Insider 03-30-2016


The Immortality campaign for Iron Kingdoms Full Metal Fantasy comes out next month. This compilation of material gathers the entire arc of Immortality Quick Shot scenarios from No Quarter magazine (along with a generous helping of all-new material) into one book, all for less than the combined cost of the issues they were first published in.

Immortality is a sprawling, nation-hopping campaign that takes place across the Iron Kingdoms. It can be played straight through, but I wanted to share a couple of other ways that Game Masters can use Immortality in their Iron Kingdoms Full Metal Fantasy campaigns.

Play It Straight

The first way to use the Immortality campaign is, of course, to play through it as it is written on the page. This is ideal for a group of new characters—and a group of new players, in fact—because the campaign was designed for starting characters. As the story progresses, so do the challenges and threats, bringing characters to about halfway through the Hero level.

But for players new to the Iron Kingdoms, Immortality provides a tour of many of the aspects unique to the setting. Between collecting rare mechanika, battling with seven-ton warjacks, dealing with the consequences of illicit alchemy, and confronting a group of robot-bodied death cultists who worship a distant planet, the players will take quite a ride through the Iron Kingdoms!

Customize It

Speaking as a Game Master, I have a hoard of my own ongoing plots with recurring villains, locations, and themes. For Game Masters like me, Immortality is still a useful tool. The original intent of the adventure that kicks off the whole campaign, the prologue “Spirit in Steel,” was to give Game Masters a scenario they could easily integrate into an ongoing campaign. While Immortality is a whole campaign in its own right, it can still serve that original purpose.

One of the easiest ways to transform Immortality to fit your own campaigns is to recast the major NPCs and villains. Swapping out the bounty hunter Rina Zavor from “Part Five: Stone Cold” for a recurring antagonist from your own campaign means you get to bring along all of the previous drama and tension from every interaction that NPC has had with your player characters. Similarly, giving Abrosim’s master plan over to one of your own major villains means your player characters will work that much harder to stop him.

This will also give the players a deeper sense of ownership about the campaign. After all, these characters are ones they already know, ones they may have clashed with time and time again. You can essentially transform Immortality into a sequel to one of your own sweeping campaigns, swapping out the cast of characters for those of your own invention.

Cannibalize It

The third and final technique for using Immortality is to rip the thing to shreds. Tear it apart, down to its bare bones, and use those pieces to fill in the gaps in your own adventures.

Immortality contains dozens of unique antagonists, locations, encounters, and special rules. Each one can be dropped into your own stories on its own. If you have an adventure that takes place in the high altitude of a cold mountain, grab the Weather Effects rules from page 96. If you need a crazy-strong villain for your players to face once they reach the summit, then the rules for Gallo Morado, the Crimson Man, can easily stand in for a blighted ogrun chieftain who wants to drive them away. The corrupt guards in Tower Tombafyr work great as the guards of an Order of the Golden Crucible facility that the player characters must bypass if they want to get their hands on Formula 56, the dangerous new concoction a mad alchemist has cooked up. Need the layout for a Khadoran outpost? Check out the map on page 61. (Remember to check out the tower maps on page 56 if one of your inquisitive player characters goes poking around!)

Immortality is as much a toolbox as it is a campaign. Every investigation, puzzle, social encounter, and fight can be used by itself to flesh out the stories you invent as you explore the Iron Kingdoms. I hope every page gives you something intriguing that you can reskin, adapt, or lift whole cloth to make your own games faster and more fun to run.

What are your thoughts about published campaigns? How do you use them? Hop over to our Iron Kingdoms Roleplaying Games forum and let us know!

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