The Iron Kingdoms is noted for three things. First, its interesting mix of races—Gobbers, Ogrun, and Trollkin alongside the traditional Humans, Elves, and Dwarves. There are no Halflings or Gnomes, and even the Elves are different to those of more traditional Dungeons & Dragons-style fantasy. Second, the prevalence of technology, in particular, the use of firearms and Steamjacks and Warjacks, steam-driven robots with magical brains, used in heavy industry and on the field of battle. Third, the tone of the setting is fairly grim, there being an island to the west, Cryx, where the sorcerers have long experimented with combing the undead with Steamjacks and Warjacks, and have long planned to invade the Iron Kingdoms.
Iron Kingdoms: A Strange Light Breaks is not a quick-start for
Iron Kingdoms: Requiem, but a scenario, so the Game Master will need access to a copy of
Iron Kingdoms: Requiem as well as
Dungeons & Dragons, Fifth Edition, to run the scenario. It is designed to be played by between three and seven Player Characters of First to Fourth Level, but is optimised for five First Level Player Characters. As the scenario opens, a new branch of
the Strangelight Workshop, the premier organisation in the Iron Kingdoms dedicated to investigating the supernatural, which has opened up a new branch in the city of Merin in the nation of Ord. It is looking for candidates and the Player Characters have decided to apply for whatever reason. Several motivations are provided to that end. A large sign above the door to the new branch reads ‘Post Delivery Outpost #113’ and the scenario feels reminiscent of Terry Pratchett’s
Going Postal as well as possessing an enormous dollop of
Ghostbusters.
The
Ghostbusters feel starts with the equipment that the Player Characters are assigned. This includes antispectral ammunition for targeting ghosts, charged gauntlets to deal lightning damage to or grapple with ghosts, a Handheld Lumitype to take ‘spectragraphs’ of ghosts, and Strangelight Goggles and Strangelight Projectors, which gives the scenario a very technological feel.
The scenario is built around a job board on which are pinned three little jobs, each with a little commentary by the branch clerk, Emil Todmann, a constantly scowling if friendly ex-postman. These are quite colourful and should influence the order in which the Player Characters tackle them. They are free to do them in any order, but ideally should be run in the order that they are presented. In the first gig, ‘Branston Gunwerks’, the Player Characters, now newly-minted ‘spectral investigators’, are directed to a manufactory which is beset by gremlins doing all sorts of damage. They need to get into the building and in and amongst the machinery to ferret out the Gremlins who are having way too much fun in the Gunwerks. It is an action orientated opener which should be fun.
The second gig is ‘210 Aurora Street’ which takes place a few streets away from the branch office. There the occupants of a house have been beset by a spirit known as ‘Headless John’. The Player Characters have a chance to do a little research before he makes an appearance. When he does, they are free to approach however they want, so they can fight ‘Headless John’ or persuade him to move on. The latter is a less bruising option as ‘Headless John’ is quite a tough opponent, but again, this is another decent little encounter.
The third and final gig is ‘The Red Mare of Lime Gate’. A burning figure astride a red horse has been setting warehouses in the dock alight and Emil Todmann warns the Player Characters that this is an unknown entity and needs to be careful of what it might be. This is a slightly more complex scenario and there is plenty of opportunity for the Player Characters to conduct some investigation—interacting with the locals, examining some of the warehouses, and so on, before the spectre strikes! Ideally before then the player Characters will have picked up some clues that something is not right here and so it proves in a rousing finale to the scenario. Its secret is not the only one to be revealed in the scenario, as there is another in the scenario’s epilogue, which is entitled ‘End of Watch’ and has a double meaning. Both the finale and the epilogue can be played out in a few different ways, all of which are covered in the scenario.
Physically, Iron Kingdoms: A Strange Light Breaks also comes with plain and simple, decent maps of each location for the scenario’s three gigs, as well as ‘Post Delivery Outpost #113’, full stats for all of its monsters and NPCs—from Gremlins to Emil Todmann, and full descriptions and stats for all of the equipment that the Player Characters are assigned as newly hired members of the Strangelight Workshop. Many of these are illustrated, as appropriate.
Iron Kingdoms: A Strange Light Breaks contains three very different ‘gigs’ or encounters and offers players a very different style of play to that of traditional Dungeons & Dragons in Iron Kingdoms. It involves a more investigative and technological mode of play and thus has a more modern feel. Iron Kingdoms: A Strange Light Breaks is an entertaining Ghostbusters-style scenario which is not fun to play, but definitely deserves a sequel.
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