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FREE RPG DAY 2022 ADVENTURE

®
The world is a much stranger place than we could ever
have anticipated. We are now plagued by the spirits of
the restless dead, by grymkin sprung from the pages of
children’s storybooks, and by dreadful infernals from
beyond the worlds of the living or the dead who hunger for
our souls. We do not hide from these terrors but shine our
light on them without fear or flinching.
—Hamilton Jenkins,
Strangelight Workshop Field Agent (deceased)

This adventure is designed for three to seven 1st- to 4th-level


characters and is optimized for five characters with an average
party level of 1.
This adventure occurs in the Iron Kingdoms’ nation of Ord
in the city of Merin. There, a branch of the Strangelight
Workshop has put out a call for capable individuals who do
not balk in the face of the inexplicable, hoping to recruit a new
team of field agents.

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BACKGROUND OVERVIEW
The adventure’s overall story is split into three smaller parts.
The Strangelight Workshop is the foremost independent
institution in the Iron Kingdoms dedicated to the study of Part One: First Day on the Job. In part one, the
supernatural phenomenon. Founded by the eccentric Jacob characters are introduced to their contact within the
Strathmoore to observe, catalog, and respond to all manner Strangelight Workshop and the jobs board of tasks the team
of paranormal entities, the Workshop has spread to each of can undertake.
the nations of humanity, with branch offices appearing in Part Two: Hard Luck Town. Part two consists of several
many major cities across the continent. gigs in different parts of the city. Each gig involves a unique
To perform their work, field teams make use of several paranormal entity and has its own objectives.
technological marvels unique to the Strangelight Workshop. Part Three: End of Watch. In the third and final part of
These devices are mechanika, a fusion of magic and the story, the team returns to the chapterhouse after a day (or
technology that can achieve things neither field of study can two) of hard work, where they discover things are not quite
do on its own. The most iconic of these mechanikal devices, what they seem within the Strangelight Workshop.
from which the Workshop takes its name, is the Strangelight CREATURE INFORMATION
projector. Under its shifting purple radiance, the invisible is Stat blocks for the various creatures and entities the
made visible. No manner of specter, infernal, or grymkin can characters will encounter are presented in Appendix
hide their true nature when bathed in the Strangelight. B: Creatures.
A Strange Light Breaks centers on a new branch office of
the Strangelight Workshop. Far from the headquarters of ADVENTURE HOOKS
the organization, this branch office is just launching and is In A Strange Light Breaks, the characters form a team of new
looking for new recruits to fill out its first field team. recruits working for the Strangelight Workshop. Players
At least, that’s what the unusual senior field officer Emil should come up with their own reasons for why their
Todmann wants the characters to believe. characters would take on a job performing such unusual
work: a desire to learn more about the supernatural, a brush
with similar creatures in the past, being down on their luck
The Iron Kingdoms and ready to take the first job that comes along, etc.
The world you are about to enter is the Iron Kingdoms, a place Players who need some inspiration can roll on the
where the power and presence of gods are beyond dispute, Character Motivation table below or pick one they like
where mankind battles itself as well as all manner of fantastic
races and exotic beasts, and where a blend of magic and
to determine their character’s reason for joining the
technology called mechanika shapes industry and warfare. Strangelight Workshop.
Outside the Iron Kingdoms themselves—the human nations on
the continent called Immoren—the vast and unexplored world
of Caen extends to unknown reaches.
Character Motivation
d6 Motivation
The Iron Kingdoms is a setting whose inhabitants must rely
on heroes with the courage to defend them using magic and 1 Fanatic
steel, whether in the form of rune-laden firearms or steam- 2 Glory Hound
driven weapons of war. The factions of western Immoren are 3 Pact Bound
vulnerable to corruption from within and subject to political
intrigue and power struggles. All the while, opportunistic
4 Pantomath
mercenaries profit from conflict by selling their temporary 5 Survivor
allegiance for coin or other favors. It is a world of epic legends 6 Vendetta
and endless sagas.
Enter the Iron Kingdoms, and discover a world like no other! FANATIC
What once may have been considered a healthy—if unusual—
curiosity about the paranormal has transformed into a full-
blown obsession. Whether due to constant stress or growing
delusions of grandeur, you have been consumed by the need
to be in contact with the supernatural. Everyone around you
grows increasingly worried about you, and you do not have
the heart to tell them the truth, which is: they should be.
Text that appears like this is meant to be read aloud GLORY HOUND
or paraphrased to the players, typically at the start You’ve always known that true immortality belongs to
of an encounter or when the characters arrive at a the innovators and trailblazers who redefine the borders
location for the first time. of human knowledge. You resolve to be counted among
their number, and you know that your best path to glory
is through the Strangelight Workshop. With this in mind,
you have committed yourself to being a pioneer of occult
research, either in actuality or—at the very least—in the
eyes of others.

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PACT BOUND they will be sorted into a team together by the chapter head,
Due to incredibly desperate or foolish circumstances, you Emil Todmann. However, characters may have relationships
have found yourself caught in a pact with dark supernatural dating back prior to their time with the Workshop—they
entities. In a last-ditch effort to save what remains of your might be friends or rivals from the same town, signed up
soul, you joined the Strangelight Workshop, hoping to find a for the Workshop on a bet, or one might be looking out
solution to your predicament before you become the subject for the other.
of one of their next cases. When you’re ready to proceed, read the following aloud:
PANTOMATH
To you, the pursuit of knowledge is the highest calling. Within the front room of the structure, a skinny man with
Rather than restrict yourself to mere academics, however, a faded and drooping mustache and wearing a threadbare
your passion stems from a visceral desire to unravel the mail carrier’s uniform stands behind the front desk of
deeper mysteries of the world. In your mind, anything can be the chapterhouse. He smooths his whiskers down and
understood and rationally explained, no matter how bizarre clears his throat.
or extraordinary a situation may initially appear. In times of In a hoarse voice, the man says, “If you’re here to post a letter,
great mental stress, these same motivations can cause you this office is no longer engaged in such activities, despite my
to withdraw into your intellect, leading you to compulsively current uniform—I assure you, had the rail company not lost my
make observations at the expense of personal safety. luggage, I would be wearing something much more appropriate.
SURVIVOR
If, however, you seek to pull back the veil of mystery on matters
You suffered at the hands of the supernatural even before supernatural and unfathomable, to shine a cold light into the
you were aware of its existence. Though similar experiences deep shadows of ignorance and burn away the darkness of
would cause most people to shrink from further contact with superstition, then I welcome you to this, the newest branch office
the supernatural and the inexplicable, you will not let fear of the Strangelight Workshop.”
control you. You know the best way to stay safe is to learn
more about these strange threats and then confront them, The man’s eyes dart to something just out of view behind
but if things get too intense, you’re not above making a the front desk, as if he’s reading his speech off a note card.
break for it. He finishes his short delivery with a stiff gesture at the
dilapidated and dusty office before looking you in the face.
VENDETTA
Some say revenge is a dish best served cold, and if that is Todmann introduces himself as the senior field agent of
so, then your blood must be ice. You lost a loved one to a the new branch office. He explains to the characters that the
supernatural entity or suffered the effect of such a creature Workshop decided on this location due to a proliferation of
yourself. Whatever the cause, you have a ceaseless need to supernatural occurrences in town. He advises the characters
right the wrong done to you by preventing it from happening to look at the jobs board to see what the locals have been
to anyone else or by helping to imprison whatever occult complaining about recently. He then tells them that he’ll see
creatures cross your path. Under most circumstances, you to their equipment supplies once they’ve chosen a job.
are able to act rationally, even when confronted with such EMIL TODMANN
beings, but when exposed to too much, you are prone to Neutral male undead desk clerk
seeing red and losing control as you attempt to destroy any Todmann is, in fact, a specter, though he is not aware of
specter, shade, or other similar creature you encounter. this condition. He appears as a cynical brown-skinned Ordic
man in his early fifties dressed in a mail-carrier’s uniform—
PART ONE: which he has explained away to himself as an issue with
his luggage.
FIRST DAY ON THE JOB He strives to be helpful to the field agents. This specter was
In this part, the characters learn about the chapterhouse of one of the first encounters of the Strangelight Workshop in
the Strangelight Workshop they will be operating out of, the city, and while they were unable to make him pass on to
meet important NPCs, and study the job board to find gigs. the other side, they were able to give him some purpose to
prevent him from becoming a violent spirit.
OUTPOST #113
Motivation: Ignorance. There are holes in Todmann’s
The Branch Office of the Strangelight Workshop has seen
memory, and he’s happy to stay in the dark about them. He
better days. Half of the roof sags alarmingly, and the windows
focuses on his work at the field office to avoid looking too
that aren’t boarded over are paned with grimy panels of
deeply into his own past.
soot-stained glass. Above the doors, a large sign declares the
Mannerisms: Todmann is always faintly scowling, even
structure as “Post Delivery Outpost #113.”
when he’s being friendly.
A much smaller, handwritten sign on the door claims
Quote: “New jobs are posted on the board.”
otherwise. Above an elaborate emblem in the shape of a
rune-circled lantern, it reads “Strangelight Workshop Branch
Office. Candidates: Inquire Within.”
Ask the players to introduce their characters and to share
what brings them to the Strangelight Workshop. The
characters don’t need to previously know one another, as

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THE JOB BOARD Horses, not Herring
The Strangelight Workshop deals in an odd world where things
The job board is a corkboard covered with small postings.
are often not what they seem. While the Iron Kingdoms crawls
These have been written by people looking to hire the with extraordinary monsters, unusual grymkin, ghosts, and
Strangelight Workshop to deal with their supernatural infernal menaces from the Outer Abyss, sometimes perils have
complaints. Todmann has added notes to each of the job a more terrestrial and ordinary origin.
postings, including some requests from the Head Office about “The Third Gig” reflects this reality. It was sent to Outpost
what the Workshop would like to investigate or acquire #113 by an enterprising group of street criminals. The
from each job. Limegate Gutters have heard about the strange—and
The job board currently has three notices. The notices expensive—devices the Workshop uses and hope to ambush a
contain the following jobs. field team to steal and sell off their gear.
The First Gig. “Branston Gunwerks is reporting
systematic failures in its fabrication machinery. The repeated
failures of new equipment have led to suspicion of gremlin
presence. Gunwerks cats have been found dead on sight.
Speak to Roan Branston for further information.”
PART TWO:
Todmann has added the following information to HARD-LUCK TOWN
this posting.
In this part of the adventure, the characters pursue one or
Workshop has no more gigs on behalf of the Strangelight Workshop. The team
em lin -whacking. The
Thi s is ju st gr emlins—especially
pt ur ing or studying gr O is able to tackle these gigs in any order they like.
in te re st in ca HQ back in ’14. D
te r th e “G re at G litch” situation at GEARING UP
af .
CK A GREMLIN
NOT BRING BA Before the characters head to any of the gigs, Todmann issues
them their standard Strangelight Workshop gear. Characters
Accepting this job leads to “The First Gig.” are allowed to distribute this gear in any manner they see fit.
The Second Gig. “Residents of Aurora Street have See Appendix C for details on the equipment.
reported a return of Headless John. This specter is believed
to have been executed some seventy years ago and has been ENTERING THE CITY
harassing the occupants of 210 Aurora Street—the former When the characters leave the field office for the first time,
residence of the city’s executioner. Speak to Gerren Billings you can give them a sense of the city around them with the
for more information.” following text:
Todmann has added the following information to
this posting. The streets of the city are choked with fog from the cold moors
and clouds of coal smoke billowing from its many chimneys.
Standard procedure for all incorpo People move through the cobbled streets, making way for horse-
real undead: try to convince
the spirit to move on to the afterlife drawn carriages and eight-foot-tall steam-powered laborjacks
. Using issued equipment,
capture spectragraphs of the mom clomping down the center of the road, massive cargo held fast in
ent the spirit passes over to
the other side. their steel grip.
Note: Survivor of previous field You move into this maze of bodies, ’jacks, and more, navigating
team reports spirit is
“resistant” to heavy-handed negotia to your first job for your new employer.
tion. Teams accepting this
posting receive a 10% funerary stip
end for field agents lost
while on-site. The characters can proceed to the gig they have chosen
from the job board.
Accepting this job leads to “The Second Gig.”
The Third Gig. “Reports in the Limegate area of the
Docks District have described a burning figure astride
a red horse, setting ablaze several warehouses. Speak to
Dockmaster Finley Reed for details.”
Todmann has added the following information to
this posting.

rkshop records match the entity


This report is unusual! No Wo
mkin? Infernal?
described within. Specter? Gry t to
accepting this job must attemp
Proceed with Caution. Teams sibl e for fur ther
ity. Capture if pos
capture spectragraphs of the ent
investigations and study.

Accepting this job leads to “The Third Gig.”

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THE FIRST GIG: ENTER THE GUNGEON
When the characters enter the gunwerks, read the following:
BRANSTON GUNWERKS
The team’s first assignment focuses on a gunwerks Alchemical lanterns cast a warm glow in the large gunwerks’
experiencing an infestation of gremlins. Normally, a few interior. The high ceilings cause even small sounds to echo, and
dozen tomcats would solve a problem like this, but the an acrid haze of blue-white smoke hangs like fog in the air.
gremlins in the gunwerks are a particularly nasty bunch.

ARRIVING AT THE GUNWERKS AREA INFORMATION


Branston Gunwerks is a mile across town from Outpost #113. The gunwerks has the following important features:
As the characters approach the large stone building, read Dimensions and Terrain. Rooms and corridors are stone
the following: walled and reinforced with iron beams. Ceilings are
20 feet high.
The gunwerks is a massive stone building that takes up most Light. The rooms within the gunwerks are brightly lit by
of the city block. Soot covers the barred windows on the ground alchemical torches.
floor, blocking the interior from view, but the noise of bullets Sounds and Smells. The air reeks of blasting powder
cooking off crackles through the streets. A group of bewildered smoke. Tittering laughter and scrabbling claws echo from
gunsmiths stands outside, flinching at the noise. One of the the shadows.
smiths, an exasperated-looking human man in his thirties,
shouts at the building, “Get out of my damned gunwerks, you
little bastards!”
GUNWERKS LOCATIONS
The following descriptions are keyed to areas marked on the
Branston Gunwerks Map in Appendix A. The players start
The shouting man is Roan Branston, the owner of the outside area 1.
gunwerks and its senior gunsmith. When the characters
mention the job posting, Roan Branston’s expression 1. FACTORY FLOOR
becomes grim. He explains the situation to the best of A haze of blasting powder smoke hangs in the air of the
his abilities. Use the following information to guide large, tall chamber. Debris and half-finished firearms litter
the conversation: workbenches in the area. A tittering laugh and scrabble of
• The gremlins showed up a few weeks ago. Roan started to claws echoes across the factory floor, followed by the crash of
suspect the troublesome grymkin when tools went missing, something tipping over.
tacks appeared on his stool, and the machinery began to The main floor of the gunwerks is 60 feet wide and 45
act up. He hasn’t seen the creatures, but he’s heard they’re feet deep. Six workbenches have weapons in various stages
invisible. of completion on them, and each one has the contents of a
• He took the advice of some fellow smiths and filled the gunsmith’s toolkit.
gunwerks with cats, well known for being adversarial to Factory Gremlins. There are two invisible gremlins in the
gremlins. He found three of them hanging from his rafters factory floor, prepared to cause mischief. A character with a
by their tails the next day, so these gremlins must be a passive Perception of 12 of higher notices movement at two
particularly nasty bunch. of the tables as the gremlins scurry about.
• Roan has a large and urgent work order that he needs to A DC 12 Wisdom (Survival) or Intelligence (Arcana)
complete. If he can’t get rid of the gremlins, he’ll have to check allows a character to recall that the gremlins are
refund the purchase of goods, which would likely put him innately invisible. Fortunately, the tools of the Strangelight
out of business. A successful DC 12 Wisdom (Insight) Workshop can help to reveal them.
check reveals that the man is desperate to get in and finish Once per minute, roll a d6 for each gremlin to see which of
the order. Roan offers each character 20 gp to purge the the six workbenches it is currently on.
gremlins from his workshop, along with a single Branston Unless they are discovered or attacked, each gremlin spends
Longbarrel, one of his custom pistols. its time trying to break apart the incomplete firearms, destroy
• A character who succeeds on a DC 15 Charisma or eat tools, or otherwise meddle with the factory floor. If
(Persuasion) check can convince Roan to increase the a character begins searching for them with the Strangelight
payment to 30 gp per person. If the character making the projector, the gremlins try to get close enough to use their
check succeeded on the Wisdom (Insight) check, then this Glitch ability on it.
check is made with advantage.
2. STOREROOM
If the characters agree to help with the gremlin problem, This square room contains a trove of fine examples of the
Roan unlocks the metal door to allow them access to gunsmith’s art. Each piece is masterfully crafted and engraved
the gunwerks. with meticulous scrollwork along its metal body and wooden
components. A rack of long-barreled guns in the center of the
room shudders as tiny mischievous hands fiddle with one of
the weapons.

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The storeroom is a 25-by-25-foot square. The door on Branston’s office is a 25-by-15-foot room accessible only
the south wall leads to the supply storage area. Completed from the street. The door is locked, but Branston will offer
projects are kept here until collected by a buyer. to unlock it if asked. There is a single gremlin in the office,
Firearms. A rack holding long guns like rifles and scatter currently possessing the typewriter. If the characters enter
guns is in the middle of the chamber and has eight military the room, the typewriter begins to function on its own as
rifles and two scatter guns in it. A dozen single-shot pistols the gremlin within causes it to bang out a number of short,
hang in leather holsters on the walls. poorly spelled insults. Suggestions for what the gremlin
For safety reasons, the firearms are not stored loaded, but types include:
the gremlins have other ideas. • Bet U kant reed.
Storeroom Gremlins. A trio of gremlins in the storeroom • Tak dis jahb ant shuv et!
is playing with one of the scatterguns. One gremlin has • Ur muttr smel liek grehmlyn.
consumed a mixture of blasting powder and is currently • U mite need uh nu tiepiritr.
vomiting into the scattergun’s breach, a second gremlin is
stuffing random bits of scrap metal, screws, and other debris The solitary gremlin is not up to a fight and flees if the
into the barrel, and the third gremlin is grappling with the typewriter is disturbed.
weapon’s trigger.
ATTACK OF THE INDUSTRY
The first character to enter the room must make a DC
Before the characters have a chance to clear the last of the
12 Dexterity saving throw as the gremlins discharge the
swarm out of the gunwerks, a mob of the tiny grymkin rush
scattergun. Fortunately, the langrage in the gun is not
into a large pile of machinery and work together to animate
as dangerous as normal scattershot. A character takes 5
it into a shambling figure of wood, scrap iron, gears, and
(2d4) piercing damage on a failed save or half as much on a
miscellaneous parts. Read or paraphrase:
successful one.
The gremlins attempt to repeat their accidental discharge if
There is a chorus of malicious giggles as the contents of the
they are attacked. It takes the gremlins three rounds to reload
supply room begin to move. Gears roll, timbers thump together,
the weapon. If two of the gremlins are killed, the third dashes
and a crude humanoid figure of loose parts rises up from a heap
through the door to the storeroom (area 3).
of various components.
3. SUPPLY ROOM
The unlit interior of the supply room is filled with shadowy Characters who succeed on a DC 10 Wisdom (Perception)
heaps of materials. Billets of steel, planks of rare hardwoods, check aren’t surprised. Characters actively investigating the
ingots of brass, and bins of firearm components fill the 25-foot- supply room with a Strangelight projector when the gremlins
wide, 15-foot-deep chamber. The sound of malicious giggling animate the construct have advantage on the check.
starts to echo from every corner of the room. The gremlin machine attacks the team. As the machine
Door Trap. The gremlins have set a crude trap above the takes damage, it becomes decreasingly effective. The gremlins
partially ajar door to the supply room. Billets of steel are animating it try to patch it up with other debris during the
stacked up in such a way as to fall on the first person who fight, but there are limited supplies to do so. The machine
enters the room. The DC to spot the precariously balanced can use its Patch Up feature only once in each of the Factory
steel is 10. A character who sees the trap can disable it with a Floor, Store Room, and Supply Room.
DC 12 Dexterity (Athletics) check by kicking the door open
DEVELOPMENT
and moving out of the way before the payload falls. On a
Once the machine is destroyed or the gremlin swarm
failed check, the trap triggers.
defeated, any surviving gremlins in the gunwerks attempt to
The trap is triggered when the door opens, causing the
flee into the city.
steel to fall. A creature passing through the door must make
Branston is true to his work, paying the characters
a DC 12 Dexterity saving throw or take 5 (2d4) bludgeoning
whatever amount of gold was agreed to. He also offers the
damage on a failed save or half as much on a successful one.
team a single Branston Longbarrel, a simple pistol. For the
Supply Room Swarm. There is a swarm of gremlins in
weapon’s rules, see Appendix C.
the supply room, causing mischief, eating brass screws, and
generally making a mess of Branston’s supplies. RETURN TO OUTPOST #113
If not dealt with quickly, the swarm collectively animates After completing the gig, the characters can return to the
the supplies as a junk automaton. After one round, unless branch office to report their success. Todmann listens
reduced to half its total hit points, the gremlins form this disinterestedly to anything the characters have to say,
construct (see “Attack of Industry”). eventually cutting them off:

4. OFFICE “Of course, of course. Gremlins. Fascinating. I’m truly thrilled,


An exterior door leads into this office, where Branston manages don’t let my—” he yawns long and theatrically, holding up a
the business side of the Gunwerks. File folders, a small desk with finger for you to wait as he does so, “—my tone let you think
a typewriter and purchase orders on its surface, and a wooden otherwise. Now. I trust that you’ll be taking a more challenging
chair are the only items in this modest room. job in the future?”

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THE SECOND GIG: Caen & Urcaen
210 AURORA STREET In the Iron Kingdoms, there are not many different planes of
existence. There are Caen, the physical world that mortals
The team’s second assignment takes them to Aurora Street, a inhabit, and Urcaen, the spirit world that is a spectral reflection
lower income part of the city. In days past, Aurora Street was of Caen. Mortal souls pass from Caen to Urcaen unless
the home of the city’s head executioner. The spirit of one of something causes them to linger in the mortal world as spirits.
those condemned to die now walks the city’s streets, furious Documenting the passage of spirits from Caen to Urcaen is one
and ready to exact vengeance on its killer—who passed of the paramount responsibilities of Strangelight Workshop
peacefully in his sleep decades ago. teams. The organization’s founder is obsessed with Urcaen and
how spirits reach it and demands as much research into the
Now the specter is harassing the innocent residents of the
process as his teams can manage.
executioner’s former home. The team needs to convince
the angry specter to pass from the physical world to end the
haunting—and will be rewarded if they manage to capture an
image of its passing over.
The man dusts off his hands and approaches you for a
THE STORY OF HEADLESS JOHN handshake. “M’name’s Gerren. I’m the one what spoke to the odd
The spirit was once John Addlestow, a Cygnaran soldier of bloke in the old post. He told me your lot would be able to help
the 95th Trencher Division. Following a campaign against with Headless?”
the Khadoran army in a border skirmish, the soldier was
separated from his unit and made his way into the Ordic Characters who question the man can learn more. Use the
city. There he remained for several months, trying to scrape following information to guide the conversation:
together enough coins to make his way home. • There had been rumors about the spirit for some time,
After a night dicing in order to earn funds, John got into a but Gerren never put much stock in them, having never
scuffle with an opponent who accused him of cheating. In the encountered the spirit himself. Yet stories going back years
fight, John’s opponent fell back and cracked open his skull on described the apparition demanding justice outside 210
the hearth of the tavern where they’d been playing. Aurora. “Might be why I could buy it for a song.”
John’s gambling partner was a distant relative of the Mateu • Locals call the spirit “Headless John.” Gerren says that the
family, an influential trade family in Ord. The Mateu’s pushed name is a bit of a misnomer. There’s a head all right, just
for John’s swift execution as reprisal for the death of one one that’s not well attached. To illustrate the point, Gerren
of their own. flops his own head over to one side.
John went to the executioner’s block, but the (already • He first saw the spirit a month ago. At first he mistook it
aging) headsman, a man named Lowen, failed to kill him for a Cygnaran soldier, a trencher, who had gotten drunk
cleanly. The axe fell most of the way through John’s neck, so and wandered onto the street—until it vanished before his
he died bloody and slowly. His angry spirit remains, bitter eyes.
about the circumstances that led to his sloppy execution. • Another team of Workshop agents promised him they’d
deal with the spirit. They tried to fight it, and several of
ARRIVING AT AURORA STREET them came to a bad end. The last he’d heard, the rest of the
Aurora Street is not far from the branch office, just a few
team retired from ghost-hunting altogether.
minutes south in one of the older regions of town. Once the
• Each night since, just after sundown, it has returned. The
characters reach Aurora Street, read:
spirit stays longer and move closer to his home each time
it appears. He’s started hearing its voice as well, calling to a
The cobbled Aurora Street is more like a narrow alley joining
person called Lowen for justice.
two major roads. Tall, narrow buildings hem in on either side,
• Gerren looked into the name Lowen and discovered he
preventing anything but the sparsest light from reaching the
used to live in 210 Aurora, “a few decades back.” Lowen
street below.
was a headsman who performed many executions during
Farther down the way, a woman passing one of the houses
his tenure, but Gerren saw no records of Cygnaran soldier
clutches a symbol of Ascendant Corbhen as if to ward off bad
killed by decapitation.
luck. The house: 210 Aurora Street. A man standing outside the
home scowls at the woman’s back as she passes. Gerren says that he can’t let ghouls, ghosts, or any of the
undead drive him out of his home. He is a simple laborer who
The man is Gerren Billings. Billings is tying bundles of works at the town docks, and having his nights interrupted
white hemlock over his door. A successful DC 10 Intelligence by a “moaning crybaby of a ghost” is causing him to endure
(Arcana) check reveals that this is a folk practice for warding sleepless nights. He offers each of the characters 30 gp,
off evil spirits—and not a particularly effective one. taken from his personal savings, if they can rid him of his
If the characters approach Billings or announce their spectral harasser.
affiliation with the Strangelight Workshop, add:
AREA INFORMATION
The buildings on Aurora Street are made of wood. Their
walls require a successful DC 15 Strength (Athletics)
check to climb without equipment. The interior areas of

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


7
buildings are built to accommodate creatures of roughly
human proportions sizes and have 7-foot-high ceilings A Tough Fight
and doorways. Note that this encounter is going to be a very difficult
challenge for groups that choose the path of violence. The
Gas lanterns in the alley provide bright illumination after team might end up incapacitated, have to flee, or need
sundown. During the day, the shadows cast by the buildings rescuing from bystanders. If the ghost does defeat them in
cause the street to be dimly lit. a combat, don’t let their story end here, though! The team
can awaken the following day back in the field office, with a
BYSTANDERS disappointed Todmann suggesting they take some time to
During the day, the inhabitants of Aurora Street go about consider what went wrong and do their best to not repeat
their business. If the characters begin setting up their those mistakes.
equipment or donning Strangelight Workshop gear, they’ll
earn a few puzzled looks from the locals and might even draw
a small crowd of onlookers. At roughly one minute after sundown, the specter of
However, once the sun goes down the inhabitants of the Headless John makes its appearance. Read or paraphrase
street hide away in their homes. These commoners peer the following:
out of their windows at sounds of combat or other unusual
noises but are mostly too afraid to interfere with anything The figure of a man appears in the swirling mist. Though he
supernatural on their street. stands upright and walks—his steps a jarring blur and flicker
If the characters spend some time talking to the other of movement followed by an eerie stillness—there is no way the
locals on Aurora Street, they might be able to gather some man could be alive. His head hangs at a gruesome angle, attacked
information about the specter. Headless John has been only by a thin strip of flesh and muscle on one side. The spirit
visiting the area for several decades, always around the grabs itself by the hair, pulling its head into position and howls
anniversary of the execution. with a voice like a distant echo, “Lowen. You owe me justice…”
A character can spend 1 hour talking with locals about the
spirit. At the end of an hour spent in this way, the character The ghost advances on 210 Aurora with irregular, staccato
can make a DC 15 Intelligence (Investigation) check. On a movements. Its flickering passage brings it ever closer to
successful check, one of the older residents of Aurora Street Gerren Billings’ home.
recounts the story of the Trencher’s execution in “The Story The spirit wears the uniform of a Trencher commando, a
of Headless John.” soldier from the nation of Cygnar. A character who makes
a DC 10 Intelligence (History) check recognizes a symbol
on the ghost’s uniform: the emblem of the 95th Trencher
Getting Out of a Bind Division, the Northguard Gravediggers. These Trenchers
The specter of Headless John is likely tougher than the often fought alongside Ordic forces against a common foe,
characters and can present a challenge to groups who go in be it the expansionist northerners of Khador or the undead
guns blazing. If the characters become incapacitated, some of legions of Cryx that infiltrated the mainland.
the braver inhabitants of Aurora Street can come to their aid, Dealing with Headless John. The ghost largely ignores the
pulling them inside and out of harm’s way.
characters, provided they don’t attack it or try to interfere
with it. The spirit advances on Gerren’s home, continuing to
demand justice. If not stopped, the spirit passes through the
PASSING OVER door of 210 Aurora Street and attacks Gerren. Because the
WITH HEADLESS JOHN man is not who the spirit seeks, killing him will not provide
The specter makes its appearance just after the sun passes it with any comfort, and it will continue to haunt the street
below the horizon. Read the following to set the scene: for years to come.
The team has its choice of how to deal with the spirit. The
The last light of day begins to slip away, its burning red-orange two most likely courses of action are to either try to destroy
light fading from the rooftops of Aurora Street. Down on the Headless John or somehow convince it to pass on to Urcaen.
street level, a stilt-wearing lamplighter hurries along the road. GHOST PUNCHIN’
With a soft thump of gas catching fire, one by one pools of warm If the characters act with hostility toward Headless John
light fill the alley. or try to capture, impede, or otherwise interfere with it,
As the lamplighter scurries away, she calls back to you, “I the spirit becomes enraged. This causes it to attack the
wouldn’t stay here long, if I was you!” Then she goes loping off, characters. The ghost refers to each of the characters as “the
leaving Aurora Street behind. Damned headtaker” and shrieks that their clumsy swing left
him to suffer.
Cool fog from the moors begins to creep along the street, If provoked into a fight, Headless John is difficult to
swirling in eddies by the gas lamps. The team can see convince to stop. The spirit is powerful and furious, and it
silhouettes of people in their upstairs windows, watching 210 vents its wrath on anyone who tries to put up a fight. Only a
Aurora and any activity outside it. DC 18 Charisma (Persuasion) check can convince the spirit to
stop attacking for a round, allowing the characters a chance
to convince it to pass on to Urcaen (see Talk Therapy).

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


8
TALK THERAPY RETURN TO OUTPOST #113
Though it will not be an easy task, a much safer path would After dealing with the specter, the characters can return
be to convince the spirit to pass on to Urcaen. to the branch office. When they arrive, Todmann is
To do so, the characters must convince the spirit that busying himself with the construction of an overlarge and
the subject of its wrath, the executioner Lowen, is no elaborate sandwich.
longer in the world of the living. To start, a character must The senior field agent inquires after the haunting. If the
sway the spirit not to attack by making a DC 15 Charisma characters managed to convince Headless John to pass on,
(Persuasion) check. read the following:
After that, a character can try to explain by making a DC
15 Charisma (Persuasion) check that the person living in 210 The senior agent only seems to be paying half-attention to
Aurora Street is not the Lowen the spirit hates. On a failed you as he struggles to balance another layer of filling on the
check, the spirit becomes more agitated, its face turning preposterously large sandwich he is assembling on the front desk.
skeletal as it loses some of its grip. A character can try again, “Ah, good. I’m pleased that you could talk it into going over to the
but after a second failed check, there is no way to convince other side. Such pesky business, ghosts. So many of them aren’t
Headless John not to attack. If provoked in this way, the spirit even aware that they’re dead. Tell me, were you able to capture
fights until it is destroyed. spectragraphs of its transition between worlds?”

SOUL PASSAGE If the characters were successful in taking a spectragraph,


If the characters succeed in convincing the ghost that Lowen read the following:
no longer lives in the house, its appearance becomes more
tired and haggard. The ghost looks around the street as if Todmann almost looks impressed when you confirm you
seeing where it is for the first time. Read the following: have. “What an uncommon display of competence! If I had a
blackpenny for every time someone had failed to follow the
The specter’s shoulders sag. It slowly shakes its head, causing the simplest of directives, I’d be as rich as the Mateus.”
wound on its neck to flop open and closed.
“I was never supposed to be in Ord. We had one more month on If the characters failed to capture a spectragraph or were
the border and were going to be rotated off the front line. I just forced to destroy the spirit, instead read:
wanted to go back home.” The spirit looks at you with sad eyes. “I
think I’m ready to leave, now.” When you tell him of the outcome, the senior agent scowls and
jabs a finger at his towering pile of meats, bread, and cheese.
With that, the spirit begins to fade. Under the illumination He watches with disinterest as the food topples and spills onto
of a Strangelight projector, the characters can see a swirling the floor. “There, now. Now at least we will have both failed at
vortex of light like a whirlpool that the spirit of Headless something. No worries, though. In a place like this, there’s always
John passes through. going to be the opportunity to see another ghost.”

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9
THE THIRD GIG: TALKING TO REED
THE RED MARE OF LIMEGATE Use the following information to guide a
conversation with Reed:
The team’s third job takes them to the Limegate area of the
docks. Like the dockyards in most cities, the Limegate district • People in Limegate started talking about the Red Mare a
is a rough part of town, where gangs carve out small areas few days ago. She chalked it up to too much of the wrong
of control. In fact, it was one of the gangs of Limegate who kind of hooch…until the first fires started.
posted the gig with the Strangelight Workshop. There is • People who’ve seen the creature describe it describe a
no supernatural entity—just a band of robbers who want to blood-red horse with wild eyes, a column of fire blazing off
ambush the team and steal their expensive gear. its back.
The gang has concocted a monster of their own: the Red • Three buildings have burned down since the Red Mare
Mare. In reality, the Red Mare is just a horse the gang painted first appeared. Kendar Industries is only the most recent.
with some cheap red paint, being ridden by one of their • A DC 12 Wisdom (Insight) check reveals that Reed is
numbers in a fireproof alchemist’s coat. Before the Red Mare holding something back.
rides, the gang smears the rider with an incendiary gel, and • A character who passes the Wisdom (Insight) check can
thus the “supernatural” entity is born. attempt a DC 14 Charisma (Persuasion) check to find out
what Reed is withholding. If successful, she explains that
ARRIVING AT LIMEGATE the businesses that burned down all used to pay protection
The Limegate area of the docks is west of the field office. A money to a gang of thugs who call themselves the Limegate
district of large warehouses and grimy alleys. It is a haven for Gutters. The first building to burn down was the Tinbelly
gangs, thugs, and other criminal elements in the city. Fish Cannery, which coincidentally was the first business
When the characters arrive in Limegate, read the following to stop paying protection to the gang.
to set the scene:
Reed answers any questions the characters might have
about the Red Mare, but the woman doesn’t put too much
Small clusters of dockworkers, beggars, and rough-looking men
stock in the description.
and women stand outside the enormous warehouses of Limegate.
Before letting the team see to their business, Reed says
Graffiti on the walls declare “Beware the Red Mare!” The
the following:
chatter among the street people seems to focus almost entirely on
this entity.
“Ghost, grymkin, or otherwise, you take care of this business and
You overhear one group talking. A heavyset dockworker loudly
I’ll put twenty-five gold in each of your palms. I don’t care if you
says, “The beast showed up last night! I watched it ride through
kill the horse, exorcize it, turn it to glue, or sell it to the damned
the Kendar Industries warehouse, setting everything on fire
circus. Just get the thing off my docks. For good.”
as it rode!”
Reed observes the characters for half an hour, at which
If the characters ask for information, the dockworker
point she lets them know she has other business and to find
introduces himself as “Big” James McOnlen. McOnlen can
her in the dockmaster’s office when they’re done. The Gutters
give them directions to the ruins of the Kendar Industries
wait to strike until she is gone.
building but cautions them about going that way, saying:
INVESTIGATING THE WAREHOUSE
“That’s where the Red Mare has staked her claim. There’s The characters might investigate the Kendar Industries
nothing but fiery death for you that way.” building for more clues about the mysterious Red Mare. If
they do, there is a chance they can discover evidence pointing
to its more mundane origins.
KENDAR INDUSTRIES
For each 10 minutes they search the warehouse, have the
When the characters arrive at the burned warehouse, read:
characters make a DC 14 group Intelligence (Investigation)
or Wisdom (Perception) check. If the group fails a check,
The large structure that was once Kendar Industries is now a
they make no significant discovery during that 10-minute
scorched, blackened ruin. The interior is a skeleton of charred
period. If the group succeeds, the group discovers one of the
beams. A gray-haired woman stands outside the ruined
following clues during that 10-minute period.
structure, tapping her chin with the stem of a pipe as she
Horse Droppings. There is a pile of fire-scorched manure in
surveys the damage.
the center of the large building. The Gutters’ horse is usually
a panicked mess during the burning rides, and it leaves
Dockmaster Finley Reed stands outside the warehouse,
behind a telltale pile of fear-induced droppings in its wake.
smoking her pipe and surveying the damage. Reed is a
Menoth’s Fury. Dark patches of thick, tar-like fluid are
commoner with +3 Insight. If the characters approach her,
spattered near some of the most intensely scorched area
she gestures at them with her pipe, offering them her name
of the building. A successful DC 15 Intelligence check
and asking if they represent the Strangelight Workshop.
made with a field alchemy kit or similar tools identifies the
substance as Menoth’s Fury, a volatile flammable substance
produced by alchemists.

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


10
Red Hair. Several strands of horse hair are snagged in
the unburned doorway of the building. A DC 10 Wisdom Cheese it!
It’s entirely possible the characters won’t want to stick around
(Survival) check identifies the long strands as coming from and fight the Gutters gang. In that case, you can run this
a horse’s tail. Smeared on one end of the hairs is a thick encounter as a chase scene with the characters trying to flee
red pigment. through the Limegate District from pursuing gang members.
To run the encounter as a chase, let the players know that
CREATURE INFORMATION they’ll need to succeed on three group checks contested by
Four bandits and Sly Dob, a thug of the Limegate Gutters, the Gutters before they roll two failures. Let the players make
wait in a building across the street. The thug’s painted mare creative use of their characters’ skills and narrate how they
(a draft horse) is tethered around the back of the building. apply them. The pursuing Gutters contest the characters’
They aren’t interested in stoking hostilities with the group check with Strength (Athletics).
dockworkers and do not attack as long as Reed is present. If the characters fail on two of these contested checks, the
When the characters are alone, the Gutters launch their Gutters catch up to them and a fight commences as normal.
ambush, starting with the Red Mare Rides. If the characters net three successes, they manage to get
far enough out of the Gutters’ territory that they break off
RED MARE RIDES the pursuit.
The Limegate Gutters start their attack with the Red Mare
emerging onto the street. The thug mounts up, smears his
upper body with accelerant, and rides out ablaze. Read: DEVELOPMENT
After confronting the Gutters—whether the team succeeds
The sound of hooves clattering on the road echoes among the or fails—they have the truth of the Red Mare’s identity. If the
warehouses. A moment later, a blood-red horse emerges onto the characters bring this information to Reed, the dockmaster
street, its eyes rolling and nostrils flaring in a mad panic. Sitting pays them the agreed upon amount, grumbling about
astride the beast is a human-shaped figure lit ablaze from the “Morrow-damned theatrical gang scum,” and she assures
shoulders up, its head wreathed in flames. The scent of singed the characters she’ll look in to kicking the Gutters out of
horse hair and chemical fire hits your nostrils as the creature Limegate for good.
begins charging at you.
RETURN TO OUTPOST #113
The Red Mare is meant to act as a distraction, allowing Following the investigation to the Limegate District, the
the bandits to attack while the team is surprised. The thug characters can return back to the branch office to report
on horseback comes charging at them and tosses a pot of their discovery.
alchemist’s fire at the most convenient target as he rides by. When the characters mention the true identity of the Red
While the characters are dealing with the flames, the Mare, Todmann looks disappointed but not surprised. Read
bandits emerge from hiding to swoop in and attack. The the following:
bandits encircle the characters to the best of their ability.
Following the attack, the Red Mare returns. Whooping “Well, I can’t quite say that I’m surprised, but I am disappointed,”
with laughter, Sly Dob throws off his burning cloak. He rears the senior field agent says. “Identifying a new type of
his painted horse near the characters and mocks them: supernatural creature is how one makes their name known
among the Workshop’s leadership. Ah, well. It seems that things
“That’s the problem with smart people. They’re so damned are not always what they seem.”
stupid,” the man on horseback says. “You get so obsessed with
chasing grymkin stories and ghosts that you forget the world has
regular old robbers. All we had to do was toss a coat of paint on EQUIPMENT LOST
my horse and you came running! Now, hand over your gear if If the characters surrendered their equipment to the Gutters
you want to live.” or if it was taken from them by force, also read:

Sly Dob and his crew of bandits are only interested in Upon hearing about the loss of the expensive Strangelight gear,
walking away with a large score of stolen technology. If the Todmann scowls.
characters hand over the gear, the Limegate Gutters head “Well,” he says, “that is an unfortunate turn of events. There is
off as a rowdy bunch, cheering about their score. If the some older equipment left behind by… a previous team, but I
characters put up a fight and the gang overpowers them, they cannot speak as to its overall quality. Let’s hope the bandits who
simply incapacitate the characters. The characters awake a robbed you decide to take up amateur ghost hunting, perhaps?”
short time later, stripped of their gear and their pockets a bit
lighter than they were before. A successful DC 14 Wisdom (Insight) check reveals
If the characters put up a fight, the Gutters are happy to that Todmann is reluctant to bring up the gear from the
oblige them. The Gutters keep fighting until half of their previous team. If this is the final gig the characters undertake
numbers are incapacitated. If he survives the fight, Sly Dob before Part Three, his reasons become clear momentarily.
promises to gut the characters the next time he sees them— Otherwise, the senior agent remains evasive and promises
while he tries to flee. that he’ll explain his hesitation “in due time.”

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


11
PART THREE: caller, a young man named Josiah Wales, took it on himself
to force Todmann to the other side. It did not go well.
END OF WATCH • Todmann responded violently, but that was not his intent.
The prospect of going to the other side terrified him so
After the characters complete the third gig, it is time much that he lashed out, losing control of himself. By the
for the team to learn a bit more about the nature of the time his senses returned to him, the three field agents were
Strangelight Workshop. all dead.
Following the Return to Outpost #113 portion of the final
The ghost begs the characters to try to move him on to
gig the characters complete, read the following:
Urcaen. He wants to find the souls of the three agents he
unintentionally killed to ask for forgiveness in the afterlife.
Senior field agent Emil Todmann welcomes you back to the field
Failing that, he wants the characters to destroy him, if
office with an expression more severe than usual. “After you’ve
they are able.
been handling these little issues around town, I have to confess
that it’s reminded me of some of my… former companions. I see BREAKTHROUGH
a bit of them in you, if I’m honest. And I’m inclined to be honest Despite his desire to go to the afterlife, there is an irrefutable
with you. Please, would you follow me?” instinct within Todmann that causes him to lash out
whenever an attempt to push him over is taken.
Todmann leads the characters deeper into the branch Convincing Todmann requires a character to make a
office, past a mail-sorting room that has been transformed Charisma (Persuasion or Deception) check contested by
into a makeshift barracks. At the back of the space is Todmann’s Wisdom (Insight). If a character wins the contest,
a wooden door with a tarnished brass plaque, reading Todmann takes 1d10 + Charisma Modifier psychic damage. If
“Postmaster Todmann.” he is reduced to 0 hit points by this psychic damage, his spirit
Todmann stops by the door and looks back at the no longer resists and can be made to pass on to Urcaen.
team, saying: However, once the first contest begins, the ghost becomes
agitated and violent. He attacks the characters, focusing
“I keep this door locked at all times. I thought to keep people from the majority of his effort on the character with the highest
interfering with our important work, but in truth… well. Let Charisma bonus.
me show you.” If the characters manage to bring Todmann down to 0 hit
points through this psychic damage, read:
With that, the senior agent walks through the door, fading
into an insubstantial specter. A moment later, the door’s latch The spirit hangs in the air, its form sagging with exhaustion.
pops open, and the door cracks open into the room. With an expression both grateful and sad, it says, “Thank you,
my friends. The office is in good hands. I go to the life beyond
THE TRUTH COMES OUT this one looking for the companions who paved the way for me.”
Inside the postmaster’s office, there is a spread of bodies.
A twinge of fear moves in the spirit’s eyes. “I hope they can
One, sitting at the desk, is a mummified corpse wearing the
forgive me.”
threadbare uniform matching Todmann’s own. Three other
With that, the spirit begins to fade from existence. In a moment,
bodies are carefully laid out in the room, each with small
nothing at all remains of the former postmaster, stand-in agent
shrouds pulled over their faces.
of the Strangelight Workshop, and unusual ghost.
If the characters escaped without losing their gear during
the Third Gig, the three bodies are wearing dusty and old-
fashioned looking Strangelight Workshop gear. NEXT SHIFT
Floating in the center of the office, Todmann tries to After the characters deal with Todmann, read the following:
explain the situation. Use the following information to guide
a conversation with him. A bell over the door of the office jingles, and a young woman
• His memories have been progressively returning to him, enters. She looks around the room, eventually settling on you all.
thanks to the characters’ efforts around town. The gigs “I’m sorry, but is this the, uh, Strange Shop? I have a problem and
they took reflect ones taken by their predecessors, most of don’t know where else to turn. A friend of mine told you people
which are here in the room. can help me…”
• The field team wasn’t sent to work with Todmann but to
move him on to Urcaen. The haunted post office was one With that, the characters’ reputation for dealing with
of the gigs they tried to complete while in Merin. problems of a supernatural sort begins to spread, first
• Todmann befriended the Workshop field agents, who throughout the city, and then across the kingdom.
really did try to help him pass on. They had difficulty doing One thing is certain: the Iron Kingdoms are a place filled
so, however. While they puzzled over his situation, the with the unusual and supernatural. There will always be a
ghost offered his post office to them as a field headquarters. place for those who try to shield the innocent from strange
• Following a string of difficult jobs, including the spirit of and grim creatures and always coin to be made by dealing
Headless John, the team came back, battered and bloody. with such perils.
After failing to make Headless John leave Caen, the team’s

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


12
APPENDIX A: ENCOUNTER MAPS
BRANSTON GUNWERKS

OFFICE

FACTORY FLOOR STOREROOM

SUPPLY ROOM

AURORA STREET

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13
LIMEGATE AMBUSH

WAREHOUSE

GUTTERS
HIDEOUT

OUTPOST #113

TODMANN’S
OFFICE

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


14
APPENDIX B: CREATURES
THE FOLLOWING CREATURES APPEAR IN A STRANGE LIGHT BREAKS.

THE FIRST GIG

Gremlin repeating pistol’s ammo wheel, a mechanikal device’s capacitor,


a steamjack’s arm, etc.) falls off.
Tiny fey (grymkin), chaotic neutral
• Malfunction. The next ability check or attack roll made with
Armor Class 14 (natural armor) the item in the next hour automatically fails. If the item is a
Hit Points 4 (2d4) weapon with the misfire property, it misfires.
Speed 20 ft., climb 10 ft. • Random Discharge. The item turns on, triggers, or activates
randomly once during the next hour.
STR DEX CON INT WIS CHA • Touchy. Sensitive components of the device keep slipping
3 (−4) 15 (+2) 10 (+0) 6 (−2) 10 (+0) 14 (+2) out of alignment the moment the device is used. A creature
has disadvantage on any ability check made with the device
Skills Perception +2 for 1 minute.
Damage Vulnerabilities piercing and slashing from cats Invisible Passage. The gremlin magically turns invisible
Condition Immunities exhaustion until it attacks or uses Glitch or Machine Merge, or until its
Senses darkvision 60 ft., passive Perception 12 concentration ends (as if concentrating on a spell). While
Languages an incoherent babble of strange chirps, grunts, invisible, it leaves no physical evidence of its passage and can’t
and yowls be tracked except by magical means. Cats are unaffected by this
Challenge 1/8 (25 XP) action and can see the gremlin normally.
Incorporeal Movement. The gremlin can move through Machine Merge (1/Day). One steamjack that the gremlin can
other creatures and objects as if they were difficult terrain. see within 5 feet of it must succeed on a DC 12 Charisma saving
It takes 5 (1d10) force damage if it ends its turn inside an throw or be possessed by the gremlin; the gremlin merges
object that is not a machine or steamjack. with the machine, and the target steamjack is incapacitated
and loses control of its body. The gremlin can use its action
Actions on a subsequent turn to cause the steamjack to move up to its
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one speed in a random direction. At the end of this movement, the
creature. Hit: 1 piercing damage. gremlin can force the steamjack to make a single attack against a
Glitch (Recharge 5–6). The gremlin chooses one steamjack creature of the gremlin’s choice.
or one device not being worn or carried within 15 feet of The possession lasts until the steamjack drops to 0 hit points,
the gremlin and causes it to suffer a mechanical failure. If the gremlin ends it as a bonus action, or the gremlin forces the
the target is a steamjack, it can ignore the effect by making steamjack to make an attack. When the possession ends, the
a successful DC 12 Constitution saving throw. The gremlin gremlin reappears in an unoccupied space within 5 feet of the
chooses one of the following options when it uses Glitch: steamjack. The steamjack is immune to this gremlin’s Machine
• Breakdown. The device takes 2d6 force damage. Merge for 24 hours after succeeding on the saving throw or
• Component Loss. A critical component of the device (a after the possession ends.

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


15
Swarm of Gremlins • Breakdown. The device takes 2d6 force damage.
Medium swarm of tiny fey (grymkin), chaotic neutral
• Component Loss. A critical component of the device (a
Armor Class 14 (natural armor) repeating pistol’s ammo wheel, a mechanikal device’s capacitor,
Hit Points 22 (5d8) a steamjack’s arm, etc.) falls off.
Speed 20 ft., climb 10 ft. • Malfunction. The next ability check or attack roll made with
the item in the next hour automatically fails. If the item is a
STR DEX CON INT WIS CHA weapon with the misfire property, it misfires.
3 (−4) 15 (+2) 10 (+0) 6 (−2) 10 (+0) 14 (+2) • Random Discharge. The item turns on, triggers, or activates
randomly once during the next hour.
Skills Perception +2 • Touchy. Sensitive components of the device keep slipping
Damage Resistances bludgeoning, piercing, slashing out of alignment the moment the device is used. A creature
Condition Immunities charmed, exhaustion, frightened, has disadvantage on any ability check made with the device
grappled, paralyzed, petrified, prone, restrained, stunned for 1 minute.
Senses darkvision 60 ft., passive Perception 12 Invisible Passage. The swarm magically turns invisible
Languages an incoherent babble of strange chirps, grunts, and until it attacks or uses Glitch or Machine Merge, or until its
yowls concentration ends (as if concentrating on a spell). While
Challenge 1/2 (100 XP) invisible, it leaves no physical evidence of its passage and can’t
Incorporeal Movement. The gremlin can move through other be tracked except by magical means. Cats are unaffected by this
creatures and objects as if they were difficult terrain. It takes 5 action and can see the swarm normally.
(1d10) force damage if it ends its turn inside an object that is Machine Merge (1/Day). One steamjack that the swarm can
not a machine or steamjack. see within 5 feet of it must succeed on a DC 12 Charisma saving
Swarm. The swarm can occupy another creature’s space and throw or be possessed by the gremlin; the gremlin merges
vice versa, and the swarm can move through any opening large with the machine, and the target steamjack is incapacitated
enough for a Tiny gremlin. The swarm can’t regain hit points or and loses control of its body. The gremlin can use its action
gain temporary hit points. on a subsequent turn to cause the steamjack to move up to its
speed in a random direction. At the end of this movement, the
Actions gremlin can force the steamjack to make a single attack against a
Bites. Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage creature of the gremlin’s choice.
if the swarm has half of its hit points or fewer. The possession lasts until the steamjack drops to 0 hit points,
Glitch (Recharge 4–6). The swarm chooses one steamjack the gremlin ends it as a bonus action, or the gremlin forces the
or one device not being worn or carried within 15 feet of the steamjack to make an attack. When the possession ends, the
gremlin and causes it to suffer a mechanical failure. If the target gremlin reappears in an unoccupied space within 5 feet of the
is a steamjack, it can ignore the effect by making a successful DC steamjack. The steamjack is immune to this gremlin’s Machine
12 Constitution saving throw. The gremlin chooses one of the Merge for 24 hours after succeeding on the saving throw or
following options when it uses Glitch: after the possession ends.

Gremlin Machine
Medium construct, unaligned

Armor Class 13 (natural armor) Patch Up. When it is within 5 feet of a broken machine, pile of
Hit Points 37 (5d8 + 15) scrap components, or other bits of junk, the machine can use
Speed 30 ft. a bonus action to absorb the material to regain 5 (1d10) hit
points.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 5 (−3) 10 (+0) 7 (−2) Actions
Multiattack. The machine makes two attacks: one slam attack
Damage Resistances bludgeoning, piercing, and slashing from and one toss junk attack.
nonmagical weapons Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Damage Immunities poison, psychic Hit: 7 (1d8 + 3) bludgeoning damage.
Condition Immunities charmed, exhaustion, frightened, Toss Junk. Ranged Weapon Attack: +2 to hit, range 40/120 ft.,
paralyzed, petrified, poisoned one creature. Hit: 13 (2d6 + 6) damage. Roll a d4 to determine
Senses darkvision 60 ft., passive Perception 10 the damage type. On a 1–2, the attack deals bludgeoning
Languages — damage; on a 3, it deals piercing damage; and on a 4, it deals
Challenge 1 (200 XP) slashing damage.
Diminishing Returns. As the machine takes damage, it Free Fire (1/Day). The machine unleashes a barrage of bullets
becomes less effective. For every 10 hit points it loses, the in a 60-foot-long, 5-foot-wide line. Creatures on the line must
machine’s walking speed drops by 10 feet. If it loses 20 hit make a DC 10 Dexterity check or take 7 (2d6) piercing damage
points, it loses its Toss Junk attack. on a failed save, or half as much on a successful one.

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


16
THE SECOND GIG

Headless John visible if it attacks or attempts to possess a creature.


Medium undead, neutral evil
Actions
Armor Class 10 Withering Touch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Hit Points 45 (10d8) one target. Hit: 17 (4d6 + 3) necrotic damage.
Speed 0 ft., fly 40 ft. (hover) Possession (Recharge 6). One humanoid that the ghost can
see within 5 feet of it must succeed on a DC 12 Charisma saving
STR DEX CON INT WIS CHA throw or be possessed by the ghost; the ghost then disappears,
7 (-2) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 17 (+3) and the target is incapacitated and loses control of its body.
The ghost now controls the body but doesn’t deprive the target
Damage Resistances acid, fire, lightning, thunder; bludgeoning, of awareness. The ghost can’t be targeted by any attack, spell,
piercing, and slashing from nonmagical attacks or other effect, except ones that turn undead, and it retains its
Damage Immunities cold, necrotic, poison alignment, Intelligence, Wisdom, Charisma, and immunity to
Condition Immunities charmed, exhaustion, frightened, being charmed and frightened. It otherwise uses the possessed
grappled, paralyzed, petrified, poisoned, prone, restrained target’s statistics but doesn’t gain access to the target’s
Senses darkvision 60 ft., passive Perception 11 knowledge, class features, or proficiencies.
Languages Cygnaran The possession lasts until the body drops to 0 hit points, the
Challenge 3 (700 XP) ghost ends it as a bonus action, or the ghost is turned or forced
Incorporeal Movement. The ghost can move through other out by an effect like the dispel evil and good spell. When the
creatures and objects as if they were difficult terrain. It takes 5 possession ends, the ghost reappears in an unoccupied space
(1d10) force damage if it ends its turn inside an object. within 5 feet of the body. The target is immune to this ghost’s
Invisible Passage. The ghost can use a bonus action to become Possession for 24 hours after succeeding on the saving throw or
invisible. It can end this invisibility as a bonus action. It becomes after the possession ends.

THE THIRD GIG

Draft Horse (SRD) Challenge 1/8 (25 XP)


Large beast, unaligned Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 10 target. Hit: (1d6 + 1) slashing damage.
Hit Points 19 (3d10 + 3) Light Crossbow. Ranged Weapon Attack: +3 to hit, reach 80/320
Speed 40 ft. ft., one target. Hit: (1d8 + 1) piercing damage.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2)
Thug (SRD)
Senses passive Perception 11 Medium humanoid (any race), any non-good alignment
Languages understands the languages of its manufacturer but
can’t speak Armor Class 11 (leather armor)
Challenge 1/4 (50 XP) Hit Points 32 (5d8 + 10)
Speed 30 ft.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 9 (2d4 + 4) bludgeoning damage. 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +2
Bandit (SRD) Senses passive Perception 10
Languages any one language (usually Common)
Medium humanoid (any race), any non-lawful alignment
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack roll against a
Armor Class 12 (Leather Armor)
creature if at least one of the thug’s allies is within 5 feet of the
Hit Points 11 (2d8+2)
creature and the ally isn’t incapacitated.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The thug makes two melee attacks.
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Senses passive Perception 10 Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Languages Any One Language (Usually Common) 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


17
PART THREE

Emil Todmann
Medium undead, neutral good

Armor Class 10
Hit Points 58 (9d12)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


7 (-2) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 17 (+3)

Damage Resistances acid, fire, lightning, thunder; bludgeoning,


piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Cygnaran, Ordic
Challenge 3 (700 XP)
Incorporeal Movement. The ghost can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Invisible Passage. The ghost can use a bonus action to become
invisible. It can end this invisibility as a bonus action. It becomes
visible if it attacks or attempts to possess a creature.
Rejuvenation. If it is destroyed, the ghost re-forms after
24 hours. To truly destroy the ghost, characters must lay
Todmann’s spirit to rest by convincing him to pass on to Urcaen.
Actions
Withering Touch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 17 (4d6 + 3) necrotic damage.
Possession (Recharge 6). One humanoid or giant that the
ghost can see within 5 feet of it must succeed on a DC 12
Charisma saving throw or be possessed by the ghost; the ghost
then disappears, and the target is incapacitated and loses
control of its body. The ghost now controls the body but doesn’t
deprive the target of awareness. The ghost can’t be targeted by
any attack, spell, or other effect, except ones that turn undead,
and it retains its alignment, Intelligence, Wisdom, Charisma, and
immunity to being charmed and frightened. It otherwise uses
the possessed target’s statistics, but doesn’t gain access to the
target’s knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the
ghost ends it as a bonus action, or the ghost is turned or forced
out by an effect like the dispel evil and good spell. When the
possession ends, the ghost reappears in an unoccupied space
within 5 feet of the body. The target is immune to this ghost’s
Possession for 24 hours after succeeding on the saving throw or
after the possession ends. If a creature possessed by the ghost is
forcibly removed from Outpost #113, the ghost is expelled from
its host and re-forms in the middle of building.

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


18
APPENDIX C:
of damaging supernatural creatures or giving a living threat a
nasty shock.
While wearing charged gauntlets, you can perform
unarmed attacks with them. If you hit with them, you
TOOLS OF THE deal lightning damage equal to 1d6 + your Strength
STRANGELIGHT WORKSHOP modifier, instead of the bludgeoning damage normal for an
The following describes the tools used by the Strangelight unarmed strike.
Workshop’s field teams. Prices and weights are listed in the Additionally, you ignore immunity to the grappled
Tools of the Workshop table. Unless stated in its description, condition of undead creatures like ghosts and specters while
Todmann provides one of each item. wearing charged gauntlets.

Tools of the Workshop


Item Cost Weight
Antispectral Ammunition Cost+2gp 1/2 lb.
Hostile Encounter Suit 1350 gp 35 lb.
Charged Gauntlets 600 gp 2 lb.
Lumitype, Handheld 25 gp 2 lb.
Sensory Augmentation Hood 125 gp 1 lb.
Strangelight Goggles 60 gp 1/2 lb.
Strangelight Projector 460 gp 15 lb.

ANTISPECTRAL AMMUNITION
Antispectral ammunition, sometimes called “ghost chaser”
rounds, are bullets treated with a solution including
ectoplasm and Ashes of Urcaen in order to make them
effective against incorporeal entities.
A firearm loaded with antispectral ammunition is treated
as magical for the purposes of determining resistances for
incorporeal creatures such as ghosts and specters.

HOSTILE ENCOUNTER SUIT LUMITYPE, HANDHELD


Worn exclusively by jammers, the hostile encounter suit is The handheld lumitype is one of the most effective pieces
a complex piece of equipment developed to aid in defending of field equipment used by the Strangelight Workshop.
against and capturing incorporeal entities. The hood includes Combining a small Strangelight projector and an image-
a set of Strangelight goggles, and both gloves contain charged capturing system, the lumitype gives agents the ability to take
gauntlets, allowing the wearer to physically interact with and images, called spectragraphs, of the supernatural entities they
damage otherwise incorporeal foes. While powered, the suit encounter. The Strangelight Workshop also deploys larger,
inflates with special gas containing a finely dispersed form of fixed lumitypes at sites known to have high levels of spectral
Ashes of Urcaen that receives an arcane charge from the suit’s activity. Fixed lumitypes are typically unmanned and shoot at
capacitor. An arcanodynamic accumulator set into the back predetermined intervals, using an automated feed to reload
piece powers the armor. blank spectragraph plates.
A hostile encounter suit is leather armor. While the armor A lumitype includes a small Strangelight projector able to
has power, the wearer cannot be possessed or charmed produce Strangelight in a 40-foot cone.
by supernatural or magical means, and creatures with A character can use a bonus action to capture an image
Incorporeal movement cannot move through the character. with a lumitype.
The wearer can activate or deactivate the armor as an Reloading a lumitype with a blank spectragraph is a
action or bonus action. Activating the armor costs 2 charges bonus action.
from its arcanodynamic accumulator for 1 minute of Blank spectragraph plates come in packs of five.
operation. The arcanodynamic accumulator has 16 charges. Investigators are issued a pack of spectragraphs before
undertaking a job on behalf of the Strangelight Workshop.
Additional packs can be acquired at a cost of 1 gp.
CHARGED GAUNTLETS Developing the image on a spectragraph requires a field
Charged gauntlets are a pair of heavy mechanikal gloves alchemy kit and five minutes spent processing the plate
incorporated into the hostile encounter suit. Able to be followed by an INT + Alchemy roll against a target number
switched on or off, while active and drawing power from the of 10. If the roll fails, the image is distorted or otherwise
suit they produce a powerful electrical charge proven capable unusable at the Game Master’s discretion.

THE IRON KINGDOMS - A STRANGE LIGHT BREAKS


19
SENSORY AUGMENTATION HOOD STRANGELIGHT PROJECTOR
The sensory augmentation hood, or “ghost hood,” The Strangelight projector is one of the most critical pieces of
grants these spiritually sensitive individuals the ability to field equipment deployed by the Strangelight Workshop. A
communicate with spectral entities by cutting off their ability dedicated piece of mechanika, a projector emits Strangelight
to perceive the outside world. Ghost hoods also include wavelengths, which, in combination with specially treated
standard Strangelight goggles mounted within the hood, goggles, allow the user to perceive spiritual energy and
though these tend to be less precise than the bulkier dedicated otherwise invisible things. Every field team brings at least a
goggles worn by most field agents. While activated, the single portable projector into the field, and most also bring
ghost hood prevents the wearer from effectively hearing or multiple backup projectors that can be mounted on tripods.
seeing while drastically increasing their ability to perceive the A Strangelight projector produces a 60-foot cone of
spirit world. Strangelight. In an affected area, characters wearing
You can activate or deactivate a ghost hood with an action Strangelight goggles can see invisible, incorporeal,
or a bonus action. While it is active, you are blinded and or otherwise magically hidden creatures and objects.
deafened and can perceive only undead creatures with the Strangelight allows the viewer to perceive spiritual energy of
Incorporeal Movement trait. While the hood is active, you all kinds, though without a pair of Strangelight goggles, such
double your proficiency bonus on Charisma (Deception) energy appears as hazy, indistinct, or faint.
and Charisma (Perception) checks made to influence such A Strangelight projector is powered by an alchemical
undead creatures. capacitor. It can operate continuously for one hour on a
The hood includes a pair of Strangelight goggles. single charge. The capacitor has a total of 15 charges.

BRANSTON LONGBARREL
During the First Gig, the characters have a chance to get their
hands on this finely-made repeating pistol.

Simple Pistol
Name Cost Damage Weight Special
Branston 45 gp 1d10 piercing 6 lb. Firearm
STRANGELIGHT GOGGLES
Longbarrel (range
The special goggles worn by Strangelight Workshop agents
are elaborate, consisting of multiple sets of alchemically 90/270), light,
treated lenses within a heavy-duty housing. Controls allow a magazine (5)
field agent to select different combinations of lenses to filter
wavelengths of Strangelight. Ammunition
Goggles are a key piece of any field agent’s equipment. Item Cost Weight
Without them, things illuminated by Strangelight are at best Light rounds (5) 2 gp 1 lb.
blurry and indistinct, but with the appropriate selection of
lenses, the invisible become visible. Further, goggles help Firearm. You can use a weapon that has the firearm
delay the process of becoming voided, a term used for the property to make a ranged attack, but only if ammunition
effect of long-term exposure to Strangelight. is loaded into the weapon’s magazine. Each time you attack
In combination with a source of Strangelight, like a with a firearm, you expend 1 round from the magazine.
lumitype or projector, a character wearing Strangelight Rounds fired from a firearm are destroyed.
goggles can see invisible creatures and objects as well as A firearm produces a loud report when fired. Unless
spiritual energy. affected by mechanikal or magical silence, creatures with the
Todmann provides the team with enough sets of goggles ability to hear can hear the sound of a firearm discharging
for each member to have a pair. from a great distance, sometimes up to a mile or more in
open conditions. Pistols use light round. Rifles use heavy
rounds. Some firearms have unique ammunition types.
VOIDING Magazine. A weapon with the magazine property has
An unfortunate side effect of long-term exposure to
an amount of ammunition stored inside it (noted in
Strangelight, voiding is an irreversible condition that causes the
iris and pupil to turn white. Within the Strangelight Workshop, parentheses). Once you use the weapon to make a number of
voiding is seen as an unavoidable condition and a marker of attacks equal to its magazine rating, you must use an action or
experience. Most outside the Workshop consider voiding an a bonus action (your choice) in order to reload it.
unfortunate disfigurement. Some experienced researchers
believe there may be a supernatural, spiritual component
to voiding as well, but as yet this is speculation and requires
further study.

20
OPEN GAME LICENSE Version 1.0a
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Adventure in the Award-Winning
World of Full-Metal Fantasy

Gear up and explore the perilous Iron Kingdoms as they rebuild in the aftermath
of their devastation in Iron Kingdoms: Requiem and the Monsternomicon for 5e.
Then, dive into the adventure that explores the land’s past in the present
while unearthing one of its darkest secrets in Legend of the Witchfire.

Go Where No Adventuring Party


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Continue your journey with three new books that introduce new classes, races, and gear to your
adventures while plunging you into the wild and untamed lands beyond the Iron Kingdoms!
When the gods die, everything changes...
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What Strangeness from
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A Strange Light Breaks is set in the Iron Kingdoms, a
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where bizarre perils lurk around every corner.

PIP 483

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