opponent from inside a solid object uses the
  same rules as pinpointing invisible opponents (see “Invisibility,”
  below).
  Detection: Incorporeal creatures are inaudible unless they decide
  to make noise. They leave no footprints and have no scent.
  INVISIBILITY
  The ability to move about unseen is not foolproof. While invisible
  creatures can’t be seen, they can be heard, smelled, or felt.
  Detection by Vision: Invisibility makes a creature undetectable
  by vision, including darkvision and similar abilities that don’t
  expressly say that they allow you to see invisible creatures or
  objects.
  Invisible creatures leave tracks and can be tracked normally.
  Footprints in sand, mud, or other soft surfaces can provide clues 
  to an invisible creature’s location.
  An invisible creature in the water displaces water, revealing its
  location. The invisible creature is still hard to see, however, and
  benefits from total concealment.
  Detection by Spot: A character can notice the presence of an
  active invisible creature within 30 feet with a Spot check (DC 20).
  The observer gains a hunch that “something’s there” but can’t see
  it or target it accurately with an attack. A creature that holds still
  is harder to notice (DC 30). An inanimate object, an unliving
  creature holding still, or a completely immobile creature is even
  harder to spot (DC 40). It’s practically impossible (+20 DC) to
  pinpoint an invisible creature’s location with a Spot check, and
  even if a character succeeds at such a check, the invisible crea-
  ture still benefits from total concealment (50 percent miss
  chance).
  Detection by Listen: A character can try to find an invisible
  creature by making a Listen check for this purpose as a free action
  each round. A Listen check result at least equal to the invisible
  creature’s Move Silently check result reveals its presence. (A crea-
  ture with no ranks in Move Silently makes a Dexterity check instead,
  to which an armor check penalty applies.) A successful check lets a
  character hear an invisible creature “over there somewhere.” It’s
  practically impossible (+20 DC) to pinpoint the location of an
  invisible creature.
  The table on the next page suggests appropriate Listen check
  Difficulty Classes to detect invisible creatures.
  
  57
  Invisible Creature’s Status
  Listen DC
  In combat or speaking
  0
  Moving at half speed
  Move Silently check
  result
  Moving at full speed
  Move Silently check
  result –4
  Running or charging
  Move Silently check
  result –20
  Some distance away
  +1 per 10 feet
  Behind an obstacle (door)
  +5
  Behind an obstacle (stone wall)
  +15
  Detection by Touch: A character can grope about to find
  an invisible creature. He can make a touch attack with his
  hands or a weapon into two adjacent 5-foot squares using a
  standard action. If an invisible target is in the designated
  area, the touch attack has a 50 percent miss chance. If the
  attack succeeds, the groping character deals no damage but
  pinpoints the invisible creature’s current location. (If the
  invisible creature moves, its location again becomes
  unknown.)
  Detection by Smell: Invisibility has no effect on the scent
  ability. A creature with scent uses that talent against an
  invisible foe in the same way it does against a visible one.
  Immunities: Invisibility does not, by itself, make a creature
  immune to critical hits, but it does make the creature
  immune to extra damage from sneak attacks.
  Attacks: If a character tries to attack an invisible creature
  whose location he has pinpointed, he attacks normally, but
  the invisible creature still benefits from total concealment
  (and thus a 50 percent miss chance). A particularly large
  and slow creature receives a smaller miss chance. If a crea-
  ture is one size category larger than the character attacking
  it, it gains only partial concealment (20 percent miss
  chance). If it’s three or more sizes larger, it gains no con-
  cealment.
  If a character tries to attack an invisible creature whose
  location he hasn’t pinpointed, have the player choose the
  space where his character will direct the attack. If the invisible
  creature is there, conduct the attack normally. If the enemy’s
  not there, roll the miss chance as if it were there, don’t let the
  player see the result, and tell him that the character missed.
  That way, the player doesn’t know whether the attack missed
  because the enemy’s not there or because you successfully
  rolled the miss chance.
  A creature with blindsight can attack (and otherwise inter-
  act with) creatures regardless of invisibility.
  If an invisible creature strikes a character, the character
  struck knows the location of his attacker (until the invisible
  creature moves). The only exception is if the invisible crea-
  ture has a reach greater than 5 feet. In this case, the struck
  character knows the general location of the creature but has
  not pinpointed the exact location.
  Invisible creatures can’t use gaze attacks.
  Objects: If an invisible character picks up a visible object,
  the object remains visible. An invisible creature can pick up
  a small visible item and hide it on his person (tucked in a
  pocket or behind a cloak) and render it effectively invisible.
  Of course, you also could coat an invisible object with
  flour to keep track of its position (until the flour fell off or
  blew away).
  An invisible object, such as a torch, still gives off light as
  normal.
  Ethereal Creatures: Ethereal creatures are invisible. Since
  ethereal creatures are not materially present, Spot checks,
  Listen checks, scent, Blind-Fight, and blindsight don’t help
  locate them.
  Incorporeal Creatures: Incorporeal creatures are often
  invisible. Scent, Blind-Fight, and blindsight don’t help in
  finding or attacking invisible, incorporeal creatures, but Spot
  checks and possibly Listen checks can help.
  STARVATION AND THIRST
  Characters might find themselves without food or water and
  with no means to obtain them. In normal climates, Medium
  characters need at least a gallon of fluids and about 1 lb. of
  decent food per day to avoid starvation. (Small characters
  need half as much, and Large characters need twice as
  much.) In very hot climates, characters need two or three
  times as much water to avoid dehydration.
  A character can go without water for one day plus a num-
  ber of hours equal to his Constitution score. After this time,
  he must make a Constitution check each hour (DC 10 for
  the first check, + 1 for each subsequent check) or take 1d6
  points of nonlethal damage.
  A character can go without food for three days, in growing
  discomfort. After this time, the character must make a
  Constitution check each day (DC 10 for the first check, + 1
  for each subsequent check) or take 1d6 points of nonlethal
  damage.
  Characters who have taken nonlethal damage due to lack
  of food or water are fatigued. Nonlethal damage from thirst
  or starvation can’t be recovered until the character gets food
  or water as needed. Not even magic that restores hit points
  heals this damage.
  CHAPTER FOUR: COMBAT
  
  MASTERING IRON HEROES
  58
  O
  f course, Monte Cook Presents: Iron Heroes removes
  magic items as important elements in a character’s
  abilities. This change sets off a short chain reaction
  in the game’s structure. With the role of magic items radical-
  ly reduced, wealth becomes less important to determining a
  character’s power in terms of combat and skills. As a result,
  monetary rewards may seem less compelling to the players.
  Since money no longer buys the characters magic weapons,
  armor, potions, and other gadgets, the players may not see it
  as important.
  Worst of all, if you use treasure and rewards as a motiva-
  tion for the characters in other d20 System games, you might
  have trouble using the same strategy in Iron Heroes. In anoth-
  er fantasy game, the king’s offer of a 10,000-gp reward for
  defeating a dragon is enough to keep the players interested.
  In Iron Heroes, the players may not see that as a compelling
  reason to risk their characters’ lives.
  This chapter addresses this issue in a number of ways.
  •
  It gives some advice on creating motivations and
  goals for adventures that draw on story considera-
  tions rather than mechanical rewards.
  •
  It touches on the role a character’s burgeoning
  wealth can play when he can’t use a fabulous dia-
  mond to buy a new magic sword.
  •
  It introduces a new game feature, wealth feats, which
  represent the favors, new options, and capabilities
  that come from having a vast fortune. A rich charac-
  ter can buy an audience with the king, bribe city
  officials into forgiving his crimes, or create a lavish,
  safe lifestyle. Of course, such advantages last only as
  long as a character has enough coin to support
  them.
  WEALTH, REWARDS,
  AND CAMPAIGNS
  Mechanically speaking, a character’s wealth has little impact
  on his effectiveness in Iron Heroes. Aside from masterwork
  weapons, armor, and tools, there isn’t much a character can
  buy that improves his fighting ability or skills. Furthermore,
  only certain classes can take advantage of such gear. A thief
  has little use for a suit of plate armor, while a masterwork
  sword can’t transform an arcanist into a skilled warrior.
  Masterwork equipment is useful enough for most characters
  to invest in it, but it doesn’t change the game’s complexion.
  In many ways, the shift away from wealth makes running an
  Iron Heroes campaign easier. There’s little need for extensive
  bookkeeping to track each character’s total wealth, the gold
  piece value of treasure handed out for each encounter or
  adventure, and so on. You can give a character 100,000 gp,
  but it doesn’t help him defeat a snarling werewolf in single
  combat. By the same token, you can hand out cash in small
  amounts without upsetting the game’s balance.
  In many fantasy roleplaying games, gold, jewels, and magical treasures are far more than a reward for
  defeating a terrible monster. They form an important part of a character’s abilities, as the rules assume
  that characters accumulate magic items and wealth as they gain levels. From a design perspective, magic
  items are as important a part of characters’ abilities as their feats, skills, and attack bonuses.
  Treasure, Rewards
  And Experience
  CHAPTER FIVE:
  
  While monetary wealth doesn’t translate into new powers
  and abilities for a character, it still should play a role in the
  campaign. If you give the characters a tremendous cache of
  wealth, they can use it in a number of imaginative ways. After
  all, money is power.
  HANDING OUT TREASURE
  Handing out treasure in Iron Heroes may not require a great
  deal of attention to detail and balance, but it still deserves
  some thought. When running a game, you should carefully
  consider any decision that could alter the character and feel
  of your campaign. Money is a useful resource, even if it can’t
  buy a vorpal sword.
  Before proceeding too far into this chapter, think about
  the tone and feel of your campaign. To help get you started,
  consider these three basic campaign models:
  1. Money as a Goal: In this campaign, the characters
  actively seek out wealth and riches. They might be beggars
  and thieves who are down on their luck and eager for some
  cash, or perhaps they’re soldiers of fortune who seek money
  and fame. Wealth plays an important role in the campaign
  because it helps drive the action. The characters might
  decide to sneak into the temple of Set because they want 
  to steal a great treasure cache kept there.
  2. Money as a Luxury: Wealth might prove useful in this
  campaign, but it rarely drives the action. Instead, the charac-
  ters seek revenge, increased fighting mastery, the destruction
  of a great evil, or the crown of the land. Money might help
  them achieve these things, but on its own it holds little
  allure. In this campaign, the characters might sneak into the
  king’s palace to kidnap a corrupt magistrate. They might use
  money to bribe the guards or find out about the secret pas-
  sage into the magistrate’s chambers. These campaigns usually
  feature roleplaying and intrigue in addition to combat.
  3. Money as No Object: In this campaign model, material
  wealth is almost irrelevant. Gold and jewels play only a tiny
  role in the characters’ plans, and the world might even lack a
  functioning economy. The adventurers might slay a dragon to
  prevent it from burning the crops of neighboring territories,
  because it slew their loved ones, or because no one else in
  the land has a chance of defeating it—not because they
  expect fame and fortune. The beast may not even have a
  treasure hoard, hunting solely for food.
  The characters should still be rewarded in proportion to
  the threat they face. However, few monsters in the world of
  Iron Heroes have treasure chests stuffed with thousands of
  coins, and random thugs may carry no more than a few silver
  or copper pieces.
  The key to handing out wealth lies in the plots and stories
  that you, as the DM, want to develop in the campaign. Just as
  you set how much treasure the characters can uncover, you
  also determine how much cash they need to meet their vari-
  ous goals. Thus, when you hand out treasure, you should do
  so with some idea of how you expect the characters to use it.
  59
  CHAPTER FIVE: TREASURE & REWARDS
  
  MASTERING IRON HEROES
  60
  Think of wealth as a key that can unlock doors for the
  party. If money is important in the campaign, the characters
  need to accumulate a lot of it to hire a mercenary army,
  bribe noblemen, buy materials for a grand sacrifice to the
  gods, and so forth. If the characters never face such barri-
  ers, money rarely proves useful to them. In many cases, you
  might use wealth in the same way that you could use an
  artifact or a magic item that helps the characters bypass a
  barrier or fulfill a specific goal.
  Finally, wealth is its own reward. In real life, money buys
  you fine food, a nice place to live, health care, and other
  benefits and necessities. The wealth feats presented later in
  this chapter give you a way to reflect the benefits of wealth
  through game mechanics.
  THE COMPLICATIONS OF WEALTH
  While money can solve problems, it also creates them.
  Wealth brings you power and influence, but it also makes
  you a target for thieves, schemers, and rivals who want to
  knock you from your lofty perch. If you use wealth as a
  reward for the characters’ actions, you can introduce a vari-
  ety of complications to keep them in the adventuring life.
  After all, they might not have a reason to keep risking their
  skins after they recover a dragon’s treasure horde. With their
  every material need satisfied, why would they want to con-
  tinue adventuring?
  In many campaigns, the characters still have plenty of rea-
  sons to adventure even after they make a fortune. Old ene-
  mies resurface, new threats to the world emerge, and old
  scores need to be settled. Sometimes, though, the characters
  may be content with a small fortune in gold and jewels.
  What, then, can you do to keep the game exciting?
  The simple but wrong answer is to take away the charac-
  ters’ wealth. If the players have earned something, it’s
  extremely poor DM form to take it from them arbitrarily. The
  characters’ enemies might steal their money or their rivals
  may frame them for a crime, but the characters should have
  a chance to save themselves.
  With that in mind, you can still introduce a variety of chal-
  lenges and threats to the party. Just as the characters might
  have raided a temple or noble’s villa for the wealth kept
  there, so too might thieves target the characters. When the
  PCs have something that they value, invariably someone who
  also values it tries to take it away from them.
  The best part about introducing this sort of threat to the
  campaign is that it makes the situation much more com-
  pelling. If the players worked hard to achieve a goal, anything
  that threatens to take it away becomes an important danger.
  One of the challenges you face as DM is coming up with com-
  pelling storylines. In this case, the story almost writes itself.
  The threats to the characters’ wealth can take on a variety
  of forms. Some basic ideas appear below.
  Thieves: In the most obvious example, thieves could try to
  raid the characters’ abode to carry off their treasure. The
  first attempt might catch the PCs by surprise, forcing them
  to react to a sudden assault with little preparation. As the
  characters investigate the attack, they uncover a plot to steal
  their fortune from beneath their noses. The characters must
  track down the villain behind the scheme, uncover the plans,
  and defeat the criminals before they can make another move.
  A Fool and His Money: While money can buy many
  things, it can’t buy intelligence. Scam artists, charlatans, and
  other schemers may emerge from the woodwork to harass the
  characters. An arcanist might offer to forge an unbeatable
  
  61
  suit of armor for a party member—if he pays a few hundred thousand
  gold pieces for it. A priest may claim that his god can allow a char-
  acter to contact a dead companion or even restore the lost friend
  to life—for a tremendous monetary sacrifice. Don’t be afraid to
  throw red herrings and liars at the characters. When a charlatan
  dupes a character out of his fortune, the party must track the crim-
  inal down and figure out a way to get it back. Best of all, the players
  will truly hate an NPC who manages to trick them so thoroughly.
  Again, this situation breeds an instantly compelling storyline.
  Betrayal: A character’s success may gain him a host of new
  friends, but not all of them have his best interests at heart. Even
  old allies may slowly turn against the characters, as they begin to
  lust after the fame and power the PCs have accumulated. A newly
  wealthy character may find his relatives coming to him for favors
  and loans. In time, his siblings might seek to poison him and divide
  the inheritance. What happens when a character’s brother plots
  against him? What if the plot is actually a ruse by another enemy
  who wants to turn the characters against their staunchest allies?
  This sort of development has tremendous potential for compelling
  roleplaying and fun stories. Best of all, Iron Heroes lacks the spells
  and magic items that would make it easy to uncover lies or gather
  information.
  LEGENDARY TREASURES
  Not all wealth is created equal. Finding a stash of 100,000 gp is a
  great deed, but recovering the famous Ruby of Talanthar from the
  demon pits of an abyssal city is a legendary one. True, the ruby
  might be worth a grand total of 100,000 gp, but the notoriety and
  fame that come with seizing it make it worth far more than a simi-
  lar sum of coins. The manner in which the characters gain wealth
  and the specific treasures they acquire are just as important as the
  total value of their fortunes.
  Adding an element of the mystical and legendary to a treasure
  helps heighten its importance, while lending an air of fantasy to the
  game. Put simply, recovering a gem said to have been forged by a
  god and stolen by a demon prince is far more exciting to the play-
  ers than shoveling a mountain of gold coins into burlap sacks. The
  former treasure comes to life in terms of the setting and the story.
  The latter is just another number on a character sheet.
  Thus, even if wealth lacks importance in your game, you can still
  make it a short-term goal for the characters by supplying the right
  background to a treasure. Chapter Seven goes into more detail
  about using game mechanics to make such treasure more impor-
  tant. For example, you might award bonus experience points to the
  characters if they recover a rare or legendary treasure. But even
  without such added incentives, a treasure with a story is far more
  interesting than a treasure without one.
  WEALTH FEATS
  Byrden the Cunning has a lot of friends in town. With a few bribes,
  a handful of loans given without expectation of repayment, and sev-
  eral donations to local churches, he’s made connections with all the
  right people. When the city guard comes to arrest him for the mur-
  der of one of his enemies, the entire matter turns out to be a case
  of mistaken identity. A few more coins here, a reminder of his past
  CHAPTER FIVE: TREASURE & REWARDS
  
  MASTERING IRON HEROES
  62
  deeds there, and the guard releases him. In this case, wealth
  can help an adventurer out of a tight spot. If you make an
  investment in others, it can pay back a hundredfold.
  Wealth feats allow characters to gain mechanical advan-
  tages based on the fortune they’ve acquired through their
  adventures. In certain situations, a few coins in the right
  place can prove far more useful than a sharp sword. Wealth
  feats are similar to other feats in that they give you special
  abilities unrelated to the talents of your class. However, they
  also have several key differences. You don’t use a feat selec-
  tion to gain a wealth feat—you merely invest money in the
  feat. In addition, when you use a wealth feat, you usually
  must spend additional money to gain its benefits.
  GAINING WEALTH FEATS
  You must spend a number of wealth points to gain a wealth feat.
  This is what’s known as the feat’s “buy-in cost.” When you meet
  the other prerequisites for the feat, you spend the listed buy-in
  cost and then gain the feat’s benefits. Unlike other feats, you
  don’t select wealth feats based on your level. You simply meet
  their requirements. If for any reason you no longer meet a
  wealth feat’s prerequisites, you immediately lose its benefits.
  Unlike many other Iron Heroes feats, wealth feats don’t have
  minimum mastery ratings or expanded mastery abilities.
  USING WEALTH FEATS
  Wealth feats differ from other feats in another important way.
  Normally, to gain a wealth feat’s benefits, you must spend
  money. This expenditure represents a bribe, a direct pay-
  ment, money spent in the recent past, and so forth. You can
  spend money to activate a wealth feat only under the condi-
  tions given for a specific feat. If you don’t meet those condi-
  tions, you can’t use the feat.
  Furthermore, you can’t use the feat if you no longer meet
  its prerequisites. When this occurs, you must spend any
  resources needed to gain the feat again. Once you meet
  those prerequisites again, you can use the feat.
  In most cases, wealth feats require you to establish your
  economic influence in a particular city or region. You might
  be known as an influential philanthropist in the city of
  Thasp, but that reputation means little to the hill giants of
  the Wyrm’s Teeth Mountains.
  THE WEALTH POOL
  Many wealth feats draw upon your wealth pool: an abstract
  measure of your standard of living. It ebbs and flows over
  time as you spend cash to activate wealth feats and pour
  more treasure into it. The wealth pool breaks your personal
  fortune into a value that’s easier to handle.
  Each time you place 100 gp worth of treasure into your
  wealth pool, the pool increases by 1 point. You can cash in
  your wealth pool at a conversion rate of 50 gp per point.
  COHORT [WEALTH]
  Your fame and wealth attracts followers to you. You recruit a
  cohort, a trusted and skilled henchman who serves as a lieu-
  tenant or sidekick.
  Prerequisites: You must have a wealth pool of at least 50
  points. You must pay your cohort an equal share of treasure
  from any adventures he participates in, and you must pay
  him 2 points from your wealth pool each month. This pay-
  ment represents room, board, and spending money.
  Benefit: You gain the services of a cohort, a nonplayer
  character who obeys your commands as long as you treat
  him well. The DM creates your cohort, though you may
  select his class.
  The cohort’s level depends on your Charisma and your
  wealth. To determine the cohort’s maximum level, divide your
  wealth pool by 2, and add your Charisma modifier. You can
  choose to recruit a cohort with a lower level.
  Note that the cohort’s maximum level depends on the class
  you select for him. A cohort with levels in the player charac-
  ter classes detailed in Chapter Three of Iron Heroes is much
  more likely to seek his own fortune than to remain with you.
  Thus, such cohorts have a much lower maximum level when
  compared to cohorts built with the NPC classes detailed in
  Chapter Three of this book (aristocrat, commoner, expert,
  and warrior).
  WEALTH FEATS
  Feat Name
  Prerequisites 
  Benefit
  Cohort
  Wealth pool 50 points, pay cohort equal share
  Skilled lieutenant or sidekick obeys your commands.
  of treasure +2 wealth points/month.
  Followers
  Wealth pool 20 points, pay followers 1 wealth
  Gain staff members, servants, assistants, etc., to look after
  point/month for every five followers.
  your interests.
  Manse
  Wealth cost 1–8 points/square of area.
  Own a furnished home.
  Money Buys Innocence
  Initial bribe 10 wealth points, 1 wealth
  Go free when charged with a crime; those you accuse of
  point/month maintenance.
  minor crimes are found guilty.
  Political Connections
  Wealth pool 50 points, spend 10 wealth
  Receive an audience with local ruler or other important area
  points on a party.
  figure upon request and expenditure of 1 wealth point.
  Social Influence
  Wealth pool 25 points.
  Receive a +1 bonus to Diplomacy or Gather Information checks
  for every wealth point spent (up to a +5 bonus).
  
  63
  The DM controls your cohort, but as long as the cohort’s
  level is at or below the maximum listed for your wealth, he
  obeys your commands. Your cohort fights to the death for
  you, but he won’t obey obviously suicidal commands unless
  there’s a clear, compelling need for such a sacrifice.
  Special: If your cohort’s level rises above the maximum
  allowed, he may leave or betray you. Your cohort may also
  leave if you fail to give him a share of the treasure and the
  monthly wealth points, as noted above.
  Each week, you must make a Charisma check with a
  Difficulty Class equal to 10 + twice the difference between
  the cohort’s level and the maximum level you can normally
  gain. You suffer a –1 penalty to the check for each day that
  you’re late with your monthly payment to the cohort.
  If you fail this check by 5 or less, your cohort refuses to
  engage in dangerous activity on your behalf.
  If you fail by more than 5 but less than 10, the cohort
  leaves your service.
  If you fail by 10 or more, the cohort betrays you. He steals
  as much of your wealth as possible before fleeing or other-
  wise acts to harm you before taking his leave.
  FOLLOWERS [WEALTH]
  You gather a number of followers who work as your servants,
  assistants, and so forth. These followers might staff your
  manse, look after your palace while you’re away, or help you
  complete tasks around town.
  Prerequisites: You must have a wealth pool of at least 20
  points. You must pay your followers 1 point from your wealth
  pool each month for every five people you have on staff. This
  payment represents room, board, and spending money.
  Benefit: The number of followers you can hire depends on
  your Charisma and your wealth. To determine the maximum
  number, divide your wealth pool by 2, and add your
  Charisma modifier. You can choose to recruit fewer than 
  the maximum number.
  If your wealth grows, you can recruit more followers for
  free. If your wealth shrinks, you lose any followers above the
  maximum allowed by your new wealth pool. However, you suf-
  fer no special penalty for gaining or losing followers. You
  simply hire or dismiss them.
  Followers have levels only in the NPC classes outlined in
  Chapter Three of this book. They don’t accompany you on
  adventures or undertake dangerous missions on your behalf.
  Otherwise, they obey your commands. If you wish, you can
  design each follower, or you can let the DM do it.
  Followers can use skills such as Gather Information, Dip-
  lomacy, Craft, Knowledge, and so forth on your behalf. They
  are best employed to conduct day-to-day business or take care
  of minor tasks that might distract you from critical affairs.
  Your followers might reside in quarters that you provide in
  your home or mansion, or they may have homes of their own.
  When you gain a follower, you must determine his home base
  of operations. For example, you might have a few followers in
  the city of Penderlen, several more in the small town of
  Yerren’s Point, and others scattered elsewhere, all of whom
  communicate with you by messenger. They can spend gold
  from your wealth pool at the normal conversion rate (1 point
  equals 50 gp) to undertake tasks on your behalf.
  Even if you’re not present, you exercise almost direct con-
  trol of your followers. As long as they’re paid, they always act
  in your best interest, though they don’t risk their lives.
  Special: If you fail to pay your followers, they might betray
  or abandon you. You can always dismiss followers if you can’t
  afford to pay them, but if you keep them on staff without
  wages, you must make at least one check as detailed below
  before dismissing them.
  Each week, you must make a Charisma check (DC 10). You
  suffer a –1 penalty for each wealth point you were short in
  the last month’s payment.
  If you fail this check by 5 or less, your followers refuse to
  work for you.
  If you fail by more than 5 but less than 10, your followers
  leave your service.
  If you fail by 10 or more, your followers betray you. In addi-
  tion, you lose wealth points equal to half the total number of
  CHAPTER FIVE: TREASURE & REWARDS
  COHORT LEVELS
  Cha Mod. + (Wealth÷2)
  Cohort Level (PC Class)
  Cohort Level (NPC Class)
  0 or less
  0
  1
  1–30
  1
  3
  31–40
  2
  5
  41–50
  3
  7
  51–60
  4
  9
  61–70
  5
  11
  71–80
  6
  13
  81–90
  7
  15
  91–100
  8
  17
  101+
  9
  20
  
  MASTERING IRON HEROES
  64
  followers that were in your employ, though your pool cannot
  drop below 0.
  MANSE [WEALTH]
  You own and maintain a mansion or similar living quarters.
  Prerequisite: You must spend the wealth points listed in
  the table below to obtain your living quarters.
  Benefit: You purchase a piece of property or an existing
  structure for your use. Note that this feat falls short of the
  rules needed to model a full-blown castle, massive estate, or
  the like. Rather, it allows you to design a simple hideout or
  mansion.
  The base price of your manse depends on where you wish
  to buy it, as shown in the table below. You pay a price per 
  5-foot square of space within it. If the manse has multiple
  floors, count up the squares covered by each floor, including
  the basement.
  Cost Per Square 
  Manse Location
  (Wealth Points)
  Rural area
  1
  Small town
  4
  City, poor district
  2
  City, middle class district
  4
  City, rich district
  8
  Once you’ve determined the total squares of space avail-
  able to you, draw a floor plan for your manse. 
  Your home comes with basic furnishings, such as beds,
  drawers, desks, chairs, fireplaces, and so forth. It’s made out
  of whatever materials are appropriate to the area. Assume
  that any exterior doors can be barred shut.
  You also can add features to your manse as shown in the
  Manse Options table. Each option increases the total cost,
  and most options have a minimum required space (in
  squares). When designing a floor plan for your manse, you
  must allocate space for a given option equal to its minimum
  space (see table, below).
  The manse features available to you appear in the descrip-
  tions that follow.
  Library: You keep a small collection of scrolls, ancient
  tomes, and other reference materials within your manse.
  While you have access to this library, you gain a +2 bonus 
  on all Knowledge checks.
  Lock: You can add a high-quality lock to an interior door in
  your manse at the cost of 1 wealth point. The lock has an
  Open Lock DC of 20. You can increase this Difficulty Class
  by 5 for each additional wealth point you put into it, to a
  maximum Difficulty Class of 30.
  NUMBER OF FOLLOWERS
  NUMBER OF FOLLOWERS BY LEVEL
  CHA MOD. + (WEALTH÷2)
  1st
  2nd
  3rd
  4th
  5th
  6th
  20 or less
  –
  –
  –
  –
  –
  –
  21–25
  5
  —
  —
  —
  —
  —
  26–30
  6
  —
  —
  —
  —
  —
  31–35
  8
  —
  —
  —
  —
  —
  36–40
  10
  1
  —
  —
  —
  —
  41–45
  15
  1
  —
  —
  —
  —
  46–50
  20
  2
  1
  —
  —
  —
  51–55
  25
  2
  1
  —
  —
  —
  56–60
  30
  3
  1
  1
  —
  —
  61–65
  35
  3
  1
  1
  —
  —
  66–70
  40
  4
  2
  1
  1
  —
  71–75
  50
  5
  3
  2
  1
  —
  76–80
  60
  6
  3
  2
  1
  1
  81–85
  75
  7
  4
  2
  2
  1
  86–90
  90
  9
  5
  3
  2
  1
  91–95
  110
  11
  6
  3
  2
  1
  96 or higher
  135
  13
  7
  4
  2
  2
  MANSE OPTIONS
  Option
  Cost (Wealth Points)
  Minimum Space
  Library
  3
  4 squares
  Lock
  1
  0 squares
  Secret door
  2
  0 squares
  Secret entrance
  5
  0 squares
  
  65
  Secret Door: Each time you purchase this feature, you can
  add a secret door to the interior of your manse. You can use
  secret doors to build hidden rooms by making one of these
  doors the only point of access. The base Search DC for a
  secret door is 20. You can increase a door’s DC by 1 for each
  additional wealth point you spend on that door.
  Secret Entrance: Your manse has a hidden passage that
  leads to the outside. Finding the hidden doors at both ends
  of the passage requires a Search check (DC 20). You can
  increase the Search check DC by 1 for each additional
  wealth point you spend on this feature, to a maximum
  Difficulty Class of 30. The hidden passage leading into your
  manse can be up to 100 feet long.
  Special: You can buy more than one manse. One might
  serve as your public home, while another is a hideout for
  when you must escape from prying eyes.
  MONEY BUYS INNOCENCE [WEALTH]
  Your frequent bribes to the local magistrates ensure that in
  any legal case short of a killing spree, you need not worry
  about imprisonment.
  Prerequisites: You must spend 10 wealth points as an ini-
  tial bribe to judges, town guard commanders, and so forth.
  Each month afterward, you must spend an additional point
  from your wealth pool to maintain their protection. If you
  miss a payment, you must spend 5 wealth points within three
  months of the missed payment to retain this benefit.
  Otherwise, you must regain this feat as normal.
  Benefit: If you’re charged with any crime short of murder
  or theft of more than 10,000 gp, the guard sets you free. In
  any case where you’re charged with murder or theft of more
  than 10,000 gp and the evidence consists of your word
  against another person’s testimony, you win an acquittal or
  pardon.
  If you charge another person with a minor crime that
  results in imprisonment for a week or less, the defendant is
  always found guilty.
  In a case where both the plaintiff and defendant have this
  feat, the two must secretly spend wealth points on a bribe.
  Whoever delivers the larger bribe wins the case if there is
  reasonably compelling evidence for a favorable result.
  Special: This feat assumes that the local constabulary is
  open to bribery. The DM may rule that you can’t take the feat,
  or that you must pay more than the listed rates. It’s much more
  difficult to bribe officials in a city whose rulers actively cam-
  paign against corruption. Your DM may double, triple, or
  quadruple this feat’s costs depending on the situation at hand.
  POLITICAL CONNECTIONS [WEALTH]
  Your burgeoning wealth allows you access to social strata
  normally inaccessible to adventurers. You can request an
  audience with a local ruler, an important merchant, or the
  head of a respected temple.
  Prerequisites: You must have a wealth pool of at least 50
  points. In addition, you must spend 10 points from your pool
  on a ball, masquerade, or similar party for the influential and
  powerful folk of the city or region. When you throw this
  party, you gain the feat’s benefits in the city and the region
  around it.
  Benefit: You can request a personal audience with any
  public figure within the city where you have established
  political connections. You must spend 1 point from your
  wealth pool each time you use this ability.
  You can use this ability only with a public figure, defined
  as anyone who conducts legal, public business or holds a
  commonly acknowledged title or position.
  You gain no special favor or ties to the person with whom
  you wish to meet. This feat allows you to arrange a meeting,
  CHAPTER FIVE: TREASURE & REWARDS
  
  MASTERING IRON HEROES
  66
  but it doesn’t give you any special bonus to Diplomacy
  checks.
  You can’t use this ability to arrange a meeting if the per-
  son you wish to speak with has a reasonable suspicion that
  you mean to harm him or her.
  Special: You can gain this feat’s benefits in multiple geo-
  graphic locations by spending the 10 points from your
  wealth pool on a party in each location.
  SOCIAL INFLUENCE [WEALTH]
  Your wealth allows you to acquire friends and allies in a vari-
  ety of places. You can use your wealth to buy favors and aid
  from others.
  Prerequisite: You must have a wealth pool of least 25 points.
  Benefit: You can spend 1 point from your wealth pool to
  gain a +1 bonus to a Diplomacy or Gather Information check.
  With the Diplomacy check, you must designate a single spe-
  cific person against whom you wish to make this check. You
  can use this benefit only against targets who are open to
  bribes, available to receive gifts, or otherwise have some sort
  of social connection to you.
  You can spend up to 5 points from your wealth pool to
  increase your bonus to a maximum of +5.
  As a rule of thumb, this feat applies only to residents of
  the city or kingdom where you reside. For example, you can
  gain this bonus against the mayor of your city, but it would
  not work on a barbarian chieftain of the steppes.
  REWARDS OTHER THAN MONEY
  Rewards can take on far more forms than gems, jewels, and
  coins. The king may award noble titles and related benefits
  to the adventurers who turned back the goblin army. The
  warrior who defeated an elemental that threatened to level
  the city has a parade in her honor, and she never has to
  worry about buying a meal in town again. When a gang of
  assassins tries to ambush her in a tavern, the patrons rally 
  to overcome her foes.
  When the characters commit great deeds in the public eye,
  they earn the gratitude and admiration of those around them.
  People aren’t about to forget the brave hero who faced down a
  dragon, especially if her actions saved their lives. Sometimes,
  it helps to look at the potential rewards that the characters
  can earn in terms of social and political benefits.
  FAME
  The difference between a typical high-level Iron Heroes char-
  acter and a hero is that everyone knows about the hero’s
  accomplishments. You might save the world from a horde of
  demonic monsters, but if no one knows of your deeds, life
  goes on the same as before. However, if you defeat the horde
  in front of thousands of bystanders, your deeds spread far
  and wide. Total strangers greet you on the street. The rich
  and powerful flock to you to win glory by association.
  Fame, like wealth, has its own distinct set of benefits and
  drawbacks for the player characters. On the plus side, many
  of life’s inconveniences fade as they gain renown. Food,
  drink, and shelter are as close as the nearest grateful
  innkeeper. Nobles happily fund their next expedition to 
  the nearby ruins, and they might even receive noble titles.
  On the other hand, fame also makes the characters into
  targets. Political factions might seek to manipulate them, and
  enemies have a much easier time tracking them. If a famous
  adventurer needs to complete a deed in secret, she must take
  special care to disguise her identity.
  Furthermore, a character’s skill and fame might put her in
  a position where others expect her to repeat her deeds time
  and again. If a new threat appears, the king may call upon
  her to face it. If a war erupts, both sides bid for her alliance.
  If the character throws in with the winning side, she might
  end up hailed as a conqueror. But if she chooses her allies
  poorly, she could face banishment or death as a traitor. In
  either case, she’s stuck between two factions without any way
  to appease both.
  POLITICAL POWER
  Success in an adventure, particularly one undertaken on
  behalf of a benefactor or sponsor, can help an adventurer
  build up political influence in a kingdom or city. If a charac-
  ter defeats the team of assassins sent to kill the king, the
  crown owes her for the service. Only a fool would turn his
  back on a warrior who proves so useful, especially since fail-
  ing to reward heroism might discourage others from risking
  their lives.
  If the king owes a favor to a character, she can take advan-
  tage of the situation in a number of ways. Obviously, the
  crown provides food and board to heroes who have rendered
  great service to it in the past. In addition, a character might
  earn a prominent place within the structure of government.
  Unfortunately, such honors invariably come with great
  responsibility. She might earn a comfortable stipend and a
  large mansion in her role as chief magistrate, but she also
  must hear cases and mete out justice.
  Monarchs tend to delegate much of the dirty work of their
  reign to their underlings. Furthermore, if a character is pop-
  ular, the crown may see her as a threat. When these two fac-
  tors combine, the character might find herself posted to a
  distant land as an ambassador, sent on a hopeless quest, or
  set up as a scapegoat for a disastrous policy.
  However, political power isn’t all bad news. If a character
  has the king’s ear or the respect of powerful figures, she
  gains the ability to foment great change.
  •
  If monsters threaten the land, she can rally the army
  to repel them.
  •
  When a strange cult stalks the slums for sacrificial
  victims, she can bring the full weight of the law
  against it.
  •
  Villains who rely on their own political resources and
  the veneer of respectability that comes with their
  social position become far more vulnerable if she
  can counter their influence.
  
  67
  •
  A master assassin NPC might have the town guard in his
  pocket, but even his bribes might prove useless if the PC
  is close friends with the guard’s commander.
  EXPERIENCE POINTS
  Experience points (XP) measure a character’s accumulated
  insight and ability to improve his talents. In the standard Iron
  Heroes experience system, you gain XP for defeating monsters,
  overcoming challenges, and otherwise surmounting the obsta-
  cles that stand between you and your goals.
  Every creature, pitfall, and obstacle you face has a Challenge
  Rating: a measure of its relative difficulty. The experience system
  is designed so that you have to overcome 10 obstacles with a
  Challenge Rating equal to your level in order to progress to the
  next level. If you defeat obstacles with a CR higher than your
  level, you gain more experience, and vice versa.
  A table at the beginning of Chapter Three in Iron Heroes shows
  how many experience points you need to gain each level.
  Chapter Seven: Campaign Options in this book introduces a
  variety of optional rules and ideas the DM can use to customize
  the experience system to fit the specific campaign. The basic
  experience system is a good match for the typical game of high
  adventure and intense action. If your campaign deviates from
  this format, or if you simply want to shift the focus away from
  combat, consult Chapter Seven.
  MONSTERS AND CHALLENGE RATING
  Every monster in Iron Heroes has a Challenge Rating to indicate
  its relative strength. A Challenge Rating is a lot like a monster’s
  level. A single creature with a CR equal to the party’s average
  level (assuming a party of four) is a good challenge for the
  group. Creatures with higher Challenge Ratings make deadlier
  enemies. The characters should face one or two such foes, at
  most, per session. These enemies usually serve as the highlight
  of a session’s battles.
  Monsters with lower Challenge Ratings serve as thugs, a vil-
  lain’s underlings, and other threats that pose a danger only in
  large numbers. Generally, a group of creatures has an equivalent
  Challenge Rating equal to each creature’s base CR + the total
  number of creatures – 1. This rule applies only when the group
  is made up of the same type of creature. If a group consists of
  different types of creatures, you can’t assign a single CR to the
  whole group.
  Some creatures are weaker than a 1st-level party. These mon-
  sters have Challenge Ratings expressed as a fraction. In this case,
  add the creatures’ Challenge Ratings together to determine their
  equivalent CR. If the total is higher than 1, round down the total
  Challenge Rating.
  Adding Challenge Ratings to determine a group’s total threat
  is a useful tool when designing adventures. However, when you
  award experience points, use each individual creature’s Challenge
  Rating to calculate the total award. For example, if the characters
  face four CR 1 creatures, the encounter is the equivalent of a
  single CR 4 creature (each creature’s base CR + the total number
  of creatures – 1 = 4). When you award experience points, hand
  CHAPTER FIVE: TREASURE & REWARDS
  
  MASTERING IRON HEROES
  68
  out the reward for defeating four CR 1 creatures, not one
  monster of CR 4.
  MARKS: A SIMPLER ALTERNATIVE
  The core experience system is designed so that you can easi-
  ly slide into it from other games that use a d20-based
  mechanic. However, a character’s experience point total has
  little effect on an Iron Heroes game. None of the character
  options allow you to spend XP to gain a benefit, such as cre-
  ating magic items or casting powerful spells. Thus, you don’t
  need to keep close track of your XP total.
  As an alternative to the system above, you can use a more
  abstract system of marks that’s easier to manage. When a
  character accumulates 10 marks, he gains a level, erases his
  current mark total, and starts the process again for his next
  level. A character gains a mark based on the Challenge
  Rating of creatures defeated or obstacles overcome. Its value
  is based on its CR compared to your current level.
  Monster CR
  Marks Earned
  CR 3 or more below your level
  0.0
  CR 1 or 2 below your level
  0.5
  CR equal to your level
  1.0
  CR 1 or 2 above your level
  1.5
  CR 3 or more above your level
  2.0
  This system lacks the precision of a running experience
  point total, especially when it comes to monsters with a
  Challenge Rating higher than your level. In general, the
  characters end up slightly behind a group that keeps strict
  track of their XP. If you feel that the game is easier to man-
  age with this alternative, keep in mind that it breaks down if
  you regularly send powerful monsters against the party.
  GAINING LEVELS
  A character gains a level after accumulating the needed
  experience point total and resting for the night. When he
  wakes up, he enjoys the benefits of his new level.
  When you gain hit points for a new level, add them to your
  current hit point total and to your maximum hit point total.
  Otherwise, spend skill points, select feats, and so forth as
  outlined in the Introduction of Iron Heroes.
  Alternate Rule: Training: Some DMs feel that it’s unreal-
  istic for characters to suddenly gain new talents after a good
  night’s sleep, or that it places the characters too far out of
  context with the world. For example, it seems strange that a
  hunter could embark on a journey from his home village as a
  neophyte and return two weeks later as one of the most pow-
  erful warriors in town.
  Under this alternate rule of training, the characters must
  study with a master to gain levels. Their training takes place
  in addition to the other activities they pursue when not
  adventuring.
  To gain a level, a character must spend at least five hours
  per week in training with a master who is three or more lev-
  els above him. A character no longer needs to train once he
  reaches 5th level (total character level, not 5th level in one
  class). At that point, only combat experience and insights
  earned in the field allow him to advance in level.
  A character’s master need not be a member of his class. As
  long as the DM rules that the master has some insight to
  offer a PC, he can serve as that character’s tutor.
  The main strength of this alternate rule is that it lets you
  place the characters within the context of the world.
  A master provides an easy way to bring the party together.
  Perhaps they all trained with him, and now that they’ve
  learned the basics of their chosen paths, they must go out
  into the world to complete their training.
  A master serves as a convenient NPC who can hand out
  quests, give the characters a place in the local community,
  play a role in their backgrounds, and offer advice and
  insights for their adventures. The master shouldn’t swoop in
  to save the day when the characters are in trouble. Rather, he
  serves as a trusted advisor who has been through many of
  the same situations that his students now face.
  A master helps keep the story focused on one location,
  particularly if the players are new to the game or your cam-
  paign setting. In this case, their master gives them a good
  reason to explore a limited region and deal with the troubles
  in a small area.
  The characters might have relationships with the locals
  based on the link to their master. For example, if the master
  is feared, well liked, or respected, that attitude extends to the
  adventurers as well.
  
  69
  CHAPTER SIX: MAGIC & MAGIC ITEMS
  M
  agic items are, in essence, raw magical power
  merged with the intellect of an outsider and given
  physical form. On one hand, they exist as stable
  entities within reality. This trait allows them to produce mag-
  ical effects that are more reliable than spells. On the other
  hand, the intellect contained within a magic item is almost
  invariably sinister, unpredictable, and domineering.
  Arcanists have a saying: “Does the man control the blade,
  or does the blade control the man?” That statement sums up
  the hazard of magic items in Iron Heroes. While many items
  stop short of exercising mental control over their users, most
  of them subtly guide their owners’ fates. For example:
  •
  A magic blade thrives on the blood of innocents. When
  wielded by a heroic warrior, its edge goes dull, and it
  proves unable to penetrate even the lightest armor.
  •
  A potion contains ichor taken from a demon. It offers
  invisibility for a short time, but anyone who drinks it
  too often starts to develop bizarre deformities.
  •
  A scroll holds an arcane chant needed to cast a mighty
  spell, but secret phrases encoded within it summon a
  demonic being to the reader shortly before the spell
  takes effect. Only a caster clever enough to spot this
  trap can evade it.
  MAGIC ITEMS IN THE GAME
  Considering that magic items are so dangerous, one might won-
  der why they’re part of the game. After all, why would anyone
  in his right mind use a sword that could prove his undoing?
  In Iron Heroes, magic items serve as temporary solutions. A
  magic arrow might offer the only way to slay a dragon. A
  group of adventurers might drink a potion that allows them
  to pass through walls only because they must enter the
  tyrant’s keep as quickly as possible. Magic items allow you, as
  the DM, to inject a level of wonder and fantasy into the
  game. They aren’t meant to dominate the game, but they do
  help flavor it as a fantasy setting while giving you a useful
  tool to develop your campaign.
  Magic items are also a deadly temptation, particularly for
  players obsessed with gathering more and more power for
  their characters. They give you a convenient tool to let the PCs
  get themselves into more trouble through their own actions
  than you could ever place them in with a normal adventure.
  This doesn’t mean you should ruthlessly slaughter characters
  who pick up enchanted items. The game wouldn’t be much fun
  if the players had no chance to avoid a deadly fate or had too
  few clues to stop a threat before it struck.
  The key is that the players should know that magic items
  are dangerous, but they may still choose to use them. As they
  suffer complications from an item’s use, your campaign can
  move in unpredictable but exciting new directions. Perhaps
  the party’s man-at-arms bears a cursed blade that he must
  destroy in order to save his soul from a demon prince. If the
  players got into this predicament because of their own deci-
  sions, especially if they knew the repercussions of using the
  sword, the resulting adventures grow out of their choices.
  Iron Heroes presupposes a world where magic is a dangerous tool. By the same token, magic items are
  unstable devices that harm their users as frequently as their targets. The danger in using magic
  lies in channeling its energy from dimensional space into reality. 
  Magic and
  Magic items
  CHAPTER SIX:
  
  MASTERING IRON HEROES
  70
  Giving the players a sense that they control the action, even
  in a case where they must undo a bad decision they made, is
  a powerful way to make them feel that their characters are an
  important part of the story.
  Magic items also help you drive the action. A villain may
  uncover a mighty artifact that he uses to lay a city to waste,
  leaving the characters to stop him before he strikes again. 
  A corrupt noble may hire the player characters to find an
  enchanted ring, with which he then begins a campaign of
  assassination and intimidation to seize the throne. The charac-
  ters may have to stop the monster they’ve unwittingly created.
  Finally, in a fantasy game, magic helps to create strange
  vistas and bizarre lands. Deep within ancient ruins, floating
  disks carry riders up to the highest towers. A strange, alien
  archmage comes to town riding a flying carriage pulled by a
  winged serpent. The presence of magic allows you to create a
  bewildering variety of foes, places, and would-be allies for
  the characters. A memorable scene or a strange NPC can
  stick with the players long after the campaign has ended.
  MAGIC ITEM ABILITIES
  Magic item abilities can range from the simple, such as a
  bonus to attacks and damage from a magic sword, to the
  complex, such as the power to create a vampire thrall by fill-
  ing a cauldron with human blood. Some complex abilities
  include a research Difficulty Class and prerequisites.
  Effects: Each ability has one or more effects. For example,
  a magic sword’s effects might be a +3 bonus to attacks and a
  +3 bonus to damage. In general, a single ability covers all the
  benefits you gain from using one action to activate the item.
  In the sword’s case, swinging it at an opponent grants you
  the bonus to attack and damage. If the sword could also fire
  bolts of eldritch energy, that would be a second ability.
  Research DC: Some abilities require a skill check to help
  you understand how they work. You must make a Use Magic
  Device check against the listed Difficulty Class to use the
  item. Some items list other skills, such as Knowledge (reli-
  gion) that can take the place of Use Magic Device. If this
  check succeeds, you understand how the ability works. If the
  item requires an extended check, that is noted along with the
  Difficulty Class.
  If an ability lacks a research DC, its usage is obvious.
  Anyone who handles the item can plainly see how to activate
  it, though the exact results might remain unknown. You can
  make a Use Magic Device check (DC 15) to determine the
  basic function of an ability that lacks a research Difficulty
  Class.
  Prerequisites: Some items require special talents or quali-
  ties in order to activate them. For example, a magic wand
  might draw on mana that the user channels into it. DMs can
  assign a prerequisite of their choosing to a magic item on a
  case-by-case basis if they feel it is warranted. Using prerequi-
  sites in this way can add flavor and variety to magic use in
  the campaign.
  A prerequisite is either a skill check, an ability check, or a
  special trait or capability. Some items function only for out-
  siders, and others have special effects when a humanoid
  attempts to employ them.
  Even if you don’t meet an ability’s prerequisites, you can
  still make a check against its research DC to determine how
  it works. If you succeed, you learn the prerequisites along
  with the abilities.
  Prerequisites should allow the DM to customize items for
  specific creatures or to keep them from falling into the char-
  acters’ hands. One of the themes of the Iron Heroes magic sys-
  tem is that spellcasting and arcane energies are in many ways
  
  71
  baneful to human life. Since Iron Heroes focuses on martial talent
  rather than magical power, the prerequisites fit into the game’s feel.
  In most cases, you can include a prerequisite that the item’s user
  must be an outsider or some other creature type unavailable to the
  players.
  Drawback: Some magic item abilities extract a cost in return for
  the power they offer. This cost can range from drawing on a limited
  number of charges stored within the item to a blood sacrifice needed
  to power it. Other items slowly sap a user’s vitality or sanity.
  Drawbacks reinforce the idea that magic is a dangerous force that can
  prove useful for only a short period. If you grow to rely on a magic
  item, it can consume your soul, change you forever, and destroy you.
  THE USE MAGIC DEVICE SKILL
  Characters can make Use Magic Device checks to determine whether
  they can use most magic items and to see which abilities they can
  access. In essence, a magic item is like a complex piece of machinery
  without an instruction manual. The Use Magic Device skill represents
  your ability to puzzle out an item’s functions. Without it, you have lit-
  tle hope of using many items. Even if you have a high bonus in the
  skill, some aspects of a complicated item might be beyond your
  reach.
  Not every item requires a Use Magic Device check for activation. A
  sword, shield, or suit of armor provides its most basic benefits through
  mere use. A magic blade chops through steel with ease, even if you
  don’t understand how the arcane matrix within it functions. Likewise,
  if you don a suit of magic armor, you gain the benefits of the added
  protection it affords you. Generally speaking, Use Magic Device is
  necessary with items that lack an obvious benefit or that need an out-
  side source of magical energy to function.
  RESEARCHING ITEMS
  For each item, you can make one Use Magic Device check per day to
  puzzle out the item’s function—unless you want to activate the item’s
  abilities blindly (see next page). This check represents four hours of
  work spent studying and experimenting with the item. You make this
  check against the item’s research Difficulty Class.
  If the item has one ability with a research DC, you make a check as
  normal. If successful, you understand all of the item’s abilities and can
  use them according to its description.
  Should the item have multiple abilities with separate research DCs,
  you always roll against the lowest DC. If you succeed, you unlock that
  ability. The next time you research the item, you roll against the next
  higher DC, and so on.
  The DM makes these research checks in secret. You can also roll to
  see whether you have uncovered all of an item’s abilities. If you suc-
  ceed at a check (DC 20) against an item whose abilities you’ve already
  begun to research, you know when you’ve uncovered all its secrets.
  Otherwise, you’re unsure whether further study will reveal anything.
  In some cases, an item allows you to use a skill other than Use
  Magic Device to unlock its abilities. However, the additional skills pro-
  vide more options. They don’t replace Use Magic Device, and you can
  still employ Use Magic Device as normal. A magic item’s description
  states whether it allows other skills in this way.
  CHAPTER SIX: MAGIC & MAGIC ITEMS
  
  MASTERING IRON HEROES
  72
  EXTENDED STUDY
  Some abilities of a magic item are too complex for a single
  check to solve all their mysteries. In this case, you must suc-
  ceed at an extended Use Magic Device check to unlock the
  item’s abilities. (See Iron Heroes, Chapter Four, for a discus-
  sion of extended skill checks.) An item that requires an
  extended check lists the number of successful checks needed
  to allow the use of an ability. If you succeed at a single check,
  you know that you’re making progress but that you haven’t
  yet completed the task. When you’ve succeeded on at least
  half of the necessary checks, you gain a basic understanding
  of the function that you’re in the process of unlocking.
  While you make steady progress in this study, a catastro-
  phe can set you back. If you fail the Use Magic Device check
  by 10 or more, you lose one of your successful checks. If you
  haven’t made any successful checks yet, a failure increases
  the total number of successful checks needed by one.
  BLIND ACTIVATION
  While magic items normally require careful study and experi-
  mentation, sometimes circumstances allow for neither. If a
  terrible monster attacks and all you have to protect yourself
  with is a mysterious magic staff, you can attempt to activate
  the item blindly. In this case, you try to coax an effect from
  the item by using your knowledge of how such devices work.
  You can do this only if you’re trained in the Use Magic
  Device skill. If you lack ranks in the skill, you simply have 
  no idea how to manipulate a magic item.
  This variation of Use Magic Device requires a full-round
  action. Make a Use Magic Device check as normal. The DM
  randomly selects one of the item’s abilities. If you lack the
  prerequisites for that ability, your check automatically fails. 
  If you meet the prerequisites, you activate the ability if your
  check succeeds against the item or ability’s Use Magic
  Device DC + 10.
  If you fail this check by 5 or less, nothing happens. If you
  fail by 6 or more, the item produces its effects, but you acci-
  dentally target the wrong space or person. In this case, the
  DM selects a random creature or space within range and
  resolves the effect. If the DM picks a random creature, he
  includes you in the mix of possible targets. Otherwise, he can
  use the rules for weapons and scatter from “Throw Splash or
  Grenadelike Weapon” in Chapter Eight: Combat of Monte
  Cook Presents: Iron Heroes.
  You can never use a skill other than Use Magic Device to
  activate an item blindly, even if an item allows you to use
  other skills to unlock its abilities.
  MAGIC ITEM DESCRIPTIONS
  This section breaks magic items down into several categories,
  giving rules and examples for each. The standard magic items
  for Iron Heroes are as follows:
  Armor: Magic armor can withstand and absorb blows that
  would slay even the toughest warrior, but many of these suits
  are crafted from unwholesome materials. Warriors who come
  to rely on magic armor change in strange, subtle ways.
  Potions: Crafted from a bizarre and often noxious combi-
  nation of ingredients, potions create temporary magical
  effects for those who drink them. However, many potions
  cause side effects as the unwholesome materials within them
  interact with the human body.
  Weapons: Magic weapons offer a deadly way to strike down
  enemies, but at the same time, they’re usually possessed by an
  independent, willful intellect. Other magic weapons slowly
  change their users’ minds to better match their own goals.
  Wondrous Items: This catch-all category covers any magic
  item that doesn’t fall into the above categories. It includes
  everything from a magic wand to a pair of boots that allow
  you to walk along the walls.
  The following sections provide rules for each magic item
  category, along with conversion rules for adapting magic
  items from other games to Iron Heroes.
  MAGIC ITEM CREATION
  In Iron Heroes, creating magic items is both simple and diffi-
  cult. Iron Heroes sheds many of the usual game mechanics
  that ensure an item’s proper balance against other options.
  Since magic items are rarely part of a character’s arsenal,
  there’s little need to worry about how they interact with his
  talents. Instead, you must consider how a magic item func-
  tions within the context of the campaign.
  In the vast majority of cases, magic items should serve one
  of two purposes. Either the item grants an NPC an additional
  source of power, or the item is an important part of the plot
  to an adventure or campaign arc. Magic items are not
  intended to serve as rewards for the characters or as a means
  to improve their powers. Instead, they drive the story. Think
  of magic items as a useful part of your bag of tricks, one that
  helps you create plots and adventures.
  For this reason, the magic item creation rules in Iron
  Heroes are deliberately vague. There are no hard and fast
  rules for designing items, only guidelines that you can use to
  create anything you want.
  NPCS, CHALLENGE RATINGS, AND MAGIC ITEMS
  In many cases, magic items prove useful to NPC villains but baneful to
  the player characters. A magic staff or an enchanted cloak serves to
  broaden the villain’s abilities, making him a more dangerous foe. To keep
  things balanced, increase the villain’s Challenge Rating or related experi-
  ence point rewards.
  If the item serves as the villain’s primary method of attack or defense and
  provides a clear, powerful boost to his standard abilities, increase his
  Challenge Rating by 1 or 2.
  If the item summons creatures or otherwise grants the villain additional
  allies, award the party XP for defeating those enemies as normal.
  (Usually, summoned creatures do not grant XP awards.)
  
  73
  On the other hand, Iron Heroes demands a few special con-
  siderations when creating magic items.
  History: An item should convey a sense of history and its
  importance to the game world. Crafting a magic item is a
  long-term, difficult project, one beyond the capabilities of
  most mortals. Arcanists can only rarely complete such items,
  and even then only after decades of toil and with the rarest,
  strangest, and most expensive ingredients and materials.
  When you design an item, add tales and legends of its past
  that the characters can learn. The magic sword they recover
  from the barrow of an ancient, forgotten civilization might
  appear in diagrams drawn in a book written in an indecipher-
  able language. A magic cloak once may have belonged to a
  master thief who simply disappeared, his final fate a mystery.
  Plot Significance: Since magic items are so rare in Iron
  Heroes, their appearance in your campaign should be an
  important event. When the item surfaces, it should draw the
  interest of a variety of groups, sages, arcanists, and others.
  Kings and other mighty individuals may seek it for their own
  use, placing the characters in the middle of a vicious power
  struggle. The item should spur plots and serve as the center-
  piece of adventures.
  Drawbacks: Almost every item should have one or more
  drawbacks that make its long-term use a bad idea. A suit of
  armor might slowly sap your strength, while a magic sword is
  destined to turn against its wielder. While magic items offer
  a quick path to power, they rarely provide anyone with last-
  ing success.
  Each drawback you select for an item must be linked to 
  a single ability. You can pick the same drawback multiple
  times, applying it once to each ability. There is no limit to
  the total number of drawbacks you can place on an item.
  These rules assume that player characters in your cam-
  paign never belong to the outsider monster type. In Iron
  Heroes, outsiders are infused with tremendous magical ener-
  gies. Many drawbacks represent the dangerous effects of
  magical energy on mortal, mundane creatures. An outsider
  can shrug off such energy as if it were no more hazardous
  than a spring rain.
  ARMOR
  Magic armor provides two basic sorts of abilities: an increased
  capacity to protect the user, and magical powers that alter or
  extend the wearer’s physical abilities. For example, a suit of
  armor might turn aside steel weapons. A different suit might
  sport a pair of demonic wings that allows its wearer to fly.
  Obviously, armor has a close relationship to its user’s body.
  It surrounds and encases you as you wear it. While this
  allows it to protect you from harm, it also greatly exposes you
  to the fell energies and strange magic that give it power.
  Armor tends to physically warp those who wear it for long.
  Mortals are simply too fragile to sustain the arcane energy.
  For each suit of magic armor, select an enhancement
  bonus and/or an armor ability plus one drawback.
  ENHANCEMENT BONUS
  Most forms of magic armor grant a bonus to the armor’s
  damage reduction. This bonus can range from +1 to +5.
  When you roll an armor’s DR against an attack, add the
  bonus to the total damage reduction result.
  Magic armor provides its full DR against magic weapons.
  Normally, such weapons ignore the damage reduction afford-
  ed by mundane armor.
  ARMOR ABILITIES
  In addition to an enhancement bonus, armor can have one
  or more of the following abilities. Most armor abilities lack
  research DCs, since using a suit of armor is simply a matter
  of putting it on. You can add prerequisites to these abilities
  as normal (see page 70).
  Blinding: A shield or suit of armor with this ability flashes
  with a brilliant light up to twice per day upon command of
  the wielder. Anyone within 20 feet except the wearer must
  make a Reflex save (DC 20) or be blinded for 1d4 rounds.
  Unlike many other armor abilities, this ability requires a
  research check to unlock its potential.
  Research DC: 25.
  Chameleon: This strange armor shifts its colors to match
  the environment around you. Depending on the extent of its
  power (DM’s discretion), chameleon armor can grant a bonus
  to Hide checks ranging from +2 to +10.
  Note that the armor’s check penalty, if any, applies as nor-
  mal. However, if you remain motionless while hiding, you
  don’t suffer the check penalty. As soon as you move, you must
  make another Hide check with the armor penalty as normal.
  Energy Resistance: A suit of armor or a shield with this
  property absorbs the first 10 points of energy damage per
  attack that the wearer would normally take. Select one of the
  following energies for the armor: acid, cold, fire, or sonic. A
  suit of armor can carry this ability multiple times. Each time
  you select it, choose a different type of energy.
  Energy Resistance, Improved: As energy resistance, above,
  except it absorbs the first 20 points of energy damage per
  attack.
  Energy Resistance, Greater: As energy resistance, except it
  absorbs the first 30 points of energy damage per attack.
  Fortification: This suit of armor or shield produces a
  magical force that protects vital areas of the wearer more
  effectively than normal armor. When an opponent scores a
  CHAPTER SIX: MAGIC & MAGIC ITEMS
  MAGIC ITEMS FROM OTHER SOURCES
  You can import most magic items from other games with ease, but remem-
  ber to look at them in terms of the campaign as a whole. Do you want the
  characters to use a particular item? Is it a tool or plot device for the villain?
  If you want to prevent the characters from growing reliant on magic items,
  use the sample drawbacks in this chapter to balance the new item.
  
  MASTERING IRON HEROES
  74
  critical hit or deals sneak attack damage to the wearer, there’s a chance
  that the armor negates the critical hit or sneak attack bonus damage.
  Fortification Type
  Chance for Normal Damage
  Light
  25%
  Moderate
  75%
  Heavy
  100%
  Ghost Touch: This armor or shield seems almost translucent. Both its
  enhancement bonus (if any) and its armor bonus to defense count against
  the attacks of incorporeal creatures. It can be picked up, moved, and worn
  by incorporeal creatures at any time. Incorporeal creatures gain the
  armor or shield’s enhancement bonus against both corporeal and incor-
  poreal attacks, and they can still pass freely through solid objects.
  Glamered: A suit of armor with this ability appears normal. Upon com-
  mand, though, the glamered armor changes shape to assume the appear-
  ance of a standard set of clothing. The armor retains all its properties
  (including weight) when glamered. Unlike many other armor abilities, 
  this ability requires a research check to unlock its potential.
  Research DC: 25.
  Phantom Armor: The wearer of phantom armor can become incorporeal
  once per day, on command. The character can remain incorporeal for as
  long as desired, but once he returns to normal, he can’t become incorpo-
  real  again that day. Unlike many other armor abilities, this ability
  requires a research check to unlock its potential.
  Research DC: 30.
  ARMOR DRAWBACKS
  Armor tends to have severe drawbacks, primarily because it requires a
  great degree of physical contact. Considering that magic items carry
  energies that are fundamentally deadly to mortal creatures, encasing
  yourself in magic armor is dangerous at best (see sidebar on the next
  page).
  Fusion: The armor slowly merges with your body, making it difficult to
  remove. Metal hooks from the armor dig into your flesh, or the metal and
  leather plates meld with your skin. When you attempt to remove the armor,
  you must make a Will save (DC 20 + the total number of consecutive days
  that you have worn the armor). If you succeed, you remove the armor but
  suffer 2d4 points of damage. Should the save fail, you refuse to remove
  the armor. You must then make another Will save at the end of each sub-
  sequent day. Each time you fail a save, the armor maintains control of you
  (the specifics are left to the DM’s discretion). The alien personality within
  it guides your actions until someone somehow removes the armor, or
  until you finally make your Will save, at which point you can take off the
  armor but also suffer 2d4 points of damage.
  Infestation: This suit of armor bears a strange curse. Anyone who
  wears it develops a strange skin disease, manifesting sores, rashes, and
  other troublesome ailments. For each day (or portion of a day) that you
  wear the armor, you suffer 1 point of Constitution damage.
  Life Leech: The armor slowly drains your vitality, sapping your strength
  to sustain its magical energies. For each hour (or portion of an hour) that
  you wear the armor, you must make a Fortitude save (DC 20 + the num-
  ber of consecutive hours that you’ve worn the armor). If this save fails,
  you suffer 1d4 points of damage to Strength, Dexterity, and Constitution.
  
  75
  If the save succeeds, you suffer 1d2 points of damage to
  Strength, Dexterity, or Constitution—choose one score at
  random. Outsiders are immune to this ability, as their strange
  planar natures sustain the armor without harm.
  POTIONS
  From an elixir that strips away the ravages of old age to a
  fetid brew said to improve a warrior’s strength, potions offer
  a variety of abilities. Despite their promises of power and
  vitality, most potions come with a bevy of side effects. Of all
  the magic items, potions have the closest interaction with
  their user’s body. A potion must be ingested before it takes
  effect, allowing its arcane ingredients to mingle with flesh,
  bone, mind, and blood. Most potions provide useful benefits
  only in the short term. Over time, they cause hideous muta-
  tions, addictions, and other debilitating side effects.
  This section presents 10 potion abilities and six draw-
  backs. To create a potion, simply match an ability with a
  drawback. You can also use these properties as examples for
  abilities and drawbacks of your own design. Then select a
  duration as described below.
  POTION DURATION
  Some potions provide a permanent benefit. An elixir of youth
  reduces its drinker’s age by a decade or more, restoring his
  physical vitality. By the same token, the drawbacks it inflicts
  should be permanent also. A potion that allows its user to
  see in the dark for a short time should have a drawback that
  also fades over time or manifests only with repeated use.
  When you select a potion’s effects, pick one of the follow-
  ing three durations. Apply the rules to the potion’s abilities
  and its drawbacks.
  Short Duration: This potion provides a temporary boost
  to its user. Luckily, its drawbacks also tend to fade over time.
  Abilities: The potion’s abilities last for up to one hour. After
  that time, the benefits fade away.
  Drawbacks: The potion’s drawbacks remain in effect as long
  as its abilities. Once the benefits fade, the potion’s drawbacks
  also disappear.
  Long Duration: These potions last for several days, as
  their magical essence is strong enough to endure within the
  body for an extended period of time.
  Abilities: The potion’s abilities remain with the drinker for
  one week. After this time, they fade away.
  Drawbacks: The drawbacks last for the entire week of the
  potion’s duration. In addition, each time a character drinks a
  long-duration potion, he gains 1 toxin point that remains
  with him for a year. Each time the character gains a toxin
  point, he must make a Fortitude save with a DC equal to his
  newly increased toxin point total. If he fails, he permanently
  suffers one potion drawback of the DM’s choice.
  Permanent: This potion mingles with the user’s life essence,
  forever altering it or causing effects that remain in place even
  after the magic fades.
  Abilities: A permanent potion grants its drinker a new abili-
  ty, such as the power to command air elementals or cure
  injuries with the touch of his hand.
  Drawbacks: The potion’s drawbacks are likewise permanent.
  Exceptions: Some potions may have abilities that fall into
  one category, but their drawbacks are better covered by a dif-
  ferent category. Normally, this situation arises when the
  potion’s benefits aren’t good enough to inflict a long-term,
  devastating drawback. For example, a potion that heals
  injuries is useful and seems to have a permanent effect. The
  wounds it mends don’t burst back open after an hour or a
  week. However, the potion pales in comparison to one that
  gives a permanent boost to an ability score. Should both
  potions have comparable permanent drawbacks? In the case
  of the healing potion, it makes more sense to use a drawback
  that is one duration category shorter than normal.
  In general, a permanent potion should offer advantages
  that don’t fade due to any condition short of death. A potion
  that cures a disease shouldn’t count as a permanent potion
  unless it also offers immunity against all diseases. Even if it
  conferred immunity to a single disease, the benefit probably
  isn’t great enough to justify a permanent drawback. In any
  case, make your best judgment if you’re unhappy with a
  potion’s abilities and drawbacks.
  POTION ABILITIES
  Use the abilities listed here to design potions or as models
  for new benefits of your own creation.
  Armor: When you consume this potion, your skin
  becomes as hard and tough as a dragon’s scales. You gain 
  a +4 natural passive bonus to defense while the potion’s
  effects last.
  Boost: A boost potion describes a general category of elixirs
  that enhance your natural talents. When you drink one of
  these potions, you gain a +4 enhancement bonus to one
  ability score. Most boost potions grant a bonus to Strength,
  but versions exist to improve any score. When the potion’s
  duration expires, you lose the bonus it provides.
  Remember that an enhancement bonus is a modifier that
  does not stack. The permanent version of this potion pro-
  vides the equivalent of a continuous enhancement bonus.
  That means you can’t drink multiple boost potions to perma-
  nently increase a single ability score more than once.
  Cleansing: A potion of cleansing purges poison, disease,
  paralysis, or a similar condition from your body. Each potion is
  linked to a specific condition and removes only that condition.
  CHAPTER SIX: MAGIC & MAGIC ITEMS
  DRAWBACKS: RULES-BALANCING MAGIC ARMOR
  Few of the classes in Iron Heroes rely on heavy armor. One class, the
  armiger, is the master of armor. However, magic armor makes it easy for 
  a character of a different class to outdo the armiger. Thus, on a rules
  design level, armor must be more dangerous than normal for balance.
  
  MASTERING IRON HEROES
  76
  It doesn’t restore any effects that the condition previously
  caused, but it does prevent future penalties or damage from
  the current condition affecting the imbiber. For example, say
  a character suffers a bite from a poisonous spider, and its
  venom deals him 3 points of Strength damage. A potion of
  cleansing (poison) would not remove that damage, but it
  would prevent the poison’s secondary damage.
  Healing: This potion knits wounds shut, either providing
  temporary reprieve from injury or permanently restoring
  your health. When you drink this potion, you heal 4 hit
  points per Hit Die. Any healing above your normal maximum
  number of hit points is lost. If the potion has a duration
  other than Permanent, you take damage when it expires
  equal to the number of hit points you healed.
  Flight: This potion infuses you with the energy of elemen-
  tal air, allowing you to soar through the skies with the same
  ease as walking. You gain a flight speed equal to double your
  normal land movement rate with average maneuverability.
  Phantom Form: This potion lets you adopt a spectral form.
  You can slide through walls, avoid many physical effects, and foil
  a variety of defenses. You become incorporeal for the duration of
  the potion’s effects. You can shift to your normal physical form
  again by doing nothing but concentrating for one minute. At
  the end of this time, you become physical. You can return to
  your incorporeal state by concentrating for another 10 minutes.
  Any items you carry while you change shift along with you.
  Speed: When you consume a potion of speed, you can move
  faster than normal. For the duration of the potion’s effects, you
  gain an enhancement bonus of two squares (10 feet) to your
  speed in all movement modes you normally use. You also gain
  an additional move action each round, including surprise
  rounds. The effects of multiple potions of speed don’t stack.
  Transmutation: When you ingest this potion, your physical
  form shifts and changes. The potion can have a variety of
  effects. It might change you into a different creature, make you
  as tall as a giant, or shrink you down to the size of an apple.
  Each potion of transmutation creates one specific change.
  If your size changes, you gain the appropriate size penalty
  or bonus to attacks, defense, and Hide checks. For example, a
  Medium creature that shrinks to Small gains a +1 bonus to
  attacks and defense and a +4 bonus to Hide. Consult Chapter
  Eight in Iron Heroes for more information. In addition, you
  gain a +2 bonus to Strength for each size category you grow
  and suffer a –2 penalty for each size category you shrink.
  A creature’s speed also changes with its size. You gain a
  two-square (10-foot) bonus for each size category you grow
  and suffer a two-square (10-foot) penalty for each size cate-
  gory you shrink, to a minimum speed of 5 feet.
  If a potion of transmutation turns you into a different crea-
  ture, you gain that creature’s Strength, Dexterity, and
  Constitution scores in place of your own. You also gain its
  natural bonus to defense and all of its supernatural, spell-
  like, and extraordinary abilities. You retain your class abili-
  ties, though you might not be able to use them. For example,
  a berserker transformed into a bear would be unable to wield
  his axe but could still accumulate and use his fury tokens.
  True Sight: This elixir sharpens your senses and grants
  you the ability to perceive things normally hidden from mor-
  tal eyes. You gain a +5 bonus to all Spot and Listen checks.
  You can see all invisible and ethereal objects and creatures,
  and if you concentrate for 1 round, you perceive all magical
  auras within a 60-foot radius.
  Vitality: This powerful draught grants you superior dura-
  bility and toughness, allowing you to shrug off wounds that
  normally would severely injure you. You gain 2 hit points per
  Hit Die. These bonus hit points exist as a separate pool from
  your normal hit point total. Until the potion’s duration
  expires, you subtract any damage you suffer from this pool. 
  If the pool is reduced to zero, you begin to suffer wounds as
  normal.
  For example, let’s say you currently have 12 hit points. You
  drink a potion of vitality and gain 10 extra hit points from it.
  An attack then deals you 6 points of damage. These 6 points
  come out of your extra hit points, reducing that pool to 4.
  You then suffer 8 more points of damage from another
  attack. Of this damage, 4 points come out of your extra pool,
  reducing it to zero, and the 4 remaining points of damage
  are subtracted from your normal hit point total.
  When the potion of vitality’s duration runs out, you lose the
  pool of bonus hit points it provides (if any remain). Your nor-
  mal hit point total remains unchanged.
  POTION DRAWBACKS
  Potions tend to have terrible drawbacks, as they must be
  taken internally to have any effect. The magical energies that
  enhance your body or give you special abilities can also warp
  and twist your form in unpredictable ways. When selecting a
  drawback for a potion, pick one that has a logical connection
  to the potion’s benefits. For example, a potion that enhances
  a character’s Strength might cause a penalty to his Intelli-
  gence. In this case, the same magic that enhances a charac-
  ter’s body weakens his mind. This sort of design also enables
  the potion to be useful in some circumstances despite the
  drawback.
  Addiction: You become increasingly dependent on the
  potion, developing a physical or psychological addiction to
  its effects. It may have pleasurable side effects in addition
  to its game mechanic effects, or its magic may change your
  POTIONS FROM OTHER SOURCES
  You can import potions from other d20 System games by matching
  drawbacks to their effects. In most cases, potions from other games have
  short durations. For example, a potion of bull’s strength grants an
  enhanced Strength score for a few minutes at most. In such cases, the
  potion’s drawbacks should also have a short duration, according to the
  rules given here for creating potions.
  
  77
  body so that you can’t survive without frequent doses of
  the potion.
  When you first drink this potion, you must make a
  Fortitude save (DC 20). This Difficulty Class increases by 2
  every time you drink that same type of potion. If you drink
  different potions that have the addiction drawback, keep
  track of their DCs separately.
  Should you fail this save, you develop an addiction to the
  potion. Each day that you don’t drink a vial of the potion,
  you must make a Fortitude save (DC 10 + the number of days
  since you last drank the potion). If you fail the save, you suf-
  fer 1 point of Constitution damage. Drinking the potion
  later that day does not heal the Constitution damage.
  If the potion is not permanent, you must go 28 consecu-
  tive days without using it in order to break the addiction.
  Once that time period passes, you no longer have to make
  saving throws.
  If the potion is permanent, you can rid yourself of the
  addiction only by losing the potion’s effects. Even in that
  case, you still must go 28 consecutive days without consum-
  ing the potion to break the addiction.
  Delusions: The potion interacts with your mind in
  strange ways, granting you unwanted insight into the nature
  of the cosmos. You see bizarre planar creatures that lurk
  just beyond the edge of perception—or at least you believe
  that you do. Each round in combat, there is a 10 percent
  chance that all of your attacks for the round miss because
  you lash out at one of these phantom threats instead of your
  actual target. Make this check the first time you attempt an
  attack on your action. This drawback lasts until the end of
  your action. It has no effect on attacks of opportunity or
  other attacks that don’t take place on your action or as part
  of a readied action.
  Madness: As the potion’s magic takes effect, your mind
  grows increasingly unstable. You suffer a –4 penalty to all
  Spot and Listen checks due to your distraction. In addition,
  you must make a Will save (DC 15) each round of combat,
  immediately before taking your actions. If you fail, you suffer
  from confusion as described in “States and Conditions” in
  Chapter Eight of Iron Heroes. If you succeed, you act as nor-
  mal. Regardless of the result of your saving throw, you con-
  tinue to make a new Will save each round. The DM also may
  require you to make a save each round when you’re in other
  stressful situations, not just combat.
  Mutation: The potion’s magical essence has a baleful
  effect on humanoids. It may or may not have a similar effect
  on other creatures. For example, a potion crafted by a demon
  may have no side effects on an outsider, but it warps and
  twists any other creature that consumes it.
  Each time you use a potion with this drawback, you gain 
  1 mutation point and must make a successful Fortitude save
  (DC 10 + your total number of mutation points) or undergo
  a severe or hideous physical change to your body. These
  mutations include thick scars, weeping sores, and other
  deformities. They cause you to suffer a –2 penalty to all
  Charisma checks and Charisma-based skill checks. The
  penalty increases by 1 each time you suffer a mutation.
  In addition, each mutation causes you to suffer a –2
  penalty to one ability score chosen at random. This penalty
  usually relates to the deformity. For example, if your head
  withers in size, your Intelligence may drop. When this draw-
  back’s duration ends, the penalty goes away (your body
  adapts to it) but the change to your appearance remains, as
  does your current mutation point total.
  Poison: In addition to its normal effects, the potion is
  highly toxic to humanoids and perhaps other creatures. The
  CHAPTER SIX: MAGIC & MAGIC ITEMS
  
  MASTERING IRON HEROES
  78
  DM decides whether any creature types are immune when he
  creates the potion. The potion inflicts 1d4 points of Consti-
  tution damage as its primary and secondary effects, with a
  Fortitude save (DC 25) to resist. If the potion has a duration
  of longer than one day, you suffer the initial effects of the
  poison each day upon waking (or at noon if you don’t sleep).
  Spasms: The potion interacts with your body in strange,
  unpredictable ways. You develop random tremors, muscle
  spasms, and other physical breakdowns. During combat or
  in other stressful situations, there is a 20 percent chance
  per round that you suffer from these tremors. They inflict a
  –4 penalty to attacks, checks, and saves for the duration of
  that round. Make this check at the start of your action on
  each round. This drawback lasts until the start of your next
  action.
  NONSTANDARD POTIONS
  For the purposes of your campaign and the adventures you
  design, some potions might have no drawbacks. Instead, they
  might serve to drive the plot forward or give you an excuse to
  set an adventure in a strange area. For example:
  •
  A mystical brew concocted from the horn of a great
  dragon is the only thing that can neutralize a deadly
  poison.
  •
  The boiled blood of a kraken grants anyone who
  drinks it the ability to breathe underwater, allowing
  the adventurers to swim to a shipwreck located deep
  beneath the waves.
  Potions are an excellent way to deliver temporary magical
  effects to the characters, particularly if doing so opens fun
  options for adventure. Most players, particularly those expe-
  rienced with other fantasy games, expect that a potion has a
  limited duration. When its magic runs out, they don’t feel
  cheated. If you want to prevent magic items from becoming
  too important a part of the game, you can easily control
  access to such potions. The ingredients needed to make
  them might be difficult to find, only a few doses of the
  potion might remain in existence (and they’re needed for the
  current adventure), and so on.
  Remember, the rules for magic items in this chapter
  assume that you want to stick close to the low-magic feel of
  Iron Heroes. The effects given here for potions are not the
  only ones possible in the context of the game. These rules
  should never prevent you from creating plots, stories, and
  other game elements that you want to include.
  WEAPONS
  Magic weapons offer a warrior an easy shortcut to victory, but
  often at a perilous cost. In most cases, weapons enhanced
  with magic alter a character’s actions or cause complications
  that soon outweigh their advantages. 
  For each magical weapon, select an enhancement bonus
  and/or a weapon ability, plus one drawback.
  ENHANCEMENT BONUS
  Magic weapons grant a bonus to attacks and damage that
  ranges from +1 to +5. In addition, these weapons deal magic
  damage. They ignore the damage reduction provided by
  mundane armor.
  WEAPON ABILITIES
  In addition to an enhancement bonus, a weapon can feature
  one or more of the following abilities.
  Brilliant Energy: The significant portion of a brilliant energy
  weapon (a sword’s blade, an axe’s head, etc.) transforms into
  light, although this does not modify the item’s weight. It always
  gives off light as a torch (in a 20-foot radius). A brilliant energy
  weapon does no injury to nonliving matter (including undead,
  constructs, and objects) and has no effect on it. Passive bonus-
  es to defense don’t count against it because the weapon passes
  through armor. Like all magic weapons, it ignores armor DR.
  Dancing: As a standard action, a dancing weapon can be
  loosed to attack on its own. It fights for 4 rounds using the base
  attack bonus of the one who loosed it, and then drops. While
  dancing, it can’t make attacks of opportunity, and the person
  who activated it is not considered armed with the weapon. In
  all other respects, it is considered wielded or attended by the
  person for all maneuvers and effects that target items. While
  dancing, it takes up the same space as the activating character
  and can attack adjacent foes. A reach weapon has a reach of two
  squares (10 feet). The dancing weapon accompanies the person
  who activated it everywhere, whether she moves by physical or
  magical means. If the wielder who loosed it has an unoccupied
  hand, she can grasp the weapon while it’s attacking on its own
  as a free action. When so retrieved, the weapon can’t dance
  (attack on its own) again for 4 rounds.
  Research DC: 30.
  Defending: A defending weapon allows the wielder to
  transfer some or all of the sword’s enhancement bonus to her
  defense as an active bonus that stacks with all others. As a
  free action, the wielder chooses how to allocate the weapon’s
  enhancement bonus at the start of her turn before using the
  weapon, and the effect to defense lasts until her next turn.
  Research DC: 25.
  Distance: This property can be placed only on a ranged
  weapon. A weapon of distance has double the range incre-
  ment of other weapons of its kind.
  Flaming: Upon command, a flaming weapon is sheathed in
  fire, which doesn’t harm the wielder. The effect remains until
  the wielder commands it to go out. A flaming weapon deals
  an extra 1d6 points of fire damage on a successful hit. Bows,
  crossbows, and slings so crafted bestow the fire energy upon
  their ammunition.
  Research DC: 25.
  Flaming Burst: A flaming burst weapon functions as a flam-
  ing weapon that also explodes with fire upon striking a suc-
  cessful critical hit. The fire doesn’t harm the wielder. In addi-
  tion to the extra fire damage from the flaming ability (see
  
  79
  above), a flaming burst weapon deals extra fire damage on a
  successful critical hit.
  If the weapon’s critical multiplier is ×2, it deals an extra
  1d10 points of fire damage. If it is ×3, it deals an extra 2d10
  points of fire damage, and if the multiplier is ×4, it deals an
  extra 3d10 points of fire damage.
  Bows, crossbows, and slings so crafted bestow the fire
  energy upon their ammunition.
  Even if the flaming ability is not active, the weapon still
  deals its extra fire damage on a successful critical hit.
  Research DC: 30.
  Frost: Upon command, a frost weapon sheathes itself in icy
  cold, which doesn’t harm the wielder. The effect remains
  until the wielder commands it to turn off. A frost weapon
  deals an extra 1d6 points of cold damage on a successful hit.
  Bows, crossbows, and slings so crafted bestow the cold ener-
  gy upon their ammunition.
  Research DC: 25.
  Ghost Touch: A ghost touch weapon deals damage normally
  against incorporeal creatures, regardless of its bonus. (An
  incorporeal creature’s 50 percent chance to avoid damage
  does not apply to attacks from ghost touch weapons.) An
  incorporeal creature can pick up and move the weapon at
  any time. Essentially, a ghost touch weapon counts as either
  corporeal or incorporeal at any given time, whichever bene-
  fits the wielder more.
  Icy Burst: An icy burst weapon functions as a frost weapon
  that also explodes with cold upon striking a successful criti-
  cal hit. The cold doesn’t harm the wielder. In addition to the
  extra damage from the frost ability, an icy burst weapon deals
  extra cold damage on a successful critical hit.
  If the weapon’s critical multiplier is ×2, it deals an extra
  1d10 points of cold damage. If it is ×3, it deals an extra 2d10
  points of cold damage, and if the multiplier is ×4, it deals an
  extra 3d10 points of cold damage.
  Bows, crossbows, and slings so crafted bestow the cold
  energy upon their ammunition.
  Even if the frost ability is not active, the weapon still deals
  its extra cold damage on a successful critical hit.
  Research DC: 30.
  Keen: This ability doubles the threat range of a weapon. 
  It stacks with other abilities that increase a weapon’s threat
  range. Apply the standard rule for adding together different
  abilities that multiply a value (see the Introduction of Iron
  Heroes for the rules of multiplying).
  Returning: This special ability can be placed only on a
  thrown weapon. A returning weapon flies through the air back
  to the creature that threw it. It returns to the thrower just
  before the creature’s next turn (and is therefore ready to use
  again in that turn).
  Catching a returning weapon when it comes back is a free
  action. If the character can’t catch it, or if the character has
  moved since throwing it, the weapon drops to the ground in
  the square from which it was thrown.
  Seeking: Only ranged weapons and ammunition can have
  the seeking ability. The weapon veers toward its target,
  negating any miss chances that would otherwise apply,
  such as from concealment. The wielder still has to aim the
  weapon at the right square. Arrows mistakenly shot into an
  empty space, for example, don’t veer and hit invisible ene-
  mies, even if they’re nearby.
  Shock: Upon command, a shock weapon sheathes itself in
  crackling electricity, which doesn’t harm the wielder. The
  effect remains until the wielder commands it to stop. A shock
  weapon deals an extra 1d6 points of electricity damage on a
  successful hit. Bows, crossbows, and slings so crafted bestow
  the electricity energy upon their ammunition.
  Research DC: 25.
  Shocking Burst: A shocking burst weapon functions as a
  shock weapon that also explodes with electricity upon strik-
  ing a successful critical hit. The electricity doesn’t harm the
  wielder. In addition to the extra electricity damage from the
  shock ability (see above), a shocking burst weapon deals extra
  electricity damage on a successful critical hit.
  If the weapon’s critical multiplier is ×2, it deals an extra
  1d10 points of electricity damage. If it is ×3, it deals an extra
  2d10 points of electricity damage, and if the multiplier is ×4,
  it deals an extra 3d10 points of electricity damage.
  Bows, crossbows, and slings so crafted bestow the electrici-
  ty energy upon their ammunition.
  Even if the shock ability is not active, the weapon still deals
  its extra electricity damage on a successful critical hit.
  Research DC: 30.
  Speed: When making a full attack action, the wielder of a
  speed weapon may make one extra attack with it. The attack
  uses the wielder’s full base attack bonus, plus any modifiers
  appropriate to the situation. This benefit is not cumulative
  with similar effects.
  Thundering: A thundering weapon creates a cacophonous
  roar like thunder upon striking a successful critical hit. The
  sonic energy doesn’t harm the wielder. A thundering weapon
  deals additional sonic damage on a successful critical hit.
  If the weapon’s critical multiplier is ×2, it deals an extra
  1d8 points of sonic damage. If it is ×3, it deals an extra 2d8
  points of sonic damage, and if the multiplier is ×4, it deals
  an extra 3d8 points of sonic damage.
  In addition, subjects dealt a critical hit by a thundering
  weapon must make a Fortitude save (DC 14) or be deafened
  permanently.
  Bows, crossbows, and slings so crafted bestow the sonic
  energy upon their ammunition. 
  Throwing: This ability can be placed only on a melee
  weapon, granting it the thrown identifying descriptor. A throw-
  ing weapon gains a range increment of 10 feet and can be
  thrown by a wielder proficient in its normal use.
  Research DC: 20.
  Vorpal: This potent and feared ability allows the weapon
  to sever the heads of its victims. Upon a roll of a natural 20
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  MASTERING IRON HEROES
  80
  (followed by a successful roll to confirm the critical hit), the
  weapon severs the opponent’s head (if any) from its body.
  Some creatures, such as many aberrations and all oozes,
  have no heads. Others, such as golems and undead crea-
  tures other than vampires, are not affected by the loss of
  their heads. However, most other creatures die when their
  heads are cut off. A vorpal weapon must be a slashing
  weapon.
  Wounding: A wounding weapon deals 1 point of
  Constitution damage from blood loss when it hits a crea-
  ture. A critical hit does not multiply the Constitution dam-
  age. Creatures immune to critical hits (such as plants and
  constructs) are immune to the Constitution damage dealt
  by this weapon.
  WEAPON DRAWBACKS
  The following drawbacks cover the typical baleful qualities
  present in a weapon forged with arcane energy.
  Domination: The weapon contains a malign intellect that
  slowly overcomes its owner’s personality. Each day that you
  carry this weapon, you must make a Will save (DC 15 + the
  total number of previous saves made against this ability). If
  the save fails, you suffer an effect based on the number of
  times you have failed.
  With your first failed save, you grow to value the weapon
  above all others. You refuse to use other weapons as long as
  this one is in your possession. If you lose it, you do every-
  thing in your power to regain it.
  With your third failed save, the weapon seizes control of
  you in battle. Whenever you attack in combat, the sword
  chooses your target (as decided by the DM). It might turn
  you against your friends, or it could force you to take on a
  powerful foe that promises to increase the sword’s renown.
  After your fifth failed save, the sword’s personality dis-
  places your own. You become an NPC under the DM’s con-
  trol, a puppet of the weapon who lives only to serve its
  inscrutable purposes.
  Doom: This weapon’s legacy is rife with stories of the
  deaths of those who have wielded it. After carrying the
  weapon for seven days total, you feel its grim legacy take
  hold. Your opponents double their critical threat ranges
  against you and gain a +10 bonus on all rolls to confirm
  critical hits. This effect remains in place whenever you
  carry the doom weapon.
  Physical Dependency: Over time, you grow dependent on
  the weapon to sustain you. After carrying it for seven days
  total, you must succeed at a Fortitude save (DC 20 + the
  number of days you have carried the weapon). If the save
  fails, you suffer a –1 penalty to Strength and Constitution
  whenever the weapon leaves your possession for more than
  one hour. You continue to make a new Fortitude save every
  seven days, and the penalty increases by 1 for each failed
  save. This effect is permanent.
  WONDROUS ITEMS
  The wondrous items category covers any item that doesn’t fit
  into the other categories. Rings, cloaks, gloves, and similar
  objects fall here. Wondrous items tend to have high research
  Difficulty Classes and multiple abilities. In most cases, an
  item’s physical form closely follows its function. For example,
  a cloak has the ability to hide its wearer’s form, wrap her in a
  protective layer of magical energy, or disguise her true
  appearance.
  WONDROUS ITEM DRAWBACKS
  There are no creation rules for wondrous items—they cover
  such a wide range of abilities that it’s impossible to fully
  detail them all. Your best bet in creating this type of item is
  to give it a harsh drawback so that the characters will use it
  only once or twice before discarding it.
  In addition to the generic drawbacks given below, use the
  sample items presented in this section to guide your design
  process. You can easily swap out abilities and drawbacks to
  create the exact item you wish to design.
  SHORT-TERM USE DRAWBACKS
  These drawbacks ensure that the party uses an item for no
  more than a day or two before discarding or destroying it.
  These items might be too powerful or offer abilities that
  could derail an adventure. In addition, try to create prerequi-
  sites for the item that restrict it to one or two characters.
  Otherwise, the party might trade the item back and forth to
  spread its ill effects across the group.
  Ability Score Loss: Sapping a character’s ability scores is a
  good way to reflect an item’s dangerous nature, as a drop in
  an ability potentially affects her saves, skills, and combat
  prowess. The loss should range from 1d6 to 2d6 points. The
  item should seriously impair the character, not instantly kill
  her or render her helpless. The item inflicts this ability dam-
  age when it is first used or worn and inflicts it again every 24
  hours.
  Corrupting Influence: The item slowly alters its user’s
  personality. With each day that passes, it exerts greater con-
  trol over its user, forcing its alien intellect into her mind.
  When a character activates the item, she gains 1 corruption
  point. Alternatively, she can gain corruption points based on
  how long she carries the item. A rate of 1 point per hour is
  good for the most dangerous items, while 1 point per day is
  reasonable in other cases.
  When her total corruption points from the item exceed her
  Charisma score, the item gains the power to replace her per-
  sonality with that of a malevolent spirit. While the character
  possesses the item, she must make a Charisma check (DC 10
  + the number of corruption points accrued from the item) at
  the start of each encounter. If she makes the save, she main-
  tains control of herself. If she fails, the item controls and cor-
  rupts her for the next 1d4 minutes; the DM runs the charac-
  ter during this time period.
  
  81
  If she manages to rid herself of the item, she no longer
  needs to make this Charisma check. However, her corruption
  point total never decreases. If she later reacquires the item,
  she suffers its effects starting with the corruption total she
  has already accrued.
  If a character uses multiple items with this drawback, track
  her corruption totals for each item separately. If she carries
  more than one of these items at the start of an encounter,
  she makes Charisma checks in order from highest Difficulty
  Class to lowest. If she fails a check, the relevant item immedi-
  ately seizes control, with no further checks needed.
  Curse: The item places a terrible curse on whoever carries
  it. The bearer suffers a –4 penalty to attacks and a –8 penal-
  ty to saves. In addition, her allies within 60 feet suffer a –2
  penalty to attacks and a –4 penalty to saves. You can increase
  or decrease these penalties to better match the curse’s
  potency. With each day that passes, increase each penalty by
  1 as the item exerts its baleful influence on those foolish
  enough to carry it. If the characters finally drop the item,
  write down their current penalty. If they ever reclaim the
  item, they suffer its effects starting with the penalty they’ve
  already accrued.
  Limited Use: The item can be activated only once a month
  or even once a year, forcing the characters to use it only
  when absolutely necessary. Alternatively, the item has a limit-
  ed number of uses. Each time the characters activate it, the
  item consumes one of its few remaining charges. When it has
  no charges left, it turns to dust. Assign the item a number of
  charges based on how many times you want the characters to
  use it. While this option doesn’t inflict a penalty, it’s probably
  the most effective way to remove the item from the game
  once it has served its purpose.
  LONG-TERM USE DRAWBACKS
  For items that you want the party to use for a long time, the
  costs are lower and tend to build up slowly. In any case, the
  characters should rarely use an item for more than one or
  two adventures unless it’s important to the plot. A magic item
  should serve as a useful tool but never a replacement for a
  character’s abilities. As a general rule, items meant for long-
  term use should suffer the drawbacks listed above for short-
  term use items, but with lesser penalties.
  In some cases, an item’s drawbacks take time to build up. A
  magic ring might grant its wearer fantastic strength, but after
  a month, it begins to drain her intellect. This allows the
  characters to make use of an item that’s important to the
  current adventure while discouraging long-term dependence.
  Ability Score Loss: This item inflicts its damage once
  every two or three days, and it doesn’t begin to heal until the
  character goes without using the item for a week.
  Corrupting Influence: For an item with potential for
  long-term use, corruption points accrue at the rate of 1 per
  week. In addition, a character need not make Charisma
  checks before encounters until she has built up 10 corrup-
  tion points or a total equal to half her Charisma, whichever
  is lower.
  Curse: Start this drawback off at a lower total penalty and
  slowly increase it, perhaps by 1 point every three days or
  every week.
  Limited Use: This is the easiest drawback to scale. You can
  simply grant the item more uses if the party needs it over a
  longer period of time.
  SAMPLE WONDROUS ITEMS
  You can use the following items as treasures or plot devices
  for your campaign. In addition, they make useful models for
  designing your own items.
  Wondrous items should be unique. No arcane factories
  churn them out by the hundreds. Instead, each item repre-
  sents years of research, an intense investment of magical
  power, and endless nights of toil. A single wondrous item
  might take four or five years to produce, and many of these
  objects are relics from ancient civilizations or noteworthy
  items with long, storied histories. Finding a wondrous item
  should be an important part of a campaign.
  Likewise, selling a wondrous item is no easy task. Once word
  spreads that the party has a genuine and unique magic item
  for sale, thieves might seek to liberate it from them. The king’s
  agents might investigate and seize the item if they feel it’s too
  powerful to fall into the wrong hands, while others who seek
  the item descend upon the party like a pack of wolves. 
  If the PCs do manage to sell the item and it turns out to
  have a debilitating drawback, the buyers might come after
  the characters for revenge. In any case, set a price that makes
  sense for your campaign. If the characters uncover a magic
  item, it should set the stage for action and adventure. In Iron
  Heroes, such items are not easy to cash in for fabulous wealth.
  Banner of the Red God: Crafted from silk, this red, 4-
  foot-long banner is trimmed with yellow. It features no sym-
  bols, devices, or other signs. When touched to the body of a
  humanoid creature killed by a violent act within the past
  minute, its true power manifests.
  Ability: When touched to a recently killed humanoid, the
  banner glows with a bright crimson light. The spectral image
  of a red, humanoid-shaped figure—the Red God—appears
  before the banner’s carrier. The image speaks to the bearer
  via telepathy and agrees to answer a single question. The Red
  God’s answer is no more than 20 words total, and it’s usually
  cryptic and strange. However, the message always contains
  the truth, even if it is shrouded in symbols.
  The banner’s power can be activated once per day.
  Research DC: 25, extended check 3 successes, Knowledge
  (religion).
  Drawback: Each time a character contacts the Red God,
  she must make a Will save (DC 20 + 5 for each previous
  attempt to commune with this strange deity). On a failed
  save, the character begins to make a small (10 gp or less)
  sacrifice to the Red God each day and paints a series of
  CHAPTER SIX: MAGIC & MAGIC ITEMS
  
  MASTERING IRON HEROES
  82
  strange runes on her face in red. She also must make another Will save (DC 25)
  each day or attempt to use the banner again, resorting to violence if others try to
  stop her. Upon this second use, the character immediately converts to worship of
  the Red God and becomes a fanatical high priest (and NPC) in his service. If the
  victim goes for one week without touching the banner, she returns to normal.
  The Red God bids his followers to commit murders as sacrifices in his name.
  In particular, he favors the rich and powerful and offers his devotees absolute
  knowledge of the world. Some sages believe that the Red God is a powerful
  demon who, if offered enough souls, can win its freedom from whatever strange
  prison holds it.
  Design Notes: The banner makes a good element for an adventure. Perhaps the
  characters must slip into the secret lair of a Red God cult, use the banner to learn
  an important clue, and escape. If one of the characters or a trusted NPC falls
  under the item’s spell, the others must fight to save their friend. Obviously, the
  party should use this item only a few times at most.
  Cloak of the Dead: This horrid cloak is crafted from cured human skin and
  knitted with hair from sacrificial victims. Anyone who dons the cloak feels a
  strange chill run through her body. It has two abilities: “master of the dead” and
  “denizens of the grave.”
  Ability (Master of the Dead): The cloak grants its wearer the ability to command
  the undead. As a standard action once per round, you can attempt to force
  undead creatures with a total of 20 or fewer Hit Dice to obey you. The targets
  must be within 60 feet of you, but once you establish control, the effect has no
  range limit. The targets of this ability must make Will saves (DC 25) or fall under
  your power. They obey your commands without hesitation, though you must have
  some way to deliver your commands to them. Undead creatures that lack
  Intelligence scores don’t receive a saving throw against this ability.
  Affected undead fall under your power for 24 hours. After that time, they may
  attempt another save to resist the effects. Until this save succeeds, they must obey
  your commands.
  Research DC (Master of the Dead): 20.
  Drawback (Master of the Dead): The cloak drains your life essence to power this
  ability. If you are a living creature, you must make a Fortitude save each day with
  a Difficulty Class equal to twice the total number of Hit Dice of undead you con-
  trol. If this save fails, you suffer 2 points of temporary Charisma damage. If your
  Charisma drops to zero because of this damage, you become an undead creature
  (and NPC) under the DM’s control. Your creature type becomes undead, you use
  d12s for your Hit Dice, and you lose your Constitution score, but your Charisma
  score returns to its normal value.
  Ability (Denizens of the Grave): Once per day, you can summon a total of 15 Hit
  Dice worth of undead. These creatures appear within 100 feet of you and obey your
  verbal commands. You can spread this ability out over multiple uses. For example,
  you could summon 5 Hit Dice of undead during the morning, 7 Hit Dice in the
  afternoon, and the final 3 Hit Dice at night. A summoned undead creature serves
  you for one hour before disappearing or until it is destroyed, whichever comes first.
  Research DC (Denizens of the Grave): 25, extended check 3 successes.
  Drawback (Denizens of the Grave): Each time you summon undead with this
  power, you suffer 1 point of temporary Charisma damage as described under the
  drawback for the “master of the dead” ability, above. There is no saving throw
  against this damage, though nonliving creatures are immune to it.
  Design Notes: The drawbacks for this item have a terrible effect on player char-
  acters, but an undead NPC is immune to them. This technique shows how you
  can create a magic item to bolster an NPC’s abilities without worrying about it
  falling into the player characters’ hands.
  
  83
  The Lamp of Zarthaleez: This brass lantern is covered
  with a variety of strange sigils in a whirling, elegant pattern.
  It’s warm to the touch, and in areas of darkness, the markings
  upon it glow with a faint silver radiance, enough to shed illu-
  mination in a 10-foot radius.
  Ability: If a vial of human blood is poured into the lantern,
  a ghostly blue flame ignites within it. This flame casts pale,
  cool light in a 60-foot radius. Within this area, incorporeal
  creatures and objects lose the benefits of that ability. They
  become solid and can interact with objects as normal. As
  soon as such a creature moves beyond the lamp’s area of
  effect, it returns to the incorporeal state. Any solid objects it
  carries remain solid and interact with the incorporeal crea-
  ture as normal for that ability. A single vial of blood provides
  enough fuel to activate the lamp for one hour.
  The lamp can function in this manner for a total of 12
  hours before the energies that sustain it collapse. When
  the lamp enters an inert state, its runes no longer glow in
  darkness.
  Research DC: 25, extended check 5 successes, Knowledge
  (arcana).
  Drawback: Corporeal creatures other than undead, elemen-
  tals, fey, and outsiders suffer a strange effect if they stand
  within the lamp’s radius while it is active. They see strange,
  horrid monsters that press and grind against the fabric of
  reality as they attempt to enter the physical world. For each
  round a creature remains in the lamp’s radius, it must make a
  Will save (DC 25) at the start of its action. If this save fails,
  the creature suffers 1 point of temporary Wisdom damage.
  Design Notes: The lamp inflicts its penalty when the charac-
  ters use it. This is a good way to balance an item that you
  expect the party to use over the course of several adventures.
  It allows them to overcome an opponent while creating new
  problems that they must deal with.
  Map of the Awakened Eye: This magic item is a battered
  piece of parchment roughly 1 foot in length along each side.
  A few bloodstains mar its yellowed, wrinkled surface. Legend
  has it that the map shows the location of rich treasures,
  nearby enemies, and other features. It has passed through
  the hands of many users, though each owner has disap-
  peared within a year of acquiring the map. Somehow, the
  map continues to turn up in the hands of merchants, treas-
  ure hunters, and peddlers.
  Ability: When three drops of blood are spilled upon the
  parchment, it displays a map of the surrounding area includ-
  ing secret passages, creatures, traps, and other notable fea-
  tures. The map provides a snapshot in time. It doesn’t show a
  creature’s movements, but it does reveal invisible or hidden
  objects. The map can be used in this manner once per day.
  Research DC: 20.
  Drawback: The map displayed by this item is not always
  reliable. There is a cumulative 5 percent chance per use that
  it fails to show living creatures, traps, and other items that
  could prove dangerous to the map’s user. The chance of a
  malfunction drops to 0 percent if the map remains unused
  for one year.
  Rod of the Sands: Crafted from bone of unknown origin,
  the rod of the sands first appeared in the hands of a prophet
  from a great, fiery desert. He used it to gather a small sect
  of followers to his side, then led them into the desert on an
  enigmatic quest. Years passed without word from the prophet,
  and eventually the rod resurfaced when a band of adventurers
  uncovered it in the dungeons beneath a desert pyramid. The
  rod has two abilities, “arouse the faithful” and “eyes of the
  desert,” and one drawback that covers them both.
  Ability (Arouse the Faithful): The rod of the sands grants its
  bearer a +4 bonus on all Diplomacy and Bluff checks. Its
  magic makes her more persuasive and personable than nor-
  mal. This ability has no research Difficulty Class; the rod’s
  user automatically gains it while she carries the item.
  Ability (Eyes of the Desert): By dipping the rod in a jug of
  water and driving its wet end into the desert sand, the user
  can determine the relative direction and distance to the
  nearest burial tomb of the ancient Kyrsofar city-states of the
  desert. Once, the city-states were the greatest human civiliza-
  tion in the world. Now, all that’s left of them are demon-
  haunted ruins and towering, black granite pyramids that
  house their restless dead.
  Research DC (Eyes of the Desert): 15.
  Drawback: The rod contains the personality seed of an
  ancient Kyrsofaran functionary. Once per week, the rod
  attempts to seize control of its user. The user must make a Will
  save (DC 10 + 2 for each previous save attempted). On a failed
  save, the user believes that she is the prophet of a deity known
  as the Slumbering God. She gathers followers to her side and
  leads them on a pilgrimage to an ancient desert pyramid. In
  truth, this is an elaborate trap. The functionary’s master, an
  ancient vampire, poses as the Slumbering God. One by one,
  he devours those duped into seeking to worship him.
  Staff of Osseus: One end of this wooden quarterstaff is set
  with the mummified, grasping claw of a demonic creature.
  The most cherished possession of the god-wizard Osseus, the
  staff is said to have been the source of his power. According
  to legend, while it lent him strength, it also brought about
  his doom.
  Ability: The staff is a natural conduit for magical energy.
  Spells channeled with its assistance achieve their desired
  form more often than usual. When you cast a spell while
  holding the staff, you gain a +5 bonus on all channeling
  checks.
  Research DC: 30, extended check 2 successes, Knowledge
  (arcana) or Spellcraft.
  Drawback: Each time you gain the benefits of the +5
  bonus, there is a cumulative 1 percent chance that the staff
  draws the attention of its creator, a demon lord named
  Londroniun. If this occurs, the fiend seeks the staff’s owner,
  as the item was stolen from the demon centuries ago by a
  planar traveler.
  CHAPTER SIX: MAGIC & MAGIC ITEMS
  
  MASTERING IRON HEROES
  84
  T
  his chapter provides several ideas for alternate rules
  that you can use to further customize Iron Heroes to
  produce the campaign world, adventures, and action
  that you want to see in your game. 
  Tokens gained from certain class abilities (as described in
  Chapter Three of Iron Heroes) reward characters for embrac-
  ing their classes’ core competency in battle. Think of them as
  a tactical reward for the players. This chapter looks at strate-
  gic rewards, or rules that allow you to provide incentives for
  broader, more long-term actions and plans. They’re built on
  the same basic principle as the tokens. Characters receive a
  reward for behaving in a manner in keeping with the tone,
  intent, and focus of the campaign. With these options, you
  can provide tangible, readily apparent differences between
  each campaign. If you run a game where the characters are
  holy warriors on a quest to slay a demigod, you can create
  rules that enforce the feel of a crusade and give a mechani-
  cal bite to that theme. Later, you could run a game where the
  characters are treasure hunters and use a different set of
  rules to enforce the change in goals, tone, and feel.
  This chapter shows you how to institute such changes with
  relatively simple alterations to the rules. Even if you don’t find
  specific rules here for the exact campaign you want to run,
  the models give you examples and ideas that should make it
  possible to adapt them to a broad variety of campaigns.
  ALTERNATE EXPERIENCE SYSTEMS
  One consistent theme in roleplaying game design holds that
  players will willingly take actions or follow certain behaviors
  in return for a reward in the game. In many ways, Iron Heroes
  embraces this concept. The token pools give a big edge in a
  fight to characters who take the actions needed to fill their
  pools. A berserker who charges into a mob of opponents
  racks up far more fury tokens than one who hovers at the
  rear of a battle. This concept of rewarding choices underlies
  many of the Iron Heroes mechanics, particularly those
  designed to spur the players to action.
  The alternate experience systems in this section also
  embrace this concept. The idea behind them is simple. If you
  reward the characters with experience points (XP) for a cer-
  tain range of actions, they’ll pursue those actions over other
  choices. You can therefore pick out a set of options or expect-
  ed goals for your campaign and tie them to XP rewards.
  The easiest way to understand this concept is to read the
  example systems given below. They provide commentary on why
  you would use them in addition to the mechanics behind them.
  FLAWED HEROES
  The characters make the game, and in this alternate system,
  they receive experience points for getting themselves into
  trouble in a way that’s consistent with their personalities.
  Concept: In fantasy novels, comic books, and adventure
  fiction, the main characters sometimes have flaws that work
  against them. The dashing thief can’t resist an alluring
  woman, even if she’s actually a demon in disguise. The barbar-
  ian warrior from the north is too greedy to let a great treasure
  go, even when a terrible monster guards it. An impetuous
  knight refuses to allow an insult to pass, even when discretion
  might be the better choice.
  Monte Cook Presents: Iron Heroes spends little time detailing the game’s setting. It describes a sample
  location known as the Swordlands in brief, but the book focuses simply on using the rules to create a
  unique feel and tone for fantasy adventure. Action and adventure drive the game, but the venue for 
  them is largely up to the DM.
  Campaign Options
  CHAPTER SEVEN:
  
  CHAPTER SEVEN: CAMPAIGN OPTIONS
  Game Mechanics: Each character has one flaw, such as greedy, head-
  strong, reckless, or lustful. Whenever a situation comes up where that flaw
  might come into play, the character must either willingly play it out the
  trait or try to resist it.
  If the character willingly plays out his flaw, he receives double the XP for
  any encounter or reward earned because of that flaw. As a rule of thumb,
  this bonus applies only to an encounter that is immediately tied to the
  event that triggers his flaw.
  If he tries to resist playing out the flaw, he must make a Will save (DC 10
  + his character level). Failure means he has to play out the flaw to its natu-
  ral consequences. Whether this save succeeds or fails, he earns only the
  normal amount of XP for the situation. Note that this Difficulty Class
  scales with character level to keep the save as an important obstacle at all
  levels and to show that the character must struggle against his own nature,
  not some external force.
  Otherwise, award XP as normal for whatever set of rules you decide to use.
  Effects: This alternate system emphasizes playing the game true to each
  character’s role rather than making the most tactically astute choice.
  However, it has some drawbacks.
  First of all, you and your players must be on the same page when it comes
  to determining how a character’s flaws function in the game. Flaws are not
  an excuse for the DM to ruthlessly take advantage of the adventurers. On
  the other hand, the flaws must place the characters in danger for them to
  have a real effect on the game. Flaws should play a role in the adventure, but
  they shouldn’t demarcate the line between success and defeat.
  More importantly, every player’s flaw should receive equal attention.
  Since some characters will receive bonus experience points for an
  encounter that draws on their flaws, the game could develop a gap between
  characters whose flaws play a role in the action and those whose shortcom-
  ings remain on the sidelines. Again, this requires careful adjudication by
  the DM. If you appear to favor one character over the others, the players
  may feel slighted.
  Tweaks: If you and your players feel comfortable allocating a significant
  portion of experience point awards to the DM’s judgment, the whole group
  can have a lot of fun with this variant rule. You can expand the bonus XP
  awards to include almost any sort of trait that you feel is important to the
  game, from a character’s motivation to the defining qualities of a hero. The
  idea behind this rule is that the players are supposed to roleplay and use their
  characters’ personalities as filters for the decisions they make. When the play-
  ers make decisions that are not the best tactical ideas, but that are in keeping
  with their characters, you reward them with extra XP for the encounter.
  GOAL-DRIVEN EXPERIENCE
  One of Iron Heroes’ strengths is that it requires less long-term recordkeeping
  than some games. You have to keep track of tokens during combat, but in
  most cases, you build them up and spend them quickly. Experience point
  totals require rather extensive bookkeeping and computations, particularly
  for the DM. You can streamline this process by tying level advancement to
  achieving specific goals that are important to the campaign or the ongoing
  story.
  Concept: The characters gain in skill only when they face a challenge
  that pushes their abilities beyond their limits. A warrior doesn’t steadily
  improve as the result of each separate battle. Rather, the sum total of an
  adventure gives him the insight and experience needed to improve.
  85
  
  MASTERING IRON HEROES
  86
  Game Mechanics: Rather than award individual dollops of
  XP, you simply grant the party members an added level of
  experience once they’ve accomplished a specific goal. For
  example, if the characters are a gang of thieves in a sprawling
  city, they may gain a level for successfully raiding a heavily
  guarded villa. A band of heroic warriors could gain a level for
  leading a blind old prophet through dangerous territory to a
  distant shrine.
  This system cuts down on “experience packing,” or the
  process of adding in a number of minor battles solely to give
  the party a level boost before facing a specific challenge. It
  also gives you absolute control over when the characters gain
  levels, making it easier to plan encounters since you have a
  clear idea of the characters’ levels after an adventure.
  Effects: This system works best if your players are more
  interested in exploring the world, facing their enemies, and
  coming out on top rather than improving their characters. It
  also requires a degree of trust. If the players think that a
  challenge you set before them is too tough for their level,
  they may feel that you’re abusing your control over the flow
  of level advancements. In contrast, the standard experience
  system ensures that the players get a fair portion of XP based
  on the difficulties they overcome. If you want to use this
  alternative, be aware that some players may think it puts too
  much power in your hands.
  As with many issues in gaming, communication is the key.
  If cutting down on recordkeeping sounds appealing to you,
  be sure to talk this rule over with the players. It also helps to
  give them clear conditions for gaining levels. If they must
  defeat the ogre king to gain a level, tell them that. It can
  serve as a useful reason for them to dive into the story or
  scenario you created.
  On the other hand, if they’d rather pursue a different
  course of action, listen to their preferences. This alternate
  rule gives you the power to railroad the characters into what-
  ever plot you have in mind, because you can drive the story
  with promises of XP. Some players don’t mind that level of
  DM control, but others may resent it.
  Note: This system is incompatible with any rules that allow
  the characters to spend XP for special benefits, since they no
  longer keep an exact running total of accumulated experi-
  ence points.
  Tweaks: If you like the idea of tying XP awards to story ele-
  ments but think this system goes too far, you can add XP kicks
  to certain encounters. For example, the ogre king might be an
  important villain in your campaign. He’s a CR 9 foe, but due to
  his importance in the game, you award experience points for
  defeating a CR 11 creature when the characters overcome him.
  This solves the problem of having to add fights to the game
  simply to give the party enough experience points to level
  up. Again, keep the players’ preferences in mind when you
  make this change. Some of them might feel like it’s cheating
  to gain bonus XP in this manner—they’d prefer to earn their
  rewards the hard way. Other players place less emphasis on
  leveling up as long as the game is interesting and challenging.
  GOLD, GREED, AND FORTUNE
  This alternate XP system stems from the idea that money
  makes the world go around. The characters earn experience
  points based on the treasure they find and spend.
  Concept: The characters are thieves, mercenaries, and
  treasure hunters. They desire the rich, comfortable life that a
  fortune in gold coins or a bejeweled idol can buy them. As
  risk-taking adventurers, they’re willing to do whatever is
  required for fame and wealth. By the same token, they have
  great appetites for the comforts in life. After a successful
  adventure, they’re likely to pour their money into a brief but
  legendary spree of fine clothes, expensive drinks, wondrous
  accommodations, and stunning bed partners. Once the coins
  are gone, they gather their equipment, ready their weapons
  and armor, and embark on a new quest for wealth.
  Game Mechanics: Characters gain 1 XP for each gold
  piece spent on wine, women (or men), and song. In essence,
  they gain experience points for money they spend on some-
  thing other than game-mechanics benefits for their charac-
  ters. However, the gold must be well and truly spent. A char-
  acter can’t merely lend gold to an ally, gain the XP, and then
  ask for the money back.
  Effects: This change has several critical effects on the
  game. First, it makes combat almost purely optional. Slaying a
  monster doesn’t improve your abilities unless you manage to
  uncover a great treasure as a result of your victory. Second, it
  makes finding rich treasures far more important than in the
  standard Iron Heroes game. The characters are much more
  likely to pursue options that appear the most financially
  profitable. This is a great choice for games that emphasize
  planning, deceit, raids on evil temples, and mad dashes for
  rare, fabulous treasures.
  If you’re a fan of classic sword and sorcery, this rule helps
  enforce the idea of the characters as soldiers of fortune who
  are looking for the next great opportunity for debauchery.
  You can also have a lot of fun playing out the repercussions
  of the characters’ partying lifestyle. Perhaps the adventurers
  sign up for a dangerous task while they’re befuddled with
  drink. For example, after a few cups of ale, they might agree
  to break into the local temple of the Spider God and steal
  the ceremonial hood of the high priestess. If you like bar
  brawls, this XP model guarantees you plenty of chances to
  run them. Bone up on the rules for zones!
  Tweaks: You can add new layers to the game with a few
  subtle changes to this rule.
  Classic Play: In this change, treasure is important but so is
  defeating terrible monsters. Award half the normal XP for
  defeating creatures and 1 XP for every 2 gp spent as
  described above. This mix emphasizes treasure and monster
  slaying, making it great for classic dungeon explorations.
  From 5th level onward, award full XP for monsters slain so
  that you don’t have to award the players tens of thousands 
  of gold pieces to keep their level progression reasonable.
  Honor Among Thieves: If you want to run a game where the
  characters don’t completely trust one another, award double
  
  87
  the XP for gold spent that was recovered without the other
  characters’ knowledge or that was stolen from another party
  member. This is an excellent option for games that feature
  the thief class in a prominent role or campaigns where you
  expect the players to plot against one another.
  METAGAME MECHANICS
  Metagame mechanics are rules that exist outside of the events
  depicted within the game. They’re tools that players, rather
  than characters, possess that can alter the game. Action
  points or hero points are a classic example of metagame
  mechanics. Players decide to spend action or hero points to
  grant a bonus to their characters’ attacks or skill checks.
  Many game mechanics have a direct analog in the reality of
  the game. For example, characters in a roleplaying game world
  don’t talk about their current level, but level does measure a
  tangible element—a warrior’s skill, an arcanist’s talent for
  magic, and so on. Metagame mechanics often lack that sort of
  analog. They usually exist solely within the context of the game
  mechanics, rather than within the context of the game setting.
  Most metagame mechanics either emphasize a certain
  style of play by rewarding specific actions or give the players
  a tool to avoid the vagaries of luck.
  GLORY POINTS
  A berserker charges a dragon, heedless of the terrible wyrm’s
  fiery breath. A heroic weapon master stands at the city gate,
  ready to give his life against an endless horde of monsters to
  buy the critical seconds needed to evacuate the elderly and
  the children. An executioner readies for her last mission,
  knowing that even if she slays the wizard lord, she will die in
  the attempt. These characters don’t fight for money, riches,
  or personal acclaim. They do battle with the forces of dark-
  ness because it’s the right thing to do.
  Glory points are a metagame mechanic that you can use to
  encourage heroic sacrifice, brave acts in the face of unbeat-
  able odds, and gallantry in the face of evil. They reward char-
  acters who take risky actions for the good of others, making
  them an excellent addition to any game that concentrates on
  heroism in the face of overwhelming opposition.
  Concept: Glory points support the concept of the characters
  as heroes, defenders of the realm who stand between civiliza-
  tion and the forces that would destroy it. The heroes may not
  be nice, pleasant, or charitable, but when everything’s on the
  line, you can count on them to do whatever it takes to defeat
  evil. Characters gain glory points through actions such as:
  •
  Attacking a powerful monster that threatens a small
  village.
  •
  Standing and fighting a mighty foe even when escape
  is an easy option.
  •
  Wading into the midst of the enemy to help an ally.
  •
  Dying to save a comrade.
  As a character gains glory points, he can spend them for
  the following benefits:
  •
  A bonus on an attack, skill check, or saving throw.
  •
  Bonus tokens for his various pools.
  •
  A chance to remove deadly effects or counter spells
  that target him.
  •
  The ability to return from the gates of Valhalla to aid
  his comrades.
  The last point may not apply to a campaign where the
  afterlife is strange, mysterious, and unknowable, but it
  demonstrates the sorts of things that are possible with these
  rules.
  Game Mechanics: The mechanics behind glory points are
  relatively simple. When you complete a heroic act, the DM
  CHAPTER SEVEN: CAMPAIGN OPTIONS
  
  MASTERING IRON HEROES
  88
  tells you how many glory points you earn. You can then
  spend the points as you wish, as detailed below.
  Awarding Points: You can earn between 1 and 5 glory points
  for a single act or a sequence of acts. Whether you earn
  points is solely up to the DM. He judges your actions and, if
  he thinks they fit the heroic mold, awards points. The DM
  follows some basic guidelines to determine how many points
  to hand out. Note that the 10-point action, giving your life
  for your allies, applies only if your DM uses the optional
  rules for Valhalla, given below.
  Points Awarded
  Action
  1
  Risk serious injury to aid a friend
  or innocent in danger.
  3
  Rescue a friend or innocent 
  while putting yourself in dire peril.
  5
  Drop below 0 hit points in the 
  act of saving another.
  10
  Die so that another may live.
  In addition, you can earn glory points for heroic actions,
  stunts, and maneuvers that require you to risk your life to
  complete them. For example, leaping across a bottomless pit
  to prevent a dreaded sorcerer from escaping with a magic
  artifact should earn you glory points. The key consideration
  for such actions is that you choose to risk your life to
  accomplish a deed, particularly when a safer option—
  though perhaps one without potential for a great victory—
  is available.
  Spending Glory Points: At any time, you can spend a glory
  point to gain a bonus on any attack, skill check, ability
  check, or saving throw. You can spend 1 point per roll. If you
  decide to spend the point before rolling, add 1d10 to the
  result. If you decide to spend the point after rolling, add 1d6
  to the result. In other words, if you wait to see whether your
  attack hit or your check succeeded before deciding to spend
  a glory point, your maximum bonus will be smaller.
  You also can spend glory points to remove conditions and
  effects from your character. When you spend the points, you
  stop suffering from the effect. However, any damage it has
  already inflicted upon you remains. For example, if you fail
  your saving throw against a giant snake’s poison, you suffer
  the initial ability score damage as normal. You then can
  spend glory points to remove the poison. The initial damage
  remains, but you don’t suffer the poison’s secondary effects.
  Condition/Effect
  Points to Remove
  Disease
  2
  Poison
  2
  Paralysis
  4
  Fear effect
  6
  Mind-affecting effect
  8
  Death
  10
  There is one exception to this rule: You can spend 10 glory
  points to try to avoid death. In this case, you gain one of the
  following benefits (your choice):
  •
  If you suffered hit point damage from an attack (as
  opposed to a spell) that killed you, the killing blow
  automatically misses instead.
  •
  If you fell victim to an effect that allowed a saving
  throw, your save automatically succeeds instead.
  Note that you still might die if the reduced damage
  is high enough.
  The Gates of Valhalla: Many fantasy settings provide a cos-
  mology that, in part, explains what happens to a creature’s
  soul when it dies. Some settings have multiple planes of exis-
  tence, many of which are occupied by a variety of gods.
  Others have simpler systems. In either case, one or more
  planes serve as the home of the dead. When a hero dies, his
  soul journeys to another plane, where he rests with his fore-
  fathers.
  The Gates of Valhalla rule builds on this concept. This
  optional rule allows a slain hero to continue to aid his com-
  panions from beyond the veil of death. Perhaps he watches
  their actions from the heavens, or he waits with his weapons
  and armor ready for one last chance for glory. When his
  friends need his aid, he departs the land of the dead to 
  battle beside them one final time.
  Under this rule variant, you keep track of the total number
  of glory points you earn while alive. Even as you spend
  points, keep a log of how many you accumulated over the
  course of your career. If and when you fall, that total deter-
  mines your standing in the afterlife. If you’ve earned more
  than 50 total glory points when your character dies, you
  enter Valhalla (or its equivalent in the campaign world) and
  are lauded as a great hero. Your ancestors greet you with
  open arms, and you earn a place of honor at the great feast
  of heroes in the heavens. More importantly, your fame,
  prowess, and bravery earn you the right to aid your allies
  from beyond the grave.
  Your current number of glory points becomes equal to the
  total number of glory points you earned in life. For example,
  if your character accumulated 78 glory points during his
  career but has only 12 points when he dies, he enters the
  afterlife with 78 points.
  You can spend these glory points to aid the other players’
  characters and whatever new character you create for the
  game. Even though you have fallen, your comrades continue
  to battle your enemies. They need your aid, and even death
  cannot stop you from helping them.
  The various benefits you can purchase with your points
  are summarized below. Once your glory point total drops to
  zero, you draw away from the world. Your work is done, and
  you leave mortals to their own fates. You can’t earn more
  glory points once you have entered the afterlife.
  
  89
  Point Cost
  Benefit
  4 points per +1
  Provide a bonus on one attack, 
  check, or save
  6 points per 1d8
  Heal points of damage
  4 points per +1
  Provide a bonus to defense for 
  1 round
  All points/special
  Pierce the mortal veil
  For example, you can spend 4 glory points to provide a +1
  bonus on a character’s attack, 8 glory points to provide a +2
  bonus, and so on. You can spend 6 glory points to heal 1d8
  points of damage dealt to a character, 12 glory points to heal
  2d8 points of damage, and so on.
  The benefits you provide apply to one of the current char-
  acters in the game or their allies. You can spend these points
  once per round at any point in time. You apply the effects
  immediately. For example, you could spend points to heal a
  character immediately before a foe attacks him.
  The “pierce the mortal veil” option allows you to return to
  life for one final battle. You can use this option only once,
  after which your glory point total immediately drops to zero.
  You enter the mortal world cloaked in divine energy. You
  appear within 10 feet of any of your allies and may act as
  normal for a number of rounds equal to 10 + your Charisma
  modifier. You are equipped with the following items:
  •
  One melee weapon of your choice
  •
  One suit of armor of your choice
  •
  One shield of your choice
  •
  One ranged weapon of your choice
  •
  40 projectiles of your choice for the ranged weapon
  (such as arrows, slings, and so on). If you wish, you
  can have four throwing weapons of your choice
  instead of the ranged weapon and its projectiles. 
  None of this equipment has any magical or special abilities.
  You have full hit points and the full spread of abilities,
  feats, skills, and so on that you had when you died. You stand
  alongside your allies for one last battle, appearing in their
  hour of need to strike a grievous blow against their enemies.
  At the end of the duration, you and your equipment return
  to the realm of the dead permanently. (Note that if you lose
  enough hit points during the battle, you can be “killed” as
  normal, which means you return to Valhalla immediately.)
  This is an optional rule meant to soften the blow of a char-
  acter’s demise. In Iron Heroes, death is final. There are no
  spells that can return the dead to life, but this option allows
  a beloved character the chance to play a role in the game
  even after he is gone.
  GLORY POINT VARIANTS
  The glory point rules are meant to encourage heroism, self-
  sacrifice, and other noble acts. Like the experience point
  rules given earlier in this chapter, you can modify them to
  reward other actions depending on the flavor and tone of
  your campaign. For example, heroic actions might not be
  appropriate for a campaign set in a gritty, crime-ridden fan-
  tasy city. In such a game, you might reward characters who
  betray their allies, risk their lives for a fabulous treasure, or
  accept daring missions purely for monetary gain.
  Making this change is relatively easy—simply award glory
  points for different criteria. This section covers a few basic
  variants for different types of games.
  Skill at Arms: The characters earn glory points for defeat-
  ing powerful enemies, as shown on the table below. In this
  variant, the characters must demonstrate their ability by
  meeting certain benchmarks that prove their mastery. They
  can gain each reward once per encounter, and they can’t
  receive more than one reward for a single action.
  For example, if a character defeats a creature with more
  than triple his Hit Dice, he receives 4 glory points. He does
  not also receive the reward for defeating a foe with more
  than double his Hit Dice. In other words, if an act fulfills
  multiple rewards, the character receives only the highest
  reward for it. However, he can receive more than one reward
  for a single encounter. If he defeats two monsters, one with
  more than double his Hit Dice and the other with more than
  triple his Hit Dice, he receives 5 glory points total.
  All members of the party earn the same number of glory
  points for the encounter. The DM doesn’t award points and
  then divide by the number of characters. So if the whole group
  battles a monster together but one adventurer lands the killing
  blow, each character still gets the same number of points.
  This variant works especially well with variant XP rules
  that place less emphasis on combat. With this glory point
  variation, the characters still receive a tangible reward for
  defeating their enemies. It keeps combat important while
  focusing on another method for gaining levels.
  Points Earned
  Action
  1
  Defeat a foe with more than double your
  Hit Dice.
  1
  Defeat two foes in 1 round.
  1
  Land a single attack that inflicts 20 or
  more points of damage.
  2
  Defeat five foes in 1 round.
  3
  Slay a foe with more Hit Dice than you in
  single combat.
  4
  Defeat a foe with more than triple your
  Hit Dice.
  5
  Defeat a foe with more than double your
  Hit Dice in single combat.
  Story Awards: This variant rewards the characters based
  on the emotional importance of an act. Glory points repre-
  sent the confidence and determination that help drive the
  characters. As they overcome important goals they set for
  themselves, they gain the resolve needed to do their best in
  a time of dire need.
  CHAPTER SEVEN: CAMPAIGN OPTIONS
  
  MASTERING IRON HEROES
  90
  To work properly, these rules require some input from the
  players. Each character has one goal or cause that he fights
  for. When he progresses toward that goal or defends his
  cause, he gains glory points. The goal can be short term or
  long term, and when a PC achieves a goal, he should pick a
  new one.
  The goals selected by the characters answer the basic
  question, “Why do you adventure, battle enemies, and risk
  your life?” The goals in this system derive from a character’s
  motivation for adventuring.
  This system requires a tremendous amount of DM judg-
  ment, as you must measure how each action or event in the
  game helps the characters achieve their goals. You should
  award the PCs 1 to 5 glory points at the end of each session
  to reflect their actions. In addition, you can give a one-time
  award during a session if a character makes a decision that
  allows him to progress toward his goal, particularly if the
  choice requires a risk or sacrifice on his part.
  The number of glory points awarded should be in line with
  the progress made and the dangers suffered to make it. Keep
  in mind that the players may feel slighted if you consistently
  reward one character over others. Try to arrange events so
  that everyone’s goals come into play during each session. If
  you can’t pull that off, talk it over with the players. Be sure
  never to leave anyone out of the action for long and to rotate
  attention from character to character.
  This system is best suited for campaigns in which you
  expect the characters to have their own plots and stories that
  run concurrent with the game’s primary events. It’s also use-
  ful in encouraging the players to create backgrounds, story
  ideas, and depth for their characters.
  TACTICAL ENTERTAINMENT
  This metagame model is designed to reward players who get
  into the spirit of Iron Heroes and spice up combat with fun
  descriptions, stunts, and other actions. These rewards can
  come into play if someone uses an action zone, describes an
  otherwise normal attack in a cool way, completes a wild stunt
  that impresses everyone at the gaming table, and so on.
  Concept: This variant emphasizes fast-paced action and
  cinematic combat. It can be a lot of fun for creative groups,
  since it rewards efforts to come up with interesting actions
  in even the simplest battles. On the other hand, these rules
  reward a player’s actions and creativity rather than his char-
  acter’s abilities. Some players freeze when asked to come up
  with wild, crazy ideas on the fly. Some might feel that they’re
  being forced to compete with other players who have more
  experience at this sort of thing or who are naturally better at
  coming up with details at a moment’s notice. Use this variant
  only if the whole group feels comfortable with it.
  In addition, be considerate of the players. If you use these
  rules, give them extra time to come up with cool ideas. Allow
  the players to help each other think of ideas, and reward
  everyone at the table. Don’t be afraid to step in with ideas 
  of your own. Many players are intimidated by the creativity
  demanded by stunts and exciting descriptions, but with prac-
  tice, they soon feel comfortable with it.
  Finally, try to judge everyone fairly. Since the DM deter-
  mines whether a player’s description is good enough for a
  reward, you might cause hard feelings if you consistently rule
  against a few players or are too hard to please. The object of
  the game is to have fun, and this variant moves away from
  hard and fast rules and toward increasing a DM’s control
  over the action. Some players feel uncomfortable placing
  that much power in the DM’s hands, so be sure to treat them
  all equally.
  Game Mechanics: Whenever a character attempts an
  attack or stunt, makes a skill or ability check, or uses an
  action zone, he gains a +2 bonus on the relevant d20 roll if
  his player provides an interesting, fun, or entertaining
  description of the attempt. This description should make the
  game fun for everyone by adding more color and detail to
  the action. The DM determines whether the description war-
  rants the bonus. A character can gain this bonus only once
  per action.
  Effects: This change works best if you like to run long,
  cinematic fights where the visuals are just as important as
  the tactical considerations. The rule makes it easy for the
  players to gain a key advantage over their enemies, especially
  in the case of opposed checks. Expect the characters to have
  an easier time with many encounters, particularly if the play-
  ers consistently come up with entertaining descriptions. This
  option works well for experienced players who are comfort-
  able with the idea, but it definitely isn’t for everyone.
  In addition, villains and monsters should have full access to
  entertainment rewards, based on how well you as the DM
  describe their actions. In this case, allow the players to judge
  if the description you created is worth a bonus. If you’re not
  sure you can trust the players to make this decision impartial-
  ly, the entire model is probably a poor idea for your group.
  The entertainment model fits perfectly with freeform, cine-
  matic, over-the-top games that make reality take a back seat
  to action. In most cases, it works best for short campaigns or
  single-session adventures rather than sober, dramatic, long-
  term campaigns. However, if you like the model, you can
  make it work for a long game.
  COMBINING METAGAME RULES AND
  ALTERNATE EXPERIENCE AWARDS
  As with the variant rules for experience, metagame mechan-
  ics allow you to alter the game to emphasize certain styles of
  play, types of actions, or facets of the game world. In many
  ways, the two types of rules cover the same ground. If you
  want to use both of them in one game, first consider the role
  that each one plays.
  Experience awards are good for games that place a greater
  emphasis on gritty action and games where the characters
  
  91
  aren’t necessarily any better than other adventurers. For
  games that adhere to the core Iron Heroes rules and level of
  balance, use the alternate experience rules to encourage par-
  ticular types of actions.
  Metagame mechanics let the players dodge bad luck or
  erase a harmful event. They’re somewhat arbitrary and tend
  to swing the balance of power toward the PCs. If you want a
  game that stresses heroism and success against long odds,
  metagame mechanics are a good choice.
  You can use a metagame rule and alternate experience
  awards at the same time, but doing so requires special con-
  siderations. If both sets of mechanics reward the same
  actions, the characters might accumulate too much power
  too quickly, especially when compared to other characters
  who don’t rigorously fill the requirements needed to gain
  those benefits. This arrangement can work, but keep in mind
  that it gives double the reward (such as bonus XP or glory
  points) for one action. If some players aren’t committed to
  running their characters in a manner that’s consistent with
  the game’s tone, you might end up with a few characters who
  lag behind the group. This might become a problem with
  either set of rules, but it’s more troublesome if you use both
  variants at the same time.
  Alternatively, you can use metagame mechanics to reward
  one type of action and bonus XP to reward a different action.
  You can make this distinction by tying the mechanics to the
  campaign setting. For example, glory point rewards might be
  divine in nature. The gods watch the characters’ actions and
  reward their heroism. Experience point awards, on the other
  hand, represent self-confidence, insights, and accomplish-
  ments. The divide between the two rewards can help draw the
  line between the characters’ actions, goals, and motivations.
  Some characters may strive to earn the gods’ favor, while oth-
  ers seek to improve their talents on their own.
  To create a serious divide between the two types of
  mechanics, you can use them to reward opposed actions.
  Characters might earn bonus XP for stealing from each
  other or escaping encounters unharmed, but they earn
  glory points by risking their lives for others. This sort of
  arrangement separates the two paths for characters—in this
  case, greed and charity. It might cause some trouble for
  party unity, but it can also provide fodder for good roleplay-
  ing. The greedy thief might decide to grab the treasure and
  run, while his companions must battle the monster that
  guards it.
  As with any alteration to the core rules or any rule that
  requires DM judgment, be sure to talk your ideas over with
  the players. Good communication helps put everyone on the
  same page and clears up any misunderstandings before they
  can cause problems.
  CHAPTER SEVEN: CAMPAIGN OPTIONS
  
  T
  his appendix looks at various types of rules you might
  want to add to Monte Cook Presents: Iron Heroes and
  gives advice for converting them to this game. In
  addition, it offers ideas for using other game material in ways
  that you may not have considered before.
  CLASSES
  The key characteristic of Iron Heroes is that it drops magic
  items as an important measure of a character’s power. Some
  other fantasy games do this, too, but Iron Heroes also keeps
  everything balanced against the core monster books. The
  characters must be balanced against chimeras, dragons,
  demons, and everything else.
  This creates a gap in power between Iron Heroes classes
  and those drawn from other d20 System games. Generally
  speaking, an Iron Heroes character can easily defeat a fantasy
  character from a different game who doesn’t have an appro-
  priate load of magic items. Thus, it’s generally a bad idea to
  shift Iron Heroes classes to other games.
  Luckily, the reverse is not true. While the warrior-type
  classes, such as fighter, paladin, ranger, and barbarian, are
  outmatched by their Iron Heroes counterparts, the spellcast-
  ing classes make excellent additions as villain classes. Clerics,
  wizards, druids, and sorcerers have the magical firepower
  needed to pose a threat.
  BASIC CHANGES
  A character class from another game gains a defense bonus
  equal to its base attack bonus and replaces its base saves
  with a save modifier equal to its level. Add all modifiers, such
  as ability scores, feats, and so on, as normal. In addition,
  switch the Hit Die of the new class to the Iron Heroes equiva-
  lent, unless it’s an NPC class. Imported classes gain a pool of
  reserve points and obey all other Iron Heroes rules, including
  the progression of new feats by level, as found in Iron Heroes.
  Standard Hit Die
  Iron Heroes Hit Die
  1d4
  1d4
  1d6
  1d4+2
  1d8
  1d4+4
  1d10
  1d4+6
  1d12
  1d4+8
  IMPORTING SPELLCASTERS
  When incorporating a spellcasting class into Iron Heroes, you
  must increase the save DCs of its spells and account for its
  loss of magic items. Assign the class a defense bonus equal to
  its base attack bonus. The save Difficulty Class of a spell
  equals 10 + the minimum caster level needed to use the spell
  + the relevant ability modifier.
  For example, fireball is a 3rd-level spell, and a wizard must
  be 5th level to use it. Thus, the save DC for a wizard’s fireball
  is 10 + 5 (the minimum caster level) + the wizard’s
  Intelligence modifier.
  In addition, add modifiers for feats as normal. This change
  is important, as Iron Heroes characters have higher saves than
  other classes do. If you use the standard save DCs, characters
  of Iron Heroes classes can almost ignore spells used by
  imported spellcasters.
  The spellcasting classes work best as villains and powerful
  NPCs, particularly if they’re members of strange, alien races
  who have a natural affinity for the magical arts. You can also
  apply them to weaker outsiders and elementals to give them
  expanded abilities.
  MASTERING IRON HEROES
  92
  One of the advantages of open game material is that you can transfer it from one game system to
  another relatively easily. However, you still need to make some changes before certain material is 
  ready for your Iron Heroes game.
  Importing Game
  Material
  APPENDIX:
  
  93
  TRAITS
  Currently, Iron Heroes is the only d20 System game to replace
  the concept of race with traits. Thus, you may not yet find
  many sources for new traits. However, you can easily add to
  the trait list by adapting standard d20 feats to become traits
  from specific regions of your campaign world. In particular,
  feats that are accessible only at 1st level make great addi-
  tions as traits. A trait should be about as powerful as a feat.
  Weapon-specific feats are a good way to further reinforce
  the differences between regions in your campaign. Perhaps
  only one area of the world uses the exotic weapon you’ve
  taken from a different sourcebook. You can also use traits to
  introduce feats or abilities that don’t fit into the Iron Heroes
  feat system.
  SKILLS
  Iron Heroes uses the standard skill system found in most other
  d20 System games, with some additions (see Chapter Four of
  Iron Heroes). As such, when adding new skills to Iron Heroes,
  check to see how they interact with the rules additions.
  The rules for challenges give a generic set of benefits you can
  add to any skill check. If additional, skill-specific challenges
  come to mind, be sure to balance them against these standards.
  Assigning a new skill to a group is a thornier issue. This
  step is completely optional, as not every skill must fall into a
  group. Try to think of two other skills that currently exist in
  the game and have a natural connection or relationship with
  the new skill. Look at the groups to which those skills belong.
  If they share a group, the new skill probably belongs with
  them. If they’re in different groups, assign the new skill to
  the group that provides the best fit, or assign it to both
  groups if the new skill is a logical part of both.
  FEATS
  In most cases, you can add feats directly to the game without
  any changes. While it may seem inelegant to keep a feat’s pre-
  requisites when Iron Heroes feats are arranged by mastery rat-
  ing, it might be difficult to translate the new feats you want
  to add into expanded mastery levels of existing base feats.
  If there are obvious analogs, such as a new feat that uses
  Power Attack as a prerequisite, make the feat into an expand-
  ed mastery ability based on its prerequisites. A feat should
  have a mastery rating equal to half the minimum level a char-
  acter normally needs to attain before she can take the feat.
  When assigning a feat to a feat category, consider the feat’s
  usage, its general role in the game, and its prerequisites.
  Armor: Feats that alter or improve how a character uses a
  shield or armor belong in this category.
  Defense: Feats that grant a bonus to defense belong here,
  as long as they don’t provide a defensive bonus by improving
  a character’s ability to wear armor or carry a shield.
  Finesse: Feats that improve a character’s attacks and use
  Dexterity or a Finesse feat as a prerequisite fall into this cate-
  gory. In addition, feats that improve attacks at the cost of
  damage fit in here.
  Lore: Feats that have an Intelligence prerequisite might
  fall into this category. Consider how the feat works. If it
  draws on a character’s knowledge to grant her a benefit, and
  particularly if it focuses on scholarly pursuits, it’s a good
  match for this category.
  Power: Feats with Strength or Power Attack as a prerequi-
  site fall into this category, as do combat feats that improve
  damage at the cost of accuracy.
  Projectile: Any feat that improves only ranged attacks or
  that changes how a character uses a missile weapon falls into
  this category.
  Social: Feats that improve a character’s social skills fall
  here. Generally, they require ranks in skills such as Diplo-
  macy, Bluff, and Gather Information. If the feat uses Charisma
  as a prerequisite, it might fall here, depending on its imple-
  mentation.
  Tactics: Feats that allow characters to improve an ally’s
  fighting ability fall into this category, as do feats that give a
  bonus for creating a certain tactical situation, such as being
  flanked.
  Some feats are difficult to slide into a single category. You
  can place a feat in multiple categories, especially if the feat
  requires a character to select a single weapon that gains its
  benefits. In this case, the feat could fall into the category
  most closely linked to the chosen weapon. In other cases,
  these feats still match best with a single category.
  Don’t be afraid to designate a feat as a general feat, espe-
  cially if it has no direct usage in combat. It also helps to talk
  to the players and see what they think about the feat. If no
  one wants to take it, it probably isn’t worth worrying about.
  If only one player wants the feat, it might make sense to put
  it in a category that her character can access, as long as the
  feat is a good match for that category.
  WEAPONS AND ARMOR
  When adding weapons to Iron Heroes, look at the current list
  and find an existing weapon that most closely matches the
  new weapon’s form, function, and game statistics. Exotic
  weapons might be hard to fit into a category, especially if
  they’re truly strange. In this case, look at the feats and think
  about which ones the weapon’s typical user would favor.
  Based on what seems to make sense, assign the weapon a
  category and descriptors that match the feats commonly
  used with it.
  Armor is a trickier fit. Basically, Iron Heroes has the armor
  types it needs. Unless money is hard to find, the characters
  will upgrade quickly to the most expensive armor available
  in the category (light, medium, or heavy) that they favor.
  The damage reduction provided by armor is a carefully bal-
  anced mechanic. If it rises too high, the game can break
  down. In most cases, you’re better off using the statistics for
  an existing type of armor to match the new gear you want to
  add to the game. While this smothers some of the distinct
  flavor and feel of different kinds of armor, it keeps things
  simple.
  APPENDIX: IMPORTING GAME MATERIAL
  
  ®
  T h is is a mu st-h ave book  for D M s and  play ers wh o want to get th e most ou t of th e h igh -
  octane variant action fantasy  ru les of Monte Cook Presents: Iron Heroes. T h e book ’s in-d epth
  ru les d iscu ssion teach es y ou  not only  h ow to u se th e ru les of th e game, bu t h ow to ch ange
  th em. T h ese pages inclu d e new options and  id eas for ex isting ru les, ex pansions of some
  concepts presented  in Iron Heroes, and  all-new material to su pplement y ou r Iron Heroes
  games. T h e u sefu l d esign commentary  h elps y ou  ru n a su ccessfu l h eroic combat ch aracter
  or campaign by  sh owing y ou  h ow every  ch ange can alter th e natu re of th e game and  offer-
  ing su ggestions of h ow best to apply  th em. Now y ou  can see h ow th e sy stem really  work s! 
  Free bonu s material at www.montecook .com/ironh eroes
  © 20 0 5 M onte J. C ook
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  PDF Version 1
  September 2005
  
  MASTERING IRON HEROES WEB ENHANCEMENT
  2
  Borgnok’s Raid
  A Mastering Iron Heroes free web enhancement by Adam Windsor. 
  Requires use of Monte Cook Presents: Iron Heroes, published by Malhavoc Press.
  Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc. 
  This book utilizes updated material from the v. 3.5 revision.
  M
  astering Iron Heroes introduces two important new
  concepts to your Iron Heroes game: zones (areas of
  the battlefield which have special effects or grant
  you extra tactical options) and villain classes (which allow you
  to create quickly versatile enemies for your game).
  Borgnok’s Raid is a short encounter designed to demonstrate
  these new game features in action. This web enhancement is
  intended for a group of four 1st-level Iron Heroes characters.
  Suitable characters should take only a few minutes to generate
  using the starting packages in Chapter Three of Iron Heroes.
  Characters created for the Iron Heroes adventures Dark Harbor
  or Song of the Blade also could be used for this encounter.
  The map in this adventure was created with Dundjinni soft-
  ware. For more information, visit <www.dundjinni.com>. 
  Feel free to fit this encounter into your home game, or use
  it as the start of a new Iron Heroes campaign. You don’t need
  Mastering Iron Heroes to use this web enhancement, but you
  will find its rules on zones and villain classes helpful as you
  run Borgnok’s Raid. Find out more about Mastering Iron Heroes
  at <www.montecook.com/Mastering>.
  The layout of this web enhancement begins on page 2.
  There is no page 1.
  BEGINNING THE ENCOUNTER
  Read or paraphrase the following to the players:
  The Skullcrag goblins have lived in the mountains west of human lands
  for decades. The older locals can remember several skirmishes with the
  Skullcrags back in their younger days, but for the last thirty years or
  so the goblins have left your people alone.
  All that has changed recently, however. A goblin raiding party has
  been striking at outlying farms, carrying off booty and slaying all who
  try to resist. The pattern of their attacks suggests that the next place
  they will strike is the Ramshorn Farm, and the local authorities have
  dispatched you to protect the Ramshorn family.
  It seems you may have arrived too late. As you approach the farm,
  you catch sight of small, bandy-legged humanoids darting about the
  place. The high, chittering sound of goblin voices rises as the creatures
  catch sight of you, and the battle is joined. . . . 
  THE GOBLIN RAIDERS
  The long peace with the humans wears thin the patience 
  of Borgnok, warleader of the Skullcrag tribe. An ambitious
  goblin, Borgnok desires to become chieftain of the tribe,
  but he knows that to supplant the current chief he needs
  the support of most of the tribe’s warriors. Thus, taking a
  handful of his most trusted followers, he has set out on a
  secret raid of the human lands against his chief’s orders.
  Borgnok believes that if he returns from the raid with bags
  of looted goods, he will be able to challenge and replace the
  chief easily.
  Unfortunately for Borgnok, making off with bags of looted
  goods requires that there be goods to loot, and few of the
  farmers have much of value. His raid has had to go on much
  longer than he intended, which has given the local authori-
  ties time to dispatch the player characters to stop him.
  Borgnok; Male warleader; CR 3; Small humanoid; HD 4d8+8; 
  hp 26; Init +5; Speed 30 feet; Defense 17 (+3 base, +1 Dex, 
  +1 size, +2 light wooden shield) (DR 1d2/magic), touch 15,
  flat-footed 13; Base Attack +3; Grapple +0; Attack/Full Attack
  +5 melee (1d4+1/19–20; short sword); SQ Bootlicking toad-
  ies, dark-vision 60 feet, field commander, tyrannical leader; 
  WEB ENHANCEMENT:
  
  BORGNOK’S RAID 3
  SV Fort +4, Ref +3, Will +3; Str 12, Dex 12, Con 14, Int 12,
  Wis 12, Cha 12.
  Skills: Bluff +7, Diplomacy +9, Hide +5, Intimidate +9, Listen
  +7, Move Silently +5, Ride +10.
  Feats: Improved Initiative, Overwhelming Presence (mastery 1).
  Languages: Common, Goblin, Orc.
  Possessions: Short sword, leather armor, light wooden shield,
  2d6+20 gp, copper urn stolen from the Ramshorn Farm.
  As a field commander for a more powerful villain, the war-
  leader is a warrior who commands the obedience and disci-
  pline of his followers through threats, intimidation, and other
  terror tactics. He makes an excellent opponent for low-level
  parties and serves as a useful bridge between a villain’s
  flunkies and the actual villain. For more details on this villain
  class, see Mastering Iron Heroes, Chapter Three (page 23).
  Warleaders gain abilities that allow them to use their fol-
  lowers to their own advantage. Borgnok has the following
  such abilities:
  Bootlicking Toadies (Ex): Borgnok manipulates the weak
  but ambitious members of his raiding party and has groomed
  them into a fighting force carefully trained to protect him at
  all costs. Any of his allies within 30 feet of him can take
  actions to defend him. When their opponents provoke attacks
  of opportunity, they can replace their normal attacks of
  opportunity with the aid another action to give Borgnok a 
  +2 defense bonus against the target of their aid attempt.
  Additionally, whenever Borgnok’s allies use the aid another
  action to improve his defense or give him a bonus to attacks,
  they grant a +4 bonus. This does not apply to the special aid
  action used in place of an attack of opportunity.
  Field Commander (Ex): Once per round during an ally’s
  action, Borgnok can choose to grant a +1 bonus to an ally’s
  skill check, defense, or saving throw. This ally must be within
  30 feet of Borgnok.
  Tyrannical Leader (Ex): Borgnok’s glowering presence
  and intimidating style of command prove brutally effective.
  He grants a +1 bonus to all attacks made by his allies when-
  ever they are within 30 feet of him and can hear him speak.
  If rendered silent, Borgnok no longer grants his allies this
  benefit.
  Goblin Warriors (6); Male and female warriors1; CR 1/2; Small
  humanoids; HD 1d8+1; hp 5; Init +1; Speed 30 feet; Defense
  12 (+1 Dex, +1 size), touch 12, flat-footed 11; Base Attack +1;
  Grapple –3; Attack/Full Attack +2 melee (1d6, 20/×3; spear)
  or +3 ranged (1d6, 20/×3; light crossbow); SQ Darkvision 60
  feet; SV Fort +3, Ref +1, Will –1; Str 11, Dex 13, Con 12, Int
  10, Wis 9, Cha 8.
  Skills: Hide +7, Jump –2, Listen +1, Move Silently +7, Ride +5,
  Spot +1.
  Feats: Skill Affinity (Listen, Spot).
  Possessions: Spear, light crossbow, bolts (10), 2d6 sp, sack of
  looted items from human farms.
  TACTICS
  The goblin warriors’ starting positions are marked with “G”s
  on the map on the next page. If you have more than four play-
  ers, add three extra goblin warriors for each player after the
  fourth. These additional goblins can start in whatever posi-
  tions you choose. A “B” denotes Borgnok’s location.
  The goblins’ initial reaction to the party’s arrival is to hun-
  ker down and fire their crossbows. However, as soon as
  Borgnok emerges from the house, he calls on them to “slaugh-
  ter the filthy humans” and presses forward into melee.
  You should always keep at least one goblin within 10 feet of
  Borgnok so that it can threaten the same target as he does
  and aid another to give Borgnok a +4 bonus to either his
  attack rolls or his defense. It gives him the bonus to attack
  rolls until Borgnok falls to half his hit points or less, at which
  point it begins giving him the bonus to defense instead.
  Borgnok is a tough opponent for 1st-level characters, but his
  effectiveness in combat is based largely on the bonuses he
  ZONES: THE BASICS
  Zones are powerful tools for creating interesting battlefields. A simple
  fight with a few thugs can be dull or difficult to spice up, but if you set
  the same battle in the midst of a sagging ruin during an earthquake, the
  action becomes far more intense and compelling. What was once a run-
  of-the-mill battle becomes a tense affair as walls crumble, the floor caves
  in, and chunks of rock fall from the ceiling.
  The DM creates zones to make environments more interesting, and players
  should always be on the lookout for ways to use them to their advantage.
  When zones are present in an encounter, the DM should point them out
  to the players. The three types of zones are: condition zones, event zones,
  and action zones. Each involves a different battlefield feature.
  A condition zone describes a specific effect that continuously functions
  within the battle area. While fighting in the arctic, the characters suffer
  damage from the frigid temperatures. The cold wears at them every round.
  An event zone, in comparison, comes into play only when it activates.
  Event zones are tied to things in the environment that occur without the
  characters’ interference. For example, the PCs might battle a group of
  trolls in a ruined temple. The temple altar occasionally emits blasts of
  energy that target the characters and trolls at random. Traps also are
  event zones. They activate in response to an action, such as a character
  stepping on a pressure plate or walking through a tripwire. (This
  encounter does not include any event zones.)
  An action zone is a fancy way of defining how a character can interact
  with the environment during a battle. Usually, these options are a lot like
  stunts that require you to use the environment in some way. Most action
  zones offer benefits that are greater than or different from those offered
  in Iron Heroes’ stunt rules. For example, a massive boulder perched at the
  edge of a steep slope might inflict more damage against a greater num-
  ber of targets than the typical area attack stunt.
  Zones are divided into three different types to make them easier to 
  handle, but they use identical rules. In many cases, they draw on existing
  rules, such as those for weather, or they use rules you’re already familiar
  with. The altar that blasts the characters with eldritch energy simply
  makes an attack roll or requires a saving throw to dodge its power.
  
  MASTERING IRON HEROES WEB ENHANCEMENT
  4
  gives to his allies and vice versa. Make sure to emphasize to
  your players how Borgnok barks orders that make the goblin
  warriors’ attacks more accurate, and how the warriors in turn
  seem to help him land his blows (or dodge the heroes’ attacks).
  This should help tip off your players that depriving Borgnok of
  his allies is the best first step toward defeating him.
  Borgnok fights to the death: He must return from the raid
  with a glorious success, or he will be killed for disobeying the
  chief. His warriors fight to the death while he is alive, but
  they run as soon as Borgnok falls.
  THE RAMSHORN FARM
  Lying on the western edge of human settlement, the
  Ramshorn Farm consists of a single-story log home and a
  wooden barn. The farm, which is named after the family that
  owns it, gets its water from a well just south of the house. The
  family provides for itself with poultry in the barn, apples from
  trees dotted around the property, a sty full of pigs, and several
  fields of wheat. The farmer and his family fled to the neigh-
  bors’ place as soon as they saw the goblins approaching.
  The areas below comprise the farm, and most of them fea-
  ture one or more zones. For more details, see the sidebar on
  the previous page and see Mastering Iron Heroes, Chapter Four
  (pages 33 to 41). In addition, a zones preview is live online at
  <www.montecook.com/ironheroes> for your reference. 
  Remember to inform players of action zone opportunities
  when those encounter areas come up in play.
  BARN
  This single-story wooden building contains four chicken
  coops and an open main area where the farm tools are kept
  and where the pigs stay during winter.
  
  BORGNOK’S RAID 5
  FARMHOUSE
  It is unlikely that combat will spill into the house itself, as
  Borgnok leads his followers into melee, but the interior layout
  of the building appears on the map in case it is required. The
  following zones apply within the house:
  Action Zone (Ransacked): Reusable. The goblins have ransacked
  the building thoroughly, strewing all kinds of items on the
  floor. Every square not occupied with furniture contains sev-
  eral discarded objects. With a move action, a character can
  pick up one of these items to use as an improvised thrown
  weapon. The objects inflict 1d2 points of damage (plus
  Strength modifier), have a range increment of 10 feet, and
  suffer the usual attack roll penalties for being improvised
  weapons.
  Condition Zone (Ransacked): The pieces of refuse on the floor
  not only can serve as weapons, they also make footing
  treacherous. Treat all non-furniture squares as difficult ter-
  rain. Remember that a character can use Tumble to negate
  the effects of difficult terrain, and a nimble hero could even
  navigate the area at full speed by jumping between furnish-
  ings.
  HAYSTACK
  This 10-foot-high stack of hay is used for bedding, animal
  food, and other farm purposes. It blocks line of sight and
  provides cover. It also offers a couple additional options in
  combat:
  Action Zone (Flame On!): Usable once. The haystack can be set
  alight with a full-round action and some flint and tinder.
  Alternatively, it automatically bursts aflame if it suffers 1
  point of fire damage (such as from burning oil or a torch).
  Once lit, it immediately blazes into flame and burns for 20
  minutes. Any creature that enters one of the four squares the
  haystack occupies while it is on fire suffers 1d6 points of fire
  damage immediately. A creature that spends a full round in
  such a square suffers 2d6 points of fire damage instead.
  Condition Zone (Treacherous Footing): The haystack has steep
  slopes, and the hay itself shifts and moves underfoot. Any
  creature entering one of the four squares the haystack occu-
  pies must make a Balance check or fall prone. The Difficulty
  Class of the check is 10 if the character entered the square
  voluntarily, but 15 if he did so due to the actions of another
  character (for instance, due to a bull rush).
  PIGPEN
  Within the low wooden fence of this pen are four large, heavy
  pigs. They become agitated when combat occurs, squealing
  and pawing at the fence.
  Action Zone (Stampede): Usable once. If a character opens the
  gate on the southern side of the pigpen, she can then use a
  Handle Animal (DC 5) or Intimidate (DC 10) check to cause
  the four pigs to stampede. The swine immediately charge 30
  feet due south. Treat them as a single Large creature with
  Strength 15 and the Improved Overrun feat (mastery 3 and
  7) for the purposes of determining their effects on any crea-
  ture in the path of this movement. After charging 30 feet like
  this, the four swine split up in random directions, fleeing the
  battle.
  TREES
  Four apple trees grow around the area close to the house.
  They are 15 feet high and require a Climb check (DC 10) to
  scale them. Any character who climbs at least 10 feet up one
  of these trees is out of range of melee attacks (except those
  made with reach weapons) and can find a stable position
  from which to make ranged attacks.
  WELL
  The Ramshorns get their water from an artesian bore well
  located between the house and the barn. Encircling the well
  is a low stone wall approximately 1 foot high. A 10-foot-tall
  well house has been built over the well. The bucket and winch
  for retrieving water are fixed to this well house.
  Condition Zone (Long Drop): Any creature that enters the well’s
  square must make a Balance check (DC 10) or fall 20 feet to
  the water below. The check Difficulty Class increases to 15 if
  the creature entered the square involuntarily (such as
  through a bull rush). A creature falling into the well suffers
  1d6 points of damage from the fall and then must climb out
  again (Climb check, DC 10).
  Action Zone (Bucket-Swing): Reusable. The well’s bucket dangles
  about a foot above the well wall at the end of a long piece of
  rope. A character adjacent to the well can use a standard
  action to swing the bucket in a wide arc. The hero can
  choose three consecutive squares that are adjacent to the
  well. You may make a melee attack roll against each creature
  within those squares, as if you were using a reach weapon to
  attack. Each creature you hit suffers 1d2 points of damage
  (plus your Strength modifier).
  WOODPILE
  The Ramshorns keep their woodpile close to the front door of
  the house. A wooden shelter with a flat roof protects the
  REINFORCEMENTS
  If you have a couple heroes with the Cleave feat and good dice rolls,
  Borgnok’s goblin warriors might be dispatched very speedily. If so, feel
  free to reinforce him with additional warriors entering from the western
  side of the map. A number of goblins equal to the number of heroes
  should work well. Be sure to have these goblins enter in positions where
  the haystack and well action zones can be used against them.
  
  MASTERING IRON HEROES WEB ENHANCEMENT
  6
  chopped wood from rain, keeping it dry for use on the fire.
  Four barrels of dried apples have been placed on top of this
  roof (where the pigs can’t get at them).
  Action Zone (Roll out the Barrel): Usable once. By taking a stan-
  dard action and making a Strength check (DC 10), a charac-
  ter adjacent to the woodpile can knock over the posts that
  support its roof. This causes the roof to drop down into a
  ramp, and the barrels to topple to the ground. The hero can
  choose four consecutive squares within 10 feet of the wood-
  pile. A barrel falls into each of these squares. Any character in
  one of these squares must make a Reflex save (Difficulty Class
  equal to the hero’s Strength check) or suffer 2d6 points of
  damage as a barrel lands on him.
  BORGNOK’S RAID: A WEB ENHANCEMENT BY ADAM WINDSOR
  ADDITIONAL CREDITS
  Editing and Production: Sue Weinlein Cook •  Illustration: Jeremy Jarvis
  Cartography: Todd and Mysie Sabin •  Interior Page Design: Lisa Chido
  Map Created Using Dundjinni Software
  For supplemental material, visit Monte Cook’s Website:
  <www.montecook.com/ironheroes>
  ®
  ABOUT THE AUTHOR
  Adam Windsor is an Australian gamer and freelance writer who has
  credits with Clockwork Golem Workshop and E.N.Publishing. He's been
  playing roleplaying games for over 20 years and, despite his parents’
  many questions on the subject, has no plans to "grow up" any time
  soon. 
  Adam ran one of the playtester groups for the books in Malhavoc
  Press’ Iron Heroes line. Look for his Iron Heroes official adventure Dark
  Harbor coming soon as a PDF exclusive product from Fiery Dragon
  Productions.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/Sword and Sorcery series/Iron Heroes/Mastering Iron Heroes. A Rules Expansion Book.pdf