TEXT: FREE RPG DAY 2021 ADVENTURE
  FREE RPG DAY 2021 ADVENTURE
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  FREE RPG DAY 2021 ADVENTURE
  Welcome to “An Echo in the Darkness,”  
  an Iron Kingdoms: Requiem adventure.
  This adventure is designed for three to seven 
  1st- to 4th-level characters and is optimized 
  for a group of five 3rd-level characters.
  It takes place in the village of Ingrane on the 
  coast of Cygnar, one of the foremost Iron 
  Kingdoms. This small community sits on the 
  storm-tossed Meredius—and within reach of  
  the raiding fleets of Cryx, the Nightmare Empire.
  1
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  ADVENTURE PRIMER
  ADVENTURE PRIMER
  Major Prime Victoria Haley
  Victoria Haley was one of Cygnar’s most gifted warcasters. 
  Born with immense magical potential, she grew into her 
  talents as a time walker—one who is able to see and 
  manipulate the flow of time. She used these powers at the 
  Battle of Henge Hold, one of the final conflicts between the 
  people of the Iron Kingdoms and the infernal outsiders who 
  sought to claim their souls.
  Haley overexerted herself and vanished into the river of time 
  during the battle, but her efforts saved countless innocent 
  souls from the hungry infernals, allowing throngs of refugees 
  to pass through a dimensional gate at Henge Hold and escape 
  the infernals’ reach forever.
  “Family quarrels are bitter things. They don’t go 
  according to any rules. They’re not like aches or wounds, 
  they’re more like splits in the skin that won’t heal because 
  there’s not enough material”
  —F. Scott Fitzgerald
  ADVENTURE 
  BACKGROUND
  Thirty-three years ago, the coastal village of Ingrane 
  was razed to ruins by Cryxian forces. The seers of the 
  Nightmare Empire sought a unique child: a young girl 
  born with a spark of remarkable magical talent. Their 
  plan was to corrupt this child and turn her into one of 
  their terrifying warwitches.
  What the seers didn’t know was that this 
  remarkable soul was possessed by not one child, 
  but two: the twin sisters Victoria and Gloria Haley. 
  Although the Dragonfather’s minion spirited 
  Gloria back to the Nightmare Empire, Victoria 
  Haley emerged from the ashes of Ingrane and 
  eventually rose to greatness as a warcaster for the 
  kingdom of Cygnar.
  Many years after its razing, Ingrane has once again 
  had life injected into it. Its foremost daughter, Major 
  Prime Victoria Haley, is memorialized here following 
  a selfless act that cost the warcaster her life during 
  the infamous Battle of Henge Hold—a climactic 
  confrontation between the people of the Iron 
  Kingdoms and armies of infernal invaders. Having 
  heard of her self-sacrifice, common folk from across 
  the Iron Kingdoms have toiled over the past five years 
  to transform her ruined hometown back into a living, 
  breathing community.
  Ingrane’s rebirth has drawn attention from over 
  the stormy Meredius, however. Victoria Haley’s 
  twin sister, now counted among the undead leaders 
  of Cryx as Lich Lord Deneghra, has cast her eyes on 
  the place of her birth. She has dispatched a force of 
  undead mechanithralls to fall on Ingrane once more 
  with the goal of burning it to ashes and claiming her 
  sister’s mechanikal spear, Echo (see “Appendix: Items 
  and Equipment”), from a shrine to Haley in the heart 
  of the community.
  2
  
  THE CRYXIAN RAIDERS
  In order to slip past the watchful fleets of Cygnar, 
  Deneghra has sent a small group of swift vessels to 
  conduct the raid. The Cryxians are unable 
  to deal with a significant military opponent 
  but are more than dangerous enough to kill 
  every man, woman, and child in Ingrane.
  The leader of the raid is one of Deneghra’s 
  loyal lieutenants, Sovox the Resurrector. 
  Sovox is a necrotech—a mad undead 
  engineer who specializes in the fusion of 
  necromancy and mechanika. He has created 
  a throng of thralls out of corpses and bits of 
  scrap to carry out the attack. Sovox is not a 
  skilled combatant and relies on his pet bonejack, 
  Slicer-Dicer, to protect him.
  ADVENTURE OVERVIEW
  The adventure is broken into two parts. 
  Part 1. The characters arrive in Ingrane to find 
  a modest but flourishing 
  community on the eve of a 
  celebration. During this part of 
  the adventure, they can interact 
  with some of the citizens of Ingrane 
  and participate in the town’s Founding 
  Day festival.
  Part 2. As dusk settles over Ingrane, a force of 
  Cryxian undead attacks from the sea. In an unfolding 
  series of events, the attackers descend on the town’s 
  major locations, sowing death and chaos unless the 
  characters do something to stop them. This portion of 
  the adventure culminates in Sovox claiming Echo from 
  Haley’s shrine in the town’s center.
  INVOLVING THE 
  CHARACTERS
  Characters can be drawn to Ingrane for a number 
  of different reasons.
  Envoys. The characters represent a delegation that 
  has come to Ingrane to pay its respects to Major Prime 
  Haley. Citizens from multiple kingdoms and factions 
  owe their lives to Haley’s actions at Henge Hold, and 
  even rivals of Cygnar would send a group of envoys to 
  pay their respects, however grudgingly those respects 
  were granted.
  Escort Duty. Haley’s mechanikal spear, Echo, is both a 
  powerful weapon and the last surviving relic of a hero 
  of the kingdom of Cygnar. To ensure its safe delivery 
  to Ingrane, the characters have been hired as additional 
  security for the weapon’s journey from Westwatch 
  in the north.
  Family Business. A friend or relative of one of the 
  characters recently relocated to Ingrane and has 
  requested the character’s presence for the town’s 
  Founding Day ceremony.
  3
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  PART 1. ARRIVAL
  The adventure begins as the characters arrive at the outskirts 
  of Ingrane. There is a festive air to the town as it prepares 
  to celebrate Founding Day, a celebration held on the 
  anniversary of Ingrane’s refounding.
  The purpose of this part of the adventure is to introduce the 
  characters to the fledgling town and its inhabitants. This 
  not only lets them know the real stakes once the Cryxian 
  attack begins, but it also gives them a chance to familiarize 
  themselves with the town’s layout and major locales.
  The adventure begins in Ingrane as preparations for the 
  annual Founding Day festival are in full swing. To set the 
  scene, read the following aloud:
  People move with purpose through the muddy streets of this 
  small fishing town. Men, women, and children bustle about on 
  every corner, filling the air with the sounds of excited chatter 
  and laughter as they prepare for the evening’s festival. Strings of 
  bright pennants fly over the streets, snapping in the crisp wind 
  that blows in off the sea.
  Shortly after the characters arrive at Ingrane, they are 
  approached by Phineus McVahn (NG human noble), the local 
  magistrate. Read the following aloud:
  As you pass into the small fishing village, a stocky Thurian man 
  with dark skin and iron-grey hair approaches, his arms open 
  wide in invitation. He wears the clothing of a common laborer 
  but carries himself like a man of some importance.
  “My friends, welcome to Ingrane! I am Phineus McVahn, the 
  humble representative of our king and magistrate of this new 
  town. But please, call me Finn. Everyone else does.”
  He moves to walk beside you, guiding you into the reborn village.
  McVahn is eager to chat with the characters. The 
  magistrate is happy to entertain any questions the characters 
  might have about the history of Ingrane, the Founding 
  Day festival, or the town in general. Use the following 
  information to guide the conversation:
  • Founding Day marks the anniversary of Ingrane’s 
  refounding last year. This is the first official observance of 
  the holiday.
  • McVahn plans to give a short speech at dusk and then set 
  Haley’s spear, Echo, in the shrine to the fallen warcaster.
  • The ceremony is important not only to McVahn but also 
  to everyone in Ingrane. The town’s population consists 
  entirely of those the warcaster saved at Henge Hold, as well 
  as their families. United by the experience, they resolved to 
  rebuild her hometown in memory of her.
  McVahn suggests the characters might find something in 
  town to occupy themselves with before the commencement 
  ceremony for the shrine. He apologizes for the general 
  2
  3
  4
  5
  6
  7
  8
  1
  1.Church of Ascendant Rowan
  2.Shrine of the First Daughter
  3.Ingrane Home for
  Little Wanderers
  4.Swan and Steel Public House
  5.Ingrane Garrison
  6.Town Hall
  7.Street Vendors
  8. Docks
  4
  
  The Town of Ingrane
  Ingrane is a recently founded fishing town with a population 
  of about 150 people. Humans are most common, but the 
  population includes a scattering of gobbers, ogrun, and 
  Rhulic dwarves who call it home as well. The closest major 
  city is Ramarck, which is fifty miles northeast through the 
  swampy Westinmarsh.
  Terrain. The foggy mire of Westinmarsh surrounds Ingrane. 
  The town rises out of the marsh and is less muddy than its 
  surroundings, but its roads are still a boot-sucking morass. To 
  the north, the swamp gives way to a silty shore and sandstone 
  bluffs overlooking the sea.
  Weather. Cool and damp, Ingrane is swept by winds from the 
  Windwatcher Passage to the west and blanketed in mists that 
  rise up from the swamps of the Westinmarsh.
  Smells and Sounds. The smell of woodsmoke and meals being 
  prepared for the Founding Day festival compete with the crisp 
  sea breeze. The air is filled with the banging of hammers, the 
  babble of excited voices, and the cries of hungry gulls.
  hustle and bustle in town but proudly states that everyone is 
  doing their best to make this first Founding Day ceremony a 
  memorable one. He encourages the characters to stop by one 
  of Ingrane’s new buildings and can provide directions to any 
  of the major locations in town. Before the characters leave, he 
  offers each of them a wooden “festival scrip,” which is worth 
  10 gp at any of Ingrane’s shops or holiday events.
  EXPLORING INGRANE
  The characters are free to explore as much or as little of 
  Ingrane as they wish before the festivities commence. 
  McVahn plans to hold a small ceremony at dusk to place Echo 
  into the shrine to Major Prime Haley.
  Let the players dictate the pace of events during this 
  portion of the adventure. If they enjoy interacting with 
  the common folk and participating in the festival, give 
  them every chance to explore the various locations and 
  contests in town. When their interest in the town begins to 
  wane, kick things into a new gear with the ceremony and 
  subsequent attack.
  THE CHURCH OF 
  ASCENDANT ROWAN
  The Church of Ascendant Rowan is one of the few stone 
  buildings in town—a square structure roughly 50 feet to 
  a side with a spire that rises above all of Ingrane’s other 
  buildings. A bronze Radiance, the holy symbol of Morrow, 
  is affixed above the wooden double doors. Stained glass 
  windows high on the building’s face and sides depict scenes 
  from the life of Ascendant Rowan, the Morrowan patron of 
  the poor and downtrodden, who ascended due to her life of 
  sacrificing for others.
  Rector Osmond Hillame (NG human priest) oversees 
  the church. He is happy to speak with any newcomers, 
  particularly those who show interest in the tenets of Morrow 
  or Ascendant Rowan. The rector is a pious and friendly man 
  but will eagerly debate religious matters with followers of 
  any other faith.
  ROWAN’S APPLES
  Next to the church, Rector Hillame has set up a simple 
  game called “Rowan’s Apples.” In a large wooden tub filled 
  with seawater, a dozen red wax balls bob on the surface. A 
  character can play the game for just 1 gp.
  The game starts with the rector vigorously stirring 
  the pot until all the balls are racing around the tub. The 
  contestant has a moment to track the movement of the balls 
  before being blindfolded and given one chance to snatch 
  a ball. A blindfolded character can grab a ball by making a 
  successful DC 10 Dexterity check with disadvantage due to 
  the blindfold.
  Grabbing one of Rector Hillame’s “apples” entitles the 
  player to the prize contained inside the wax sphere. Common 
  items include the following:
  • A Cygnaran swan (a coin worth 2 gp)
  • A silver medallion emblazoned with the symbol of 
  Ascendant Rowan (worth 5 gp)
  • A scrap of paper that tells a story of Rowan’s time in 
  western Immoren and extolls the virtues of charity
  THE SHRINE OF THE FIRST 
  DAUGHTER
  The Shrine of the First Daughter is a fifteen-foot-tall stone 
  statue of Major Prime Victoria Haley. It stands on a three-
  foot-high plinth, and a stone cupola protects the shrine from 
  the elements. The people of Ingrane have left small tokens at 
  the statue’s feet in Haley’s memory, including symbols of the 
  Morrowan ascendants, candles, and other small memorabilia. 
  One of the statue’s hands is posed to receive the 
  major’s spear.
  An older woman, Willa Braddocke (LG human 
  commoner), is praying in front of the shrine. Her 
  son and his family were refugees 
  at Henge Hold, and her quiet 
  prayer is that they have 
  found a safe new home 
  far away from the 
  toil and strife of the 
  Iron Kingdoms. A 
  successful DC 12 
  Wisdom (Insight) 
  check reveals that 
  Willa’s faith is 
  shaky and that 
  she is in need of a 
  comforting word.
  5
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  Any token of goodwill toward Willa causes the woman 
  to smile gratefully, wipe her eyes, and press 10 sp into the 
  closest character’s hand with a quiet thanks. (She was going 
  to offer it to the alms box in the church but has decided that it 
  would be better in the hands of a kindhearted character.
  )INGRANE CHILDREN’S HOME  
  FOR LITTLE WANDERERS
  Standing near the Church of Ascendant Rowan is the 
  Ingrane Children’s Home for Little Wanderers, which is 
  overseen by the Morrowan nun Sister Lena Frye (LG human 
  acolyte). Sister Frye established this orphanage in Ingrane 
  out of respect for the town’s most famous orphan, Victoria 
  Haley. The two-story building is dwarfed by the Church 
  of Ascendant Rowan next door, but the upstairs includes 
  two dormitories with enough beds for the twenty children, 
  ranging from six to ten years old, who call it home. The 
  downstairs consists of a small room for Sister Frye, a kitchen, 
  a classroom, and a dining room.
  SHELL GAME
  Sister Frye has set up a small shell game for 1 gp a round. A 
  sign on the table indicates that all profits will go to repairing 
  the roof of the orphanage. The game consists of three 
  seashells and a small cork ball, which Sister Frye places under 
  one of the shells before shuffling all three shells in plain view. 
  A character can follow the correct shell by succeeding on a 
  DC 14 Wisdom (Perception) check. Winners earn a pint of 
  spiced cider, while losers are thanked for their contribution 
  to the Home for Little Wanderers.
  During the game, the children gather around the characters 
  and shout out which shell they believe conceals the cork ball. 
  They are about as helpful in this regard as you would expect—
  pretty much not at all.
  THE SWAN AND STEEL 
  PUBLIC HOUSE
  The Swan and Steel Public House is a boxy pub about 50 feet 
  long and 30 feet wide. It normally has enough tables to fit 
  about twenty patrons, but today it is packed tight with dozens 
  of hard-drinking fishermen, laborers, and common folk 
  starting the celebration early. 
  The pub’s common room is a large, open space containing 
  a sturdy bar and a large fireplace. The bar runs along the west 
  wall, and dozens of kegs of local brew are stacked high behind 
  it. The room’s only decoration is a large sculpture of a swan 
  in flight. Bolted together from smaller pieces, it hangs from 
  the ceiling in the middle of the room.
  The staff is bustling about the pub, working overtime 
  in order to pull enough pints to satisfy the thirsty patrons. 
  When the characters enter, the barkeep, a female Rhulic 
  dwarf named Amery (LN commoner), shouts over the noise 
  that she’ll be with them in a moment, but she is immediately 
  swarmed by other customers.
  BOTTOM’S UP
  A boisterous drinking contest is already underway at the 
  Swan and Steel. A character can buy in for 1 gp, with the 
  winner taking the 10 gp prize. Mugs of ale cost 4 cp each.
  A character participating in the contest can consume a 
  number of drinks equal to twice the character’s Constitution 
  modifier before feeling any adverse effects. Each drink above 
  that number requires the character to make a Constitution 
  saving throw with a DC of 10 + 1 for each additional drink 
  over this limit. A contestant must drop out of the contest 
  after three failed saving throws. The reigning champion is an 
  ogrun named Nardak Stonethrower (LN ogrun thug with a 
  +6 bonus to Constitution saving throws).
  INGRANE TOWN GARRISON
  The garrison is a simple rectangular wooden building about 
  30 feet long and 20 feet wide. It includes an attached garage 
  for storing Smokey, a temperamental steamjack. A reinforced 
  door in the long side of the building faces the town’s center 
  and is flanked by barred windows. The inside consists of 
  an entrance hall, the captain’s office, a small holding area, 
  a records room, and an armory. The armory contains two 
  barrels of blasting powder (stored on opposite sides of the 
  room), a carbine, and enough light ammunition for 50 shots.
  Of the ten constables in the garrison, only two are on duty: 
  constables Sanford and Eadwig (LN human guards equipped 
  with spears and pistols). The rest of the town’s small garrison 
  is celebrating early with the workers at the Swan and Steel. 
  Captain Edith Burns (LN human veteran equipped with a 
  hand cannon instead of a heavy crossbow) mans the desk in 
  the garrison’s entrance hall.
  RUNNING OUT OF STEAM
  Visible on the approach to the garrison, a heavy laborjack 
  named Smokey is hanging from a ’jack hoist. Various 
  mechanik’s tools are scattered on a nearby workbench. A note 
  adhered to the chassis of the ’jack reads:
  I can’t figure it out. His hotbox has a good draw, his water tank 
  was just patched last month, but I can’t get him up past 60 psi no 
  matter what I do!
  A successful DC 15 Wisdom (Perception) check reveals 
  the fault: a small breach in the main pressure line running 
  from the laborjack’s boiler to its arcane turbine. A character 
  can repair the damage by succeeding on a DC 15 Intelligence 
  check using a mechanik’s toolkit.
  If the characters reveal to Captain Burns that they’ve fixed 
  the problematic Smokey, she rewards the character who did 
  the work with 15 gp.
  TOWN HALL
  Located near the center of Ingrane, the town hall is a simple 
  two-story building about 30 feet wide and 50 feet long. Two 
  wooden shields hanging above the entrance doors provide 
  the only hint of ostentation. The left-hand shield bears the 
  seal of the Duchy of Westshore, and the right bears the coat 
  of arms of Duke Brandel Foxbridge.
  6
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  HUNT THE WHALE
  Outside the town hall, McVahn has set up “Hunt the Whale,” 
  a game consisting of several weighted harpoons and a large 
  wooden target in the shape of a grey whale. Multiple targets 
  of different sizes and point values (1, 5, or 10 points) are 
  painted along the whale’s body.
  For 1 gp, a character gets three throws to score as many 
  points as possible. Hitting a target requires a character to 
  choose a target and make successful Strength (Athletics) 
  check with a DC based on the target’s point value, as shown 
  in the Target DCs table.
  Target DCs
  Target  
  Strength (Athletics) DC
  1 point 
  DC 10
  5 points 
  DC 13
  10 points  
  DC 16
  The Prizes table shows each prize a character can win after 
  scoring a certain number of points, as well as the number of 
  such prizes available, which is shown in parentheses.
  Prizes
  Points Needed  Prize
  1–3 points 
  A tin toy soldier. It has been equipped 
  to look like a member of the Cygnaran 
  Trencher Corps. (10 available)
  5-15 points 
  A brass pocket watch. (2 available)
  16-25 points  
  A set of cartographer’s tools. (1 
  available)
  30 points 
  A fine brass spyglass. (1 available)
  ALANA MOESBY’S LIGHTER-THAN-
  AIR CARRIAGE
  Tethered to the top of Ingrane’s town hall, a colorful hot-air 
  balloon with a large carriage suspended beneath it bobs on 
  the breeze. A banner hanging from it declares, “Air travel for 
  everyone with Moesby’s!”
  Alana Moesby (CN human commoner) is a traveling 
  inventor who is demonstrating her latest work, an aerial 
  conveyance that can hold up to six passengers. Although the 
  vehicle is far slower and less useful than the mighty skyships 
  controlled by the major militaries of the Iron Kingdoms, 
  Moesby hopes that her lighter-than-air carriage will garner 
  interest among private investors.
  Characters can charter a ride in the carriage for 5 sp per 
  person. During the ascent, the inventor extols her machine 
  at great length and discusses the various applications it could 
  have. Travel in crowded cities, aerial scouting of mountain 
  passes, and direct delivery of people and cargo are some of 
  her favorite topics.
  Moesby brings the vehicle to the height of its tether (about 
  100 feet) for a few minutes before gradually returning to the 
  ground. While the balloon is aloft, any character who looks 
  around with a spyglass or another means of spotting objects 
  at great distances notices a few smudges of steam and smoke 
  on the horizon—plumes of ships traveling under steam 
  power. The boats are too far away to be seen clearly, but the 
  size of the plumes indicates that they are moving at a fast clip.
  THE FESTIVE STREETS  
  OF INGRANE
  Ingrane’s “streets” are wide, muddy trails that cut around the 
  clusters of the town’s buildings. A larger road runs east and 
  west through the heart of town. The road continues east and 
  north up to the larger city of Ramarck and west to the coast.
  Townsfolk in the streets are enjoying the festive 
  atmosphere. They browse the town’s few shops, listen to 
  music performed by street musicians, and generally enjoy 
  themselves. They are eager to see new faces and go out of 
  their way to greet the characters.
  SHOPS AND HOMES
  In addition to a few small homes, the streets include a few 
  shops that are open for business. The shopkeepers have 
  set out stands of their wares to catch the attention of any 
  passersby. Some of the notable shops include the following:
  Tibble’s Odds and Ends. Tibble (LN male gobber commoner) 
  is a gobber merchant who deals in unusual salvage he 
  recovers from the shoreline. Although most of it is junk—
  even after a bit of gobber spit shine has been applied—he 
  does have a few noteworthy items for sale: a refurbished 
  scattergun for 20 gp, a gas mask for 20 gp, and a mechanik’s 
  toolkit for 35 gp.
  Pinckney Remedorium. The alchemist Modredis Pinckney 
  (CN male human commoner) sells common alchemical 
  restoratives, tinctures, unguents, and other foul-smelling 
  concoctions. He has four minor healing potions for sale at a 
  cost of 50 gp each.
  Eateries. Some of Ingrane’s common folk have set out tables 
  to sell home-baked goods. Spiced breads, sausage rolls, and 
  pastries are available for 3 cp each.
  FPO
  FPO
  7
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  FOUNDING DAY
  After the characters have had a chance to experience 
  Ingrane’s hospitality, or when you feel it’s time to pick up 
  the pace, the bells in the steeple of the Church of Ascendant 
  Rowan chime out across the town. About thirty townsfolk 
  move to the shrine outside the church and gather in a loose 
  crowd around McVahn, who holds Haley’s spear reverently. 
  McVahn acknowledges the characters with a nod and a smile 
  and then waits for the hubbub to die down before delivering 
  a brief but heartfelt speech. Read the following text aloud:
  Phineas McVahn addresses the assembled townsfolk. “Five years 
  ago,” he begins, “a daughter of this town gave her life to save 
  others. Everyone living here knows someone—knew someone—
  who wouldn’t be alive today without her sacrifice or the countless 
  sacrifices of people like her.” Murmurs of ascent pass through 
  the townsfolk as the magistrate approaches Major Prime Haley’s 
  statue. “Let this shrine and the historic weapon it bears be a 
  reminder to any who pass our home or shelter here from the 
  storms: Ingrane remembers the lost and the fallen.” His speech 
  complete, McVahn ceremoniously places the spear in the statue’s 
  waiting hand.
  WHAT’S THAT SMELL?
  McVahn’s speech is met by a smattering of applause that 
  quickly fades as the townsfolk notice something unusual in 
  the air: the acrid smell of burning corpses, carried on the 
  wind from the Cryxian ships as they approach the shore. 
  Any character with a passive Perception of 13 or higher 
  automatically recognizes the smell as necrotite—coal tainted 
  with the dark energies of necromancy.
  DEVELOPMENT
  Begin part 2, “Attack.”
  PART 2. ATTACK
  The attack on Ingrane begins with a wave of undead thralls 
  invading the town. Read the following text aloud:
  There is a sudden, crashing scrape of ships running themselves 
  aground, followed by screams of alarm from the docks at the 
  north end of town. Three black-hulled boats begin to disgorge 
  their passengers. Rotting humanoid bodies with machine limbs 
  powered by smoking boilers fused to their backs spill into 
  the streets.
  All around you, the gathered townsfolk quickly break out into 
  a panicked stampede. McVahn’s calls for order and unified 
  defense fall on deaf ears as everyone runs desperately for shelter 
  wherever they can find it.
  8
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  If any character detected the scent of the approaching thralls 
  earlier (see “What’s That Smell?”), the party has 3 rounds to 
  act before the attack begins in earnest.
  They can use this time to help townsfolk who were 
  knocked off their feet in the initial panic, to prepare weapons, 
  to cast spells, or to perform any other tasks they deem useful.
  RUNNING THE ATTACK
  Once the attack on Ingrane begins, events unfold in a rapid 
  and chaotic sequence. The Cryxians target multiple sites at 
  once during each wave. The players might not know how to 
  respond. In that case, let them ask you questions about what 
  is happening in Ingrane.
  Any character who looks around the town in an attempt 
  to comprehend what’s occurring must make a DC 12 
  Wisdom (Perception) check. On a success, the character sees 
  which sites are threatened during the wave, as well as the 
  composition of the Cryxian forces attacking those sites. On 
  a failure, the character sees people fleeing and hears screams 
  coming from multiple directions but does not receive any 
  other specific information.
  Town Docks. One notable exception to the above is 
  Ingrane’s docks, where the three vessels are grounded. Each 
  of the three rusty iron-hulled steamships is scarcely larger 
  than a moderate fishing boat but is constructed with a twisted 
  aesthetic preferred by Sovox. A character who examines the 
  docks and succeeds on a DC 12 Wisdom (Perception) check 
  sees thralls disembarking from the boats amid thick clouds 
  of necrotite smoke. A much larger force is clearly being held 
  there in reserve.
  THE TIMELINE
  If the characters don’t intervene, the attack unfolds in the 
  order shown in the Events table. 
  Sequence 
  Event
  Dusk 
  Cryxian forces made landfall on the coast 
  north of Ingrane
  Wave 1 
  The invaders slaughtering anyone on the 
  streets and break into the town garrison.
  Wave 2 
  The invaders overcome the defenders at 
  The Swan and Steel and the town hall.
  Wave 3 
  The Cryxians fall on the church and 
  orphanage.
  Wave 4 
  Sovox claims Echo from the shrine and his 
  forces return to the sea.
  THRALL TACTICS
  The undead thralls are not tactically skillful. They attack in 
  rather straightforward fashion, sweeping from the shore 
  into town and hitting targets that Sovox has repeatedly 
  drilled into their rudimentary intellect prior to the attack. 
  The thralls move in the straightest possible line to their 
  targets and aren’t clever enough to prioritize one target 
  over another; they simply attack wherever they can do the 
  most damage.
  Sovox sends his forces in three waves. His goal is to cause 
  enough chaos and confusion to make the town safe enough 
  for him to approach the shrine and make off with his prize.
  SIMULTANEOUS ATTACKS
  During the first three waves of Cryxian forces, the thralls 
  that compose Sovox’s forces try to strike more than one 
  target at the same time. These attacks are designed to throw 
  any defenses into disorder and to cause as much damage as 
  possible in order to distract the townsfolk from Sovox’s goal 
  of claiming Major Haley’s spear.
  You’re at liberty as to how to handle these simultaneous 
  attacks. For example, you can decide that any location the 
  characters choose not to defend simply falls to the Cryxian 
  aggressors; if you are a bit more merciful, you can have the 
  Cryxians take additional time to breach the defenses at each 
  location, giving the characters the opportunity to respond to 
  both threats during each wave. The choice is yours.
  REST AMID THE CHAOS
  Although the attack on Ingrane takes place over the course 
  of a long night of encounters, it gives the characters little 
  opportunity to catch their breath. Make the players feel as 
  though they’ve been running from one battered and bruising 
  disaster to the next by the time they confront Sovox, but 
  don’t make them feel as if you’re deliberately punishing them. 
  Stress this wearing away as part of the story, and make clear 
  the risk that the invaders will kill more townsfolk if the 
  players choose to rest.
  Should you choose to give the characters the opportunity, 
  the adventure includes a few brief moments when the 
  characters can catch their breath between encounters without 
  fear of letting more people get killed. These periods occur 
  during the brief lulls between attack waves.
  A SANDBOX FULL OF DEAD THINGS
  The attack on Ingrane is an open-ended event that not only 
  provides the characters with opportunities to be heroic 
  rescuers, but also forces them to confront the consequences 
  of their choices should they fail to act in time. Allow the 
  players to choose their course of actions and which of the 
  harried townsfolk they do (or don’t) prioritize.
  Necrotite Sickness
  Necrotite fumes can be debilitating, especially when a living 
  creature is exposed to them in high concentrations—like when 
  a mob of mechanithralls converges on a sleepy fishing town.
  After each encounter with the Cryxians, each character 
  must succeed on a DC 10 Constitution saving throw or be 
  poisoned for 10 minutes. The DC increases by 1 for each 
  subsequent encounter with the Cryxians. A creature wearing 
  a face covering such as a bandana has advantage on this 
  saving throw. Any creature that does not need to breathe, 
  is immune to necrotic damage, or is wearing a gas mask is 
  immune to necrotite sickness. The effects of necrotite sickness 
  can be ended immediately by the lesser restoration spell or 
  similar magic.
  9
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  WAVE ONE
  The first wave simultaneously attacks the streets and watch 
  garrison (areas 5 and 7) of Ingrane. If the characters don’t 
  interfere, the thralls overpower the townsfolk before 
  spreading out to cause general chaos elsewhere in Ingrane, 
  breaking into homes and searching for other hidden targets.
  1. STREETS OVERRUN
  As the characters arrive at the street vendors, read the 
  following text aloud:
  Screaming people scurry to get away from the approaching 
  figures, plowing into each other in their desperate flight. A group 
  of five emaciated undead with glowing green eyes rushes down 
  the street, trailing greasy black smoke from boilers fused to 
  their backs.
  As the undead swarm Ingrane, the citizens panic, stampeding 
  away from the Cryxians and seeking whatever shelter they 
  can find. In those first harrowing moments, a group of 
  five commoners become cornered in the street while the 
  vendors Tibble and Pinckney scrabble to grab whatever 
  valuables they can.
  FOES
  Three mechanithralls and two scrap thralls rush down 
  the main street from the docks. The scrap thralls advance 
  on Tibbles and Pinckney, each attempting to grab one of 
  the vendors before detonating in violent explosions that 
  will kill the merchant and destroy all the goods they have 
  on the street. The mechanithralls turn their attention 
  on the terrified commoners but quickly move to attack 
  the characters.
  REWARDS
  Award standard XP for defeated foes. If the characters defeat 
  a scrap thrall before it can detonate in one of the shop stands, 
  the proprietor rewards them for their effort. Tibble gives the 
  characters a box of 50 bullets, and Pinckney gives them 1d4 
  minor healing potions.
  DEVELOPMENT
  If the raiders take the streets, thralls begin dragging the 
  bodies of the slain and any other useful parts back to Sovox at 
  the shoreline. The necrotech uses these supplies to assemble 
  extra reinforcements to keep pressure on the streets. During 
  each subsequent encounter, roll a d4 and add the indicated 
  creatures to the encounter’s forces.
  Random Reinforcements
   
  d4  
  Creature
   
  1  
  None
   
  2  
  1 mechanithrall
   
  3  
  1 bile thrall
   
  4 
   2 scrap thralls
  10
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  2. WHO SLAUGHTERS THE 
  WATCHMEN?
  As the characters arrive at the town garrison, read the 
  following text aloud:
  The whole watch garrison shudders under the titanic strikes of 
  a pair of hulking undead thralls. Bellowing insensible threats at 
  the people within, the oversized brutes smash at the building with 
  the force of twin battering rams.  You hear the voice of Captain 
  Burns coming from inside the building as she orders her men to 
  hold their ground, but her voice is tinged with panic.
  Eliminating the town’s defenders is one of Sovox’s highest 
  priorities, so he sends two of his most powerful thralls—
  oversized brute thralls—to do the deed. These two creatures 
  would be a challenge for Ingrane’s watch even if it were at full 
  strength, but with only three members on-site, it will be an 
  absolute slaughter unless they receive assistance.
  FOES
  Two brute thralls collide with the garrison, using their 
  oversized metal fists to rip apart the building’s face. From 
  within, Captain Burns and her constables fire wildly at the 
  hulking shapes, filling the air with thick clouds of gun smoke.
  Unless engaged in combat with the characters, the brute 
  thralls spend each round attacking the structure itself (AC 15, 
  25 hp). When they break through, the thralls beat the 
  inhabitants to death with their oversized metal fists.
  REWARDS
  Award standard XP for defeated foes. Any city watch saved 
  during the attack steel themselves to help fight the undead. 
  Additionally, Captain Burns gives the characters both the 
  key to the armory and her permission to take any supplies 
  they require.
  If the characters fixed the steamjack Smokey earlier in 
  the adventure, it accompanies the watch in their defense 
  of Ingrane. A character who is proficient with steamjacks 
  can convince Captain Burns to temporarily loan the ’jack 
  to the party by making a successful DC 14 Charisma 
  (Persuasion) check.
  DEVELOPMENT
  If the raiders overwhelm the city’s garrison, Captain Burns 
  and her constables are ripped apart by the brute thralls, which 
  then go on to demolish the laborjack Smokey before tearing 
  the building to the ground in a blind rage.
  A SHORT BREATHER
  After the first wave has been dealt with—or completed its 
  objectives—there is a momentary lull before Sovox sends 
  in the second group of thralls. The characters have time 
  to investigate any sites they didn’t respond to during the 
  attack, tend to wounded townsfolk, and rally before the next 
  wave begins.
  At your discretion, the characters may take a short rest 
  before wave 2 begins. Due to adrenaline—or perhaps a bit of 
  time-manipulation magic caused by proximity to the Shrine 
  of the First Daughter—the rest takes 10 minutes to complete 
  rather than 1 hour.
  DEVELOPMENT
  When you’re ready, begin wave 2.
  WAVE TWO
  The second wave focuses on the people of Ingrane. Its two 
  targets are the public house and the town hall, each of which 
  contains large numbers of common folk. Just like during 
  wave 1, if the characters don’t intervene at a location, the 
  thralls slaughter their targets before going on to wreak havoc 
  elsewhere in the town.
  3. BAR BRAWL
  As the characters arrive at the Swan and Steel, read the 
  following boxed text aloud:
  The townsfolk inside the Swan and Steel cry out in fear as gaunt 
  figures of meat and metal bash their fists into the tavern’s front 
  door. As the door begins to buckle, a shout of alarm from within 
  calls on people to throw their weight against the press of the 
  undead creatures.
  Dozens of townsfolk fled into the Swan and Steel and 
  barricaded themselves inside when the attack began. 
  Mechanithralls are attempting to bash down the door with 
  their steamfists while a pair of scrap thralls clamber up the 
  walls, looking for windows leading to the interior. In a 
  matter of minutes, either the mechanithralls will break their 
  way in or one of the explosive scrap thralls will make it to 
  the interior.
  FOES
  The attack on the pub consists of three mechanithralls and 
  two scrap thralls. The mechanithralls are working together 
  to overpower the barricaded doors (AC 15, 18 hp). Unless 
  they are attacked, the mechanithralls spend each turn 
  attacking the door.
  The scrap thralls climbing the building need to reach 
  windows set high on the wall. At the start of their turns, each 
  scrap thrall makes a DC 12 Strength (Athletics) checks to 
  make progress toward its goal. A scrap thrall that succeeds 
  on three such checks reaches an open window and enters the 
  Swan and Steel. Once inside, a scrap thrall detonates after 
  1d4 rounds. Hitting a scrap thrall with an attack forces it to 
  succeed on a DC 12 Strength (Athletics) check or fall from 
  the wall, landing prone.
  Using the Watch
  The watch can provide much-needed assistance during the 
  subsequent waves of attacks. A character can attempt to 
  convince the watch to help defend a location by making a 
  DC 10 Charisma (Persuasion) or Charisma (Intimidation) 
  check. If the check succeeds, the watch members head to 
  the chosen location and fend off the thralls long enough for 
  the characters to intervene. If the check fails, assume that 
  the watch fights any thralls they encounter before they are 
  eventually overwhelmed.
  11
  
  If either of the scrap thralls detonates within the Swan and 
  Steel, it immediately kills 1d6 + 4 patrons inside the pub. 
  If the mechanithralls get inside, they each kill one patron 
  every round.
  REWARDS
  If the party rescues any number of people from the pub, each 
  character gains 100 XP in addition to the points for killing 
  monsters. If more than ten villagers died during the rescue, 
  reduce this amount by 50 XP per character.
  If the characters save the lives of all the citizens inside 
  the pub, the sturdy working-class folk arm themselves with 
  whatever improvised weapons and tools they can find, with 
  the result that ten laborers (use the thug stat block) will be 
  ready to fight for Ingrane.
  DEVELOPMENT
  If the raiders break into the pub, the scrap thralls kill half 
  of the huddled patrons in the initial blast, after which the 
  mechanithralls systematically slaughter all the survivors over 
  the next few minutes.
  Using the Laborers
  Just like with the city watch in wave 1, rescuing the pub’s 
  patrons provides the characters with assistance in the 
  subsequent wave. A character can attempt to convince the 
  laborers to help defend a location by making a DC 10 Charisma 
  (Persuasion) or Charisma (Intimidation) check. If the check 
  succeeds, the laborers head to the chosen location and fend 
  off the thralls long enough for the characters to intervene. If 
  the check fails, assume that the laborers fight any thralls they 
  encounter before they are eventually overwhelmed.
  4. TOWN FALL
  As the characters arrive at the town hall, read the 
  following text aloud:
  Several thralls have surrounded the entrance to the town hall. 
  Two hammer at the door with their metal fists, causing the 
  terrified people inside to cry out for help. Another pair, wielding 
  long weapons attached by metal hoses to their distended and 
  quivering stomachs, spew streams of noxious bile into open 
  upstairs windows.
  From her balloon overhead, Alana Moesby calls out to you. 
  “There are innocent people inside! You have to help them!” She 
  ducks away a moment later as one of the pus-spewing thralls 
  redirects its spray at her.
  Phineus McVahn and ten commoners have taken shelter in 
  the town hall.
  FOES
  Two mechanithralls claw at the barricaded door of the town 
  hall while two bile thralls spray their noxious weapons into 
  the upper windows, working to force the defenders out as the 
  fluid rains down throughout the building. After 1d4 rounds, 
  the caustic fluid causes 1 acid damage to the occupants of the 
  building at the start of each round. The townsfolk attempt to 
  flee this shower when they have 2 hit points left, but any who 
  do will run straight into the arms of waiting mechanithralls.
  During the fight, Alana Moesby tries to help out from her 
  aerial position. She hurls tools, boots, and spare nuts and 
  bolts at the thralls. Although these attacks aren’t enough to 
  cause any real damage, you can use them to distract a thrall 
  for a round if the characters look like they need help.
  REWARDS
  If the party rescues McVahn or any number of people from 
  the town hall, each character gains 100 XP in addition to 
  awards for killing monsters. If McVahn or more than five 
  villagers died during the rescue, reduce this amount by 50 XP 
  per character.
  12
  
  Additionally, Moesby offers to assist the characters from 
  above. Her air carriage gives her a commanding view of 
  Ingrane and allows her to surveil the battlefield and tell 
  the characters where the thralls are attacking. She can also 
  deliver a payload onto the thralls if offered a device such as an 
  alchemical grenade. Otherwise, Moesby can drop sandbags of 
  ballast from above once per round on initiative count 10 (+4 
  to hit, 2d10 bludgeoning damage).
  DEVELOPMENT
  If the raiders overrun the town hall, Moesby attempts to flee 
  on her air carriage. She sails it northwest, heading for the city 
  of Ramarck, but a scrap thrall manages to snag her anchor 
  line and climb aboard. The air carriage detonates in a brilliant 
  fireball a few hundred yards outside of town, crashing in a 
  fiery wreck in the swamps.
  ANOTHER BREATHER
  As with the first wave, after the Cryxians have been dealt 
  with—or completed their objectives—there is another lull 
  before Sovox sends in his third and final group of thralls. 
  The characters have time to investigate any sites they didn’t 
  respond to during the attack, tend to wounded townsfolk, 
  and rally before the next wave begins.
  At your discretion, the characters may take a short rest 
  before the next wave of attacks. As before, this short rest 
  requires only 10 minutes rather than 1 hour to complete.
  DEVELOPMENT
  When you’re ready, begin wave 3.
  WAVE THREE
  The third wave of foes moves to secure the sites near the 
  shrine to Haley. The thralls seek to make the area safe for 
  Sovox to enter, but they are also compelled to desecrate the 
  religiously oriented sites.
  5. DESECRATION
  As the characters arrive at the Church of Ascendant Rowan, 
  read the following text aloud:
  The façade of the church smokes and bubbles under twin sprays 
  of putrescent filth. Two undead thralls, their bodies bloated like 
  overfed ticks, spray the church’s face with their cobbled-together 
  weapons, pumping fresh bile from the contents of their rotting 
  stomachs. You hear the voice of Rector Hillame coming from 
  inside the building as he prays to Morrow for protection.
  Rector Hillame and twenty commoners are sheltering 
  in the Church of Ascendant Rowan. The rector has cast 
  spirit guardians and stands ready inside the barred doors 
  of the church as the huddled townsfolk shield themselves 
  behind the pews.
  FOES
  Two bile thralls gleefully spray their foul weapons across the 
  face of the church. The corrosive mixture is eating away at 
  the building’s façade and will reduce the barred door to slag 
  in 1d6 + 1 rounds.
  REWARDS
  If the party prevents the church from falling, Rector Hillame 
  can lend them magical assistance for the remainder of the 
  raid. He casts cure wounds on characters as needed and 
  casts lesser restoration on any who are suffering from 
  necrotite sickness.
  The Pain of Healing. Healing magic in the Iron Kingdoms 
  can take a dire toll on the healer, and Rector Hillame is no 
  exception. Each time he casts cure wounds, he gains one level 
  of exhaustion.
  DEVELOPMENT
  If the raiders break into the church, they kill Hillame and the 
  commoners before systematically desecrating the structure 
  with their foul sludge.
  13
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  6. EVICTION
  As the characters arrive at the Ingrane Children’s Home for 
  Little Wanderers, read the following text aloud:
  A towering brute of a thrall bellows a guttural war cry before 
  throwing itself at the orphanage. Each slam of its fists punches 
  massive rents in the structure’s walls, causing the children 
  within to scream in panic. You hear Sister Frye shouting inside 
  the orphanage, instructing the children to close their eyes and 
  stay behind her.
  Sister Frye and her twenty young wards are sheltering 
  within the orphanage.
  FOES
  One brute thrall assails the orphanage. The structure can’t 
  withstand the creature’s steam-powered fists for long, and 
  the thrall only needs enough time to rip a hole large enough 
  to slip inside. Each turn it isn’t engaged in combat, the 
  brute thrall attacks the structure (AC 15). It needs to deal 
  50 damage to the building to create a hole large enough 
  to fit inside.
  REWARDS
  If the party prevents the brute thrall from entering the 
  orphanage and laying waste to its inhabitants, Sister Frye 
  sends the children out of Ingrane to hide in the nearby 
  swamp. She gives the oldest children careful instructions 
  on where to go and how long they should wait, telling 
  them to move on to Ramarck if she doesn’t come for them 
  by dawn. She then offers her magical abilities to assist the 
  characters for the remainder of the raid. She casts cure 
  wounds on injured characters and casts bless on as many 
  characters as she can.
  The Pain of Healing. Healing magic in the Iron Kingdoms 
  can take a dire toll on the healer, and Sister Frye is no 
  exception. Each time she casts cure wounds, she gains one 
  level of exhaustion.
  DEVELOPMENT
  If the brute thrall breaks into the orphanage, Sister Frye 
  stands her ground, sacrificing her life to give her wards 
  enough time to flee into the swamp. Ten days later, the 
  haggard and starving children arrive in Ramarck to tell of 
  what transpired in Ingrane, including any details they have 
  about the heroics—or lack thereof—of the characters.
  NO TIME TO STOP NOW
  Sovox and his pet bonejack creep into Ingrane on the heels 
  of the third wave of attackers. As his forces are wrapping up 
  their assault on the church and the orphanage, he makes for 
  the Shrine of the First Daughter to claim his prize.
  ENTER SOVOX
  The necrotech doesn’t really care about the success of the 
  attack on Ingrane beyond the distraction it creates. At the end 
  of the day, the loss of a few thralls doesn’t mean much to him; 
  securing Major Haley’s spear and pleasing his mistress are all 
  that matter.
  ECHOES OF THE PAST
  When Sovox arrives at the Shrine of the First Daughter, he 
  can’t contain his manic laughter, which alerts the characters 
  to his presence. When the characters arrive at the shrine, 
  read the following text aloud:
  A raspy, shrieking laughter echoes through the smog-choked 
  streets of Ingrane. Not far from the church and the orphanage, 
  at the Shrine of the First Daughter, a squat and ugly creature 
  on four metallic spider legs clatters onto the plinth of Haley’s 
  statue at the Shrine of the First Daughter. Its short, bone-faced 
  mechanikal companion moves like an excited hound as the 
  thing’s undead hands reach for the statue’s spear.
  Seeing you, the creature stops and whistles to its companion. In 
  a wheezing voice, it says, “Slicer-Dicer, don’t let them interrupt 
  Daddy’s work. Slice! Dice!”
  Sovox the Resurrector and his bonejack, Slicer-Dicer, 
  attack. While Echo is in his possession, Sovox uses it in place 
  of his vice claw. Slicer-Dicer attacks with the aggression of 
  a rabid hound. It uses its bone saw to threaten anyone who 
  would move around it to reach its master. Sovox hangs back 
  during the initial fighting. Any character who succeeds on a 
  DC 13 Wisdom (Insight) check surmises that the necrotech is 
  watching the characters to measure their capabilities.
  FRIENDS FROM TOWN
  After the first round of combat, any surviving townsfolk 
  the characters assisted (such as the members of the watch or 
  patrons of the Swan and Steel) arrive to lend their aid. They 
  focus their efforts on the bonejack, hoping to engage it long 
  enough for the characters to deal with the necrotech.
  If Sovox dies, Slicer-Dicer goes on a rampage, targeting the 
  character responsible for the felling blow.
  TAKING ECHO
  A character can attempt to disarm Sovox of Echo by making 
  a Strength (Athletics) check with disadvantage contested by 
  Sovox’s Strength (Athletics) check. If the character wins the 
  contest, Sovox loses his grip on the mechanikal spear and 
  reverts to fighting with his vice claw.
  TREASURE
  If the characters search the necrotech’s body, they find a letter 
  from Lich Lord Deneghra. Give the players Handout: The 
  Lich Lord’s Letter. They also find a pouch containing 150 gp 
  per character in the party, minted in tarnished coins that bear 
  the skeletal visage of a dragon.
  14
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  ENDING THE 
  ADVENTURE
  This adventure ends with a final scene whose details depend 
  on whether the characters were victorious in their battle with 
  Sovox or were defeated.
  DEFEAT
  If Sovox defeated the characters, all is not lost. The necrotech 
  is quite comfortable with killing but would prefer to make off 
  with the spear rather than stick around in order to make sure 
  everyone is dead. The characters awaken a few hours later on 
  the shore alongside the ruins of the town’s waterfront, their 
  wounds having been treated in rudimentary fashion by some 
  of the older children from Sister Frye’s orphanage. When the 
  characters awaken, read the following text aloud:
  You awaken to the morning light, rendered hazy and dim by 
  pillars of smoke. The structures of Ingrane smolder all around 
  you, once again reduced to ashes. A young girl approaches you, 
  her face sooty except for where her tears have washed it clean. 
  In a thick voice, she says, “The dead man left you back there. I 
  suppose he got what he was here for. He left this behind, though. I 
  suppose so you’d know why he did . . . all this.”
  The girl produces Handout: The Lich Lord’s Letter and 
  informs the characters that it was left on one of them like a 
  mocking calling card.
  This ending sets up future adventures involving the 
  Nightmare Empire. As a GM, you can have fun with the 
  consequences of Sovox’s actions. What will become of the 
  displaced orphans of Ingrane? Are the Cryxians still a threat 
  to Westinmarsh? What kind of villain will Sovox become 
  now that he has performed this task for his mistress? Will the 
  characters meet him again? All these threads offer avenues 
  for new stories that you can guide your players toward or that 
  they can pursue on their own.
  VICTORY
  If the characters defeat Sovox, any remaining foes attempt to 
  return to the sea. Lacking a thinking mind to guide them, the 
  thralls revert to simple, instinctive behavior and are easily 
  rounded up and defeated.
  The survivors of Ingrane are prepared to reward the 
  characters with anything they can—which honestly doesn’t 
  amount to much if you don’t count the catch of the local 
  fisherfolk. Even so, the characters are regarded as local heroes 
  and never need to pay for a place to sleep, a hot meal, or 
  something strong to drink while they’re in town.
  If the adventure ends in this way, you will have plenty of 
  potential plot threads for the future of your campaign. Now 
  that the characters know about Lich Lord Deneghra’s desire 
  for her sister’s spear, what are they going to do about it? Will 
  they take Echo to a more defensible location? Does Deneghra 
  have other forces she will send after the item? Why does she 
  want the weapon so badly?
  Regardless of the characters’ decisions, the future of 
  Ingrane is very much in question. It is clearly still vulnerable 
  to attacks from the Nightmare Empire. Will the characters 
  help train the townsfolk to defend themselves and set up 
  better protection? Will they take over the protection of 
  the town as a mercenary company? All these threads offer 
  avenues for new stories that you can guide your players 
  toward or that they can pursue on their own.
  15
  
  MONSTERS AND NPCS
  BRUTE THRALL
  The brute thrall signifies a natural evolution for the proud 
  meat smiths of Cryx, who have long enjoyed integrating 
  local creatures into their malignant creations. These hulking 
  monstrosities are cobbled together from the carcasses of 
  Scharde trollkin and ogrun, along with masses of conduit, 
  steel plate, and discarded mechanika powered by a necrotite 
  furnace. Although the result lacks both subtlety and cognitive 
  capacity, it is unquestionably well suited to its role on the 
  battlefield: crushing any obstacle in its way.
  Bile Thrall
  Medium undead (necrotech), lawful evil
  Armor Class 13
  Hit Points 30 (4d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  13 (+1) 
  16 (+3) 
  16 (+3) 
  3 (−4) 
  8 (−1) 
  6 (−2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1 (200 XP)
  Actions
  Bile Cannon. Ranged Weapon Attack: +5 to hit, range 20/40 ft., 
  one target. Hit: 12 (2d8 + 3) acid damage.
  Purge. The thrall sprays a 40-foot cone of toxic bile from 
  its cannon. Each creature in that area must make a DC 13 
  Constitution saving throw, taking 18 (4d8) acid damage on a 
  failed save, or half as much damage on a successful one. After 
  using Purge, the bile thrall drops to 0 hit points.
  BruTe Thrall
  Large undead (necrotech), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 47 (5d10 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  19 (+4) 
  13 (+1) 
  18 (+4) 
  3 (−4) 
  8 (−1) 
  6 (−2)
  Skills Athletics +6
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Challenge 2 (450 XP)
  Siege Monster. The brute thrall deals double damage to objects 
  and structures.
  Trampling Charge. If the brute thrall moves at least 20 
  feet straight toward a creature and then hits it with a slam 
  attack on the same turn, that target must succeed on a DC 14 
  Strength saving throw or be knocked prone. If the target is 
  prone, the brute thrall can make one slam attack against it as a 
  bonus action.
  Actions
  Multiattack. The brute thrall makes two slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d10 + 4) bludgeoning damage.
  Steamslam (Recharge 6). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage, 
  and the target must succeed on a DC 14 Constitution saving 
  throw or be stunned until the end of its next turn.
  BILE THRALL
  The bloated bodies of bile thralls are walking vessels for 
  volumes of corrosive digestive and decomposition agents. 
  Hoses and tubes lead from their distended mouths and 
  fabricated orifices to crude firing mechanisms. With a 
  lurching spasm, each bile thrall can force a starting volume of 
  caustic fluid out over a wide area to dissolve flesh and devour 
  tempered metal.
  16
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  MECHANITHRALL
  Assembled from a horrific fusion of corpses and machinery 
  scavenged from the battlefield, mechanithralls fill the 
  ranks of Cryx’s armies. A mechanithrall’s reanimated body 
  is augmented with two heavy gauntlets powered by dark 
  energies and steam pressure. These gauntlets greatly enhance 
  the unliving creature’s strength, making a mechanithrall’s 
  strike nearly as powerful as the impact from a steamjack.
  SCRAP THRALL
  Scrap thralls are little more than the spare parts of a fallen 
  ’jack slapped together and animated as a shambling delivery 
  vehicle for necrotite-enhanced bombs. These ramshackle 
  undead are likely to detonate whenever a wayward bullet 
  or arrow strikes them. Their only real goal is to clutch an 
  opponent long enough for the bomb to explode in a shower 
  of bone, metal, and steam.
  MechaniThrall
  Medium undead (necrotech), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  16 (+3) 
  13 (+1) 
  16 (+3) 
  3 (−4) 
  8 (−1) 
  6 (−2)
  Skills Athletics +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1 (200 XP)
  Multiattack. The mechanithrall makes two slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage.
  Steamslam (Recharge 6). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, 
  and the target must succeed on a DC 13 Constitution saving 
  throw or be stunned until the end of the mechanithrall’s 
  next turn.
  Scrap Thrall
  Medium undead (necrotech), unaligned
  Armor Class 8 
  Hit Points 18 (4d8)
  Speed x ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  14 (+2) 
  6 (-2) 
  10 (+0) 
  3 (-4) 
  6 (-2) 
  5 (-3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft. passive perception 8
  Languages understands the language of its creator but does not 
  speak
  Challenge 1/4 (50 xp)
  Death Burst. When the scrap thrall dies, it explodes in a fiery, 
  necrotite-laced detonation. Each creature within 5 feet of it 
  must make a DC 11 Dexterity saving throw, taking 3 (1d6) fire 
  damage and 3 (1d6) poison damage on a failed save, or half as 
  much damage on a successful one.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  Deadly Embrace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: The target is grappled (escape DC 12). Until 
  this grapple ends, the target is restrained, and the scrap thrall 
  can’t use this attack on another target. If the scrap thrall has a 
  target grappled at the start of its turn, it drops to 0 hp, and the 
  grabbed creature has disadvantage on its Dexterity saving throw 
  against Death Burst damage.
  17
  
  SLICER-DICER
  Slicer-Dicer is a bonejack—a mélange of blasphemous 
  necrotech and cunning mechanika. Fast and light, these 
  constructs can close distances and flank opponents with 
  unnatural speed. They carry weapons ranging from 
  ironbound jaws and claws capable of rending flesh and 
  armor to alchemical cannons that spew bone-stripping 
  corrosive solutions.
  SOVOX THE 
  RESURRECTOR
  The necrotechs of Cryx are part necromancer, part mechanik, 
  part evil genius, and spiced with a dash of deranged lunatic. 
  Sovox fits this bill. He has built his army from heaps of 
  scrap metal and bone for the express purpose of fulfilling his 
  mistress Deneghra’s orders.
  Slicer-Dicer 
  (ripjaw Bonejack)
  Large construct (necrotech), unaligned
  Armor Class x (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  13 (+1) 
  18 (+4) 
  15 (+2) 
  2 (-4) 
  10 (+0) 
  4 (-3)
  Skills Perception +2
  Senses blindsight 60 ft., passive Perception 12
  Languages —
  Challenge 3 (700 xp)
  Charge.  If the ripjaw moves at least 20 feet straight toward a 
  target and then hits it with a bone saw attack on the same turn, 
  the target takes an extra 7 (2d6) slashing damage.
  ACTIONS
  Multiattack. The ripjaw makes two attacks: one with its bone 
  saw and one with its Bash.
  Bone saw. Melee weapon attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage.
  Bash. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 
  4 (1d6 + 1) bludgeoning damage.
  Sovox The reSurrecTor
  Medium undead (necrotech), neutral evil
  Armor Class 14 (natural armor) 
  Hit Points 78 (12d8+24)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  12 (+1) 
  12 (+1) 
  16 (+3) 14 (+2) 
  14 (+2) 
  10 (+0)
  Damage Immunities poison
  Condition Immunities poisoned, prone
  Skills Perception +4
  Senses darkvision 60 ft, passive Perception 14
  Languages Cygnaran, Scharde
  Challenge 2 (450 XP)
  ACTIONS
  Multiattack. Sovox makes two melee attacks.
  Vice Claw. Melee weapon attack: +3 to hit, reach 10 ft., one 
  target. Hit: 5 (1d8 + 1) slashing damage. If the target is a creature, 
  it must succeed on a DC 11 Strength saving throw or take an 
  extra 3 (1d6) slashing damage and be grappled (escape DC 11). 
  Sovox can have only one creature grappled in this way at a time. 
  Until this grapple ends, the target is restrained, and Sovox can’t 
  use his vice claw against another target.
  Echo. Melee weapon attack: +5 to hit, reach 10 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Marshal ‘Jack. Sovox chooses a friendly bonejack within 60 feet 
  of him that can hear him and then chooses one of the following 
  effects for that bonejack:
  • Crush! If the bonejack takes the Attack action during its next 
  turn, it can make one additional melee attack. Additionally, it 
  gains a +2 bonus on all melee weapon damage rolls during its 
  next turn.
  • Hurry! The bonejack can take a bonus action during its next 
  turn to take the Dash or Disengage action.
  Repair (Recharge 5-6). Sovox targets an allied construct 
  within 5 feet of him and performs hasty repairs. The construct 
  regains 5 (1d6 + 2) hit points.
  18
  
  THE IRON KINGDOMS - AN ECHO IN THE DARKNESS
  APPENDIX: ITEMS & EQUIPMENT
  weapon’s chamber until the trigger is pulled, which releases 
  a pin that drives into the rear of the round through two silk 
  pouches, each of which contains one of two components 
  that, when mixed, combine to create blasting powder. The 
  resulting chemical reaction and subsequent explosion drive 
  the bullet that sits ahead of the pouches forward and out of 
  the weapon’s muzzle.
  Firearm. You can use a weapon that has the firearm 
  property to make a ranged attack, but only if ammunition 
  is loaded into the weapon’s magazine. Each time you attack 
  with a firearm, you expend 1 round from the magazine. 
  Rounds fired from a firearm are destroyed.
  A firearm produces a loud report when fired. Unless 
  affected by mechanikal or magical silence, creatures with the 
  ability to hear can hear the sound of a firearm discharging 
  from a great distance, sometimes up to a mile or more in 
  open conditions.
  Magazine. A weapon with the magazine property has 
  an amount of ammunition stored inside it (noted in 
  parentheses). Once you use the weapon to make a number of 
  attacks equal to its magazine rating, you must use an action or 
  a bonus action (your choice) in order to reload it.
  Name  
  Cost  
  Damage  
  Weight  
  Properties
  Pistol  
  20 gp  
  1d10 piercing  
  4 lb.  
  Firearm (range 40/120), light, magazine (1)
  Scattergun  
  20 gp  
  2d8 piercing  
  8 lb.  
  Firearm (range 30/90), magazine (1), two-handed
  Name
  Identity
  Details
  Phineus “Finn” 
  McVahn (Fin-
  EE-Us Mick-VON)
  Neutral good male human magistrate
  McVahn’s clothing is simple and unadorned, in contrast to his role 
  in Ingrane as magistrate. His friendly demeanor is contrasted by a 
  piercing, scrutinizing gaze.
  Rector Osmond 
  Hillame (HILL-aim)
  Neutral good male human 
  priest of Morrow
  Rector Hillame is pious and friendly but a fierce debater when it 
  comes to religious matters.
  Sister Lena Frye
  Lawful good female human nun in 
  Morrow’s service
  Sister Frye is patient and good-tempered but has a startling skill at 
  games of chance and might be a bit of a grifter.
  Captain Edith Burns
  Lawful neutral female human 
  watch captain
  Burns manages Ingrane’s city watch with a stern manner and takes a 
  literal approach to the law.
  Alana Moesby
  Chaotic neutral female human inventor
  Moesby is an air-travel fanatic who wants the entirety of the Iron 
  Kingdoms to share in her passion. She may also be a touch un-
  hinged.
  Tibble
  Neutral male gobber tinker
  Tibble has never found scrap so rusty he couldn’t shine it or junk so 
  worthless he couldn’t sell it to someone.
  Modredis Pinckney
  Neutral male human alchemist
  Pinckney seems to enjoy asking people uncomfortable questions 
  about their health in order to shill his concoctions. His breath smells 
  faintly of menthol.
  ECHO
  Rune Points 4, Capacitor (Arcanodynamic Accumulator)
  Echo is a mechanikal spear. While the weapon has power, 
  you gain a +2 bonus to attack and damage rolls with it. The 
  spear’s capacitor has 16 charges.
  Replication. As a bonus action, you can spend 4 charges 
  from the weapon’s capacitor to cast a spell of 2nd level or 
  lower with a casting time of 1 action and with a duration of 
  less than 1 minute that was cast during the previous round, 
  requiring no components (+6 to hit with spell attacks, spell 
  save DC 16).
  Time-Bending Defense. As a bonus action, you can spend 1 
  charge from the weapon’s capacitor to gain a +2 bonus to AC 
  when you take the Defend action.
  FIREARMS
  The majority of today’s firearms in the Iron Kingdoms are 
  breech-loading weapons. Reloading such a weapon involves 
  opening a trapdoor on the rear of the firearm, placing a 
  round within it, and closing the trapdoor, after which the 
  firearm is ready to be fired. The cartridge sits snugly in the 
  APPENDIX: IMPORTANT CHARACTERS
  The following NPCs feature in this adventure:
  Important Characters
  19
  
  HANDOUT: THE LICH LORD’S LETTER
  Sovox,
  Let’s hope your title “the Resurrector” isn’t too 
  literal, because I’m sending you to a place where 
  I’d like most things to stay dead and buried.
  The dirge seers tell me that a weapon is being laid 
  to rest on the shore of the Westinmarsh, nearly 
  a hundred miles south of Henge Hold in a little 
  town on the bay called Ingrane. I know it well: 
  it’s where I grew up.
  That weapon used to belong to Victoria Haley. 
  My former sister.
   
  I want it, Sovox. I don’t care if you have to 
  exhume all the graves in northern Cygnar to get 
  enough bodies to take it. But if you don’t return 
  to me in Skell with that spear in hand, don’t 
  bother trying to hide. I’ll find you no matter 
  what shadow you try to scurry under.
  Do be quick, Sovox. I don’t like to be kept  
  waiting.
  —Lich Lord Deneghra
  20
  
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  What Goes Around…
  An Echo in the Darkness
  The determined people who have chosen to rebuild 
  the ruins of the fabled town of Ingrane want the same 
  thing as the rest of the Iron Kingdoms: to rise from 
  the ashes of an infernal invasion that nearly claimed 
  the souls of most of the world. 
  The new residents have worked hard to restore 
  Ingrane to the thriving and wholesome fishing 
  community it once was. But a shadow from Ingrane’s 
  past threatens the small settlement. On the eve of a 
  grand celebration to commemorate the re-founding 
  of the township, forces of darkness gather to claim a 
  prize from its very heart and once again threaten to 
  render the village to ruin.
  Ingrane needs heroes to stave off the darkness and 
  protect its legacy as the birthplace of one of the 
  world’s most legendary warcasters. Can you save the 
  town from being destroyed by evil beyond reckoning?
  Step into the world of the Iron Kingdoms with An 
  Echo in the Darkness, an all-new adventure designed for 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Iron Kingdoms/Iron Kingdoms - An Echo in the Darkness.pdf