QS

The Ashwick Job

A one-session starter adventure for 4 players

🛑
Game Master Only

This module contains the full plot, NPC secrets, and scene details. Players should not read beyond this point. Hand out the character sheets and save the surprises for the table.

A missing scholar. A decommissioned foundry. Something underground that shouldn’t be there. Your Society is one week old and this is your first job. Make it count.

For the Game Master

The Ashwick Job is a one-session quickstart adventure designed to introduce new players to Aetherfall. It runs 3–4 hours and moves through three distinct environments — neutral ground, a Galvanic industrial ruin, and Aetheric tunnels — so the table experiences how the zone system shapes play. Four pre-generated characters are included.

The adventure follows a noir investigation that escalates into action. Players begin by gathering information, follow leads into a decommissioned foundry controlled by smugglers, and descend into tunnels where the Aether has been bleeding through for months. Along the way, they’ll use social skills, fire weapons, cast spells, and feel the world push back against both magic and technology.

The Plot

Fen Harker, a Gradient Scholar researcher, went missing three days ago in the Ashwick district. He was mapping zone drift patterns along the border between the Galvanic industrial quarter and the Aetheric old town. His last report mentioned “anomalous readings” near a decommissioned resonance foundry.

The truth: Harker stumbled onto a Lamplighter Syndicate operation smuggling charged Aetheric artifacts through tunnel networks beneath the foundry. The Syndicate grabbed him to keep him quiet while they finish moving the shipment. Harker is alive — the Syndicate doesn’t want the heat of a dead Scholar — but he’s running out of time. The shipment moves tonight, and once it’s gone, Harker becomes a loose end.

The Arc

ActZoneLocationPrimary Mechanics
1: The Lead Neutral The Wet Ember tavern, Harker’s boarding house Social encounters, skill checks, investigation
2: The Foundry Galvanic +3 Ashworth decommissioned resonance foundry Gun combat, timing track, Galvanic zone effects
3: The Tunnels Aetheric +4 Smuggling tunnels beneath the foundry Magic casting, Aetheric zone effects, non-combat utility, final confrontation

Pacing Guide

SegmentTimeNotes
Introduction & character handout10–15 minRead the cold open, players review pre-gens
Act 1: The Lead45–60 minInvestigation, social encounters, 2–3 skill checks per player
Act 2: The Foundry45–60 minInfiltration or assault, one full combat encounter
Act 3: The Tunnels45–60 minExploration, utility magic/tech, final confrontation, rescue
Wrap-up10–15 minResolution, hooks for continued play

Pre-Generated Characters

Four characters designed to cover the mechanical spread. Each has a distinct role, a reason to be in the Society, and a personal detail that gives them personality without constraining the player. Hand these out and let players choose.

The Handler

Each character has a complete, printable two-page character sheet. Print or save as PDF and hand one to each player.

Kael Dunn

Gunfighter — “The Steady Hand”

BR+1
PC+2
IN0
SP0
AW+1
PW−2
HP/Tier: 8 EP/Tier: 7
Skills
Firearms 66%, Observation 63%, Streetwise 60%, Stealth 54%, Melee 52%, Athletics 52%, Tactics 50%, Persuasion 50%
Casting
None — PW −2, no connection to the Aether
Equipment
Revolver (speed 3, 2d6), hunting knife (speed 2, 1d6+1), leather jacket (Soak 2), ammunition, binoculars, hip flask
The Handler

Former Greycoat constable. Left because the job stopped being about protecting people. Joined the Society because at least you get to pick which problems you solve.

Best for players who want straightforward mechanics. Point, shoot, reliable. Kael shines in combat and investigation, and his high PC means he declares last — seeing what everyone else does before committing.

Sera Voss

Wild Caster — “The Spark”

BR−1
PC0
IN+1
SP0
AW0
PW+2
HP/Tier: 6 EP/Tier: 9 Casting Target: 56
Skills
Wild Casting 54% (target 64 with wild bonus), Occult Lore 63%, Stealth 60%, Persuasion 60%, Streetwise 60%, Resolve 54%, Observation 50%
Casting
Wild caster — Aetheric Manipulation, Artifice. Rolls 2d100, takes the result farther from target. Can suppress up to 2 tiers (target 64, bracket 51–75)
Spells
Force, Amplify, Barrier, Kinesis, Reshape, Enchant
Equipment
Reinforced coat (Soak 1), belt knife (speed 2, 1d4+1), journal, chalk, brass compass that spins in Aetheric zones
The Believer

Felt the Aether her whole life. Never had formal training. Joined the Society because they don’t care where the power comes from, only that you can use it.

Best for players who like risk and excitement. Wild casting is unpredictable — Sera might get a Weak puff or a Spectacular blast. She’s devastating in Aetheric zones and struggling in Galvanic ones. The contrast is the point.

Aldric Wynn

Scholarly Caster — “The Surgeon”

BR−1
PC0
IN+2
SP−1
AW+1
PW+1
HP/Tier: 6 EP/Tier: 9 Casting Target: 50
Skills
Scholarly Casting 63% (casting target 63), Occult Lore 66%, Medicine 66%, Investigation 52%, Observation 52%, Persuasion 57%
Casting
Scholarly caster — all 6 schools, 8 spells known. Rolls 1d100, can restrict down to any lower tier. Base backlash rates
Spells
Mend, Reveal, Detect, Shield, Force, Anchor, Kinesis, Reshape
Equipment
Reinforced coat (Soak 1), walking stick (speed 2, 1d4), revolver (speed 3, 2d6), medical kit, magnifying lens, spellbook, lantern
The Scholar

Trained at the Gradient Scholars before funding cuts eliminated his research post. Knows the academic world, knows Fen Harker by reputation. This job is personal — scholars look after their own.

Best for players who like solving problems. Aldric’s spells don’t deal damage — they heal allies and reveal hidden things. He controls the investigation scenes and keeps the party standing in combat.

The Street

Grew up on Harrier Street, right on the gradient border. She’s been talking her way in and out of trouble in every zone since she was twelve. Joined the Society because it’s a better class of trouble.

Best for players who like roleplay. Mira owns the social scenes and carries the investigation. Her arc pistol hits hard in Galvanic zones but is unreliable in Aetheric ones — she always carries the derringer as backup.


Cold Open

Read this to the players after they’ve had a few minutes to look at their character sheets. This sets the tone and drops them into the world.

Tell It to Them Straight

The Wet Ember smells like pipe smoke and old wood. It’s a tavern on the neutral side of Ashwick — the kind of place where the Galvanic hum from the factory quarter and the faint Aetheric prickle from the old town cancel each other out. Neutral ground. The lamps are gas, not electric, not magical. The beer is warm. The fire is real.

You’re sitting at a corner table — the four of you, your Society charter still fresh enough that the ink smudges if you rub it. One week chartered. Zero jobs completed. The Greycoat Authority posted the contract yesterday: missing person, academic, last seen in the Ashwick border district. Pay is 200 marks split however you like, plus expenses. Not glamorous. But it’s your first job, and first jobs matter.

The door opens. A woman in a grey coat — actual Greycoat, not just the color — crosses the room and sits down across from you without asking. She’s mid-forties, sharp eyes, ink stains on her fingers. She sets a thin folder on the table.


Act 1: The Lead

Scene Goals

The Wet Ember & Ashwick Border

Neutral Zone

The Galvanic hum from the factory quarter and the faint Aetheric prickle from the old town cancel each other out. Neutral ground — gas lamps, real fire, warm beer.

Firearms
Normal
Galvanic Devices
Normal
Casting
Normal — no zone modifiers

The Briefing — The Wet Ember

Mood: Warm, dim, crowded enough for privacy. A neutral-ground tavern where factory workers and old-town residents drink side by side. Not friendly, exactly, but civil. The walls are dark-stained oak. A radio behind the bar plays something with brass and piano, barely audible over the murmur of conversation. The kind of place where people mind their own business and expect you to do the same.

Inspector Renna Laine

Greycoat Authority

BR0
PC0
IN+2
SP+1
AW+2
PW−1
HP/Tier: 7
Skills
Investigation 58%, Observation 58%, Persuasion 54%, Streetwise 54%, Firearms 50%
Equipment
Service revolver, badge, notebook, cynicism

Pragmatic, overworked, mildly skeptical of a brand-new Society but willing to give them a shot because she doesn’t have the bodies to investigate this herself. She speaks in clipped, efficient sentences. Doesn’t waste words. Respects competence.

Tell It to Them Straight

Laine opens the folder. Inside: a sketch of a thin man with round spectacles and a distracted expression, a hand-drawn map of the Ashwick district with zone boundaries marked in colored ink, and a note on university letterhead.

“Fen Harker. Gradient Scholar. Forty-three years old, nearsighted, terrible card player. He’s been in Ashwick for two months measuring zone drift — where the Aetheric and Galvanic boundaries shift over time. Boring work, but someone has to do it. Three days ago he stopped checking in. His people at the Gradient Scholars filed with us yesterday.”

She taps the note. “This is his last dead-drop. Read it.”

The note, in cramped handwriting: “Anomalous readings near the decommissioned Ashworth foundry. Drift pattern inconsistent with natural decay — something is actively pulling the boundary. Investigating tomorrow. Will report findings at next check-in.”

Laine looks at you. “He didn’t report. His room’s paid through the month. His equipment is gone. Either he found something interesting and lost track of time — which is possible, I’m told academics do that — or he found something dangerous. Find him. Bring him back. Try not to start a war with anyone.”

The Handler

Will share freely: Harker’s description, his boarding house address, the dead-drop note, the foundry’s location, that it’s been officially decommissioned for two years.

Requires a Persuasion check (50+): Lamplighter Syndicate activity in the area has been higher than usual. Cargo moving through the border district at odd hours. She can’t prove a connection but she suspects one.

Doesn’t know: The tunnel network. That Harker is being held. The Syndicate’s specific operation.

Mechanics Spotlight — Skill Checks

This is a good first moment for a Persuasion roll. Mira has Persuasion 58% — she rolls d100, and anything equal to or under 58 succeeds. Walk the table through it: roll, compare to target, announce result. If the roll is well under (say, 30 against 58), describe Laine warming up — “she pauses, looks at you differently, and leans in.” Margin matters narratively even when the rules just say pass/fail.

Harker’s Boarding House

Mood: Quiet residential street on the neutral side. Late-afternoon light slanting through sash windows. The boarding house is three stories of grey stone with a brass plaque reading “Olt’s — Rooms by the Week.” Inside it smells like floor polish and yesterday’s soup. The staircase creaks. The wallpaper is faded roses. It’s the kind of place that was respectable twenty years ago and is holding on through sheer stubbornness.

Tell It to Them Straight

The landlady answers on the second knock. She’s sixty-odd, flour on her apron, reading glasses pushed up into her hair. Her hands are steady but her eyes aren’t.

“You’re here about Mr. Harker? Thank goodness. Come in, come in. His room’s upstairs. I haven’t touched anything — seemed wrong to, with him not back yet.”

NPC: Mrs. Olt

Not a combatant or a faction operative. Just a worried landlady. She likes Harker — he’s quiet, polite, pays on time. She’ll answer any question honestly.

What Mrs. Olt knows:

Searching Harker’s Room

Mood: Small, neat, obsessively organized. A single bed with military corners. A desk covered in graph paper, colored inks, and hand-drawn zone maps pinned to the wall with brass tacks. A shelf of reference books. The window overlooks the street. The dust on the windowsill has been disturbed — recently, from outside.

Tell It to Them Straight

The room is small and meticulously organized. Zone maps cover the wall above the desk — hand-drawn, annotated in three colors of ink, bristling with measurement notes and dates. This is not the room of a careless person. Whatever happened to Harker, he didn’t just wander off.

His personal effects are here: spare clothes, toiletries, a dog-eared copy of Veil Cartography: Methods and Madness. What’s missing is his field equipment — the survey instruments, the resonance compass, the leather satchel Mrs. Olt described. He took his tools and didn’t come back.

Let the players describe what they’re looking for and call for appropriate checks:

CheckWhat They Find
Investigation (IN-based) Harker’s personal journal on the desk. Recent entries describe zone readings near the foundry. The last entry: “Sub-basement access — ventilation grate on the east wall. Readings are strongest below ground.”
Observation (AW-based) Boot prints in the dust under the window. Someone climbed up from outside and searched the room before the party arrived. They were careful but missed the journal.
Occult Lore (IN-based) Harker’s calibration notes show Aetheric intensity increasing near the foundry sub-basement — unusual, because the foundry is in the Galvanic quarter. Something Aetheric is down there that shouldn’t be.
Streetwise (IN-based) The man Mrs. Olt described — long coat, smoking, watching the house — sounds like a Lamplighter Syndicate lookout. The Syndicate uses that pattern: one watcher, rotating shifts, always near a lamppost.
Mechanics Spotlight — Ability Checks

If a player wants to force Harker’s locked desk drawer, call for a raw BR check: roll d100 under (BR + 4) × 10. Kael (BR +1) rolls under 50%. This demonstrates that you don’t need a specific skill for everything — sometimes you just need to be strong enough.

Alternatively, Mira can pick the lock with Sleight of Hand (52%). Let the table see that different characters solve the same problem differently.

Following the Leads

By this point the party should have 2–3 leads pointing to the foundry:

  1. Harker’s journal mentions the foundry sub-basement
  2. The Lamplighter lookout suggests organized criminal interest
  3. Harker’s readings show anomalous Aetheric activity underground
The Handler

Go straight to the foundry. The most direct path. Proceed to Act 2. The party arrives during daylight. Two Lamplighter guards are posted at the loading bay, posing as demolition workers.

Investigate the Lamplighter connection first. A Streetwise check at The Wet Ember turns up a local informant who confirms the Syndicate has been moving cargo through the area for the past month. “Something big, heavy, and makes your teeth itch if you stand too close.” Adds useful context but ultimately still leads to the foundry. Adds 15–20 minutes.

Report back to Laine. Cautious play. Laine thanks them but can’t spare constables. “That’s why I hired you.” She provides one bonus: a Greycoat signal whistle that will bring constables within 15 minutes if blown in the neutral zone. It won’t work inside Galvanic or Aetheric territory — nice mechanical flavor.


Act 2: The Foundry

Scene Goals

The Ashworth Decommissioned Resonance Foundry

Mood: Industrial ruin. Hulking, dark, and wrong. The foundry is a monument to the Galvanic age — three stories of soot-stained brick and riveted iron, smokestacks cold against the sky, loading bay doors chained shut with bright new steel. The air tastes like rust and ozone. Pigeons roost in the broken upper windows. The Galvanic hum is louder here than anywhere else in Ashwick — a low, bone-deep vibration that Sera feels as pressure behind her eyes and Aldric notices as a deadening in his fingertips, like his hands have gone partially numb.

Ashworth Resonance Foundry

Galvanic +3

A decommissioned industrial ruin. The Galvanic hum is a low, bone-deep vibration — magic feels distant here, like shouting through a closed door.

Firearms
Normal reliability, no penalties
Galvanic Devices
+6% to effective operation
Casting
−6% to casting target — Sera drops to 58, Aldric to 57
Tell It to Them Straight

The foundry hunches against the skyline like something that died standing up. Three stories of soot-stained brick, riveted iron beams, smokestacks that haven’t breathed in two years. Weeds push through cracks in the cobblestones. A rusted conveyor arm juts from the second story like a broken limb.

The loading bay faces the street. Its doors are chained — but the chain is bright steel. New. Someone is maintaining this place.

A sign on the fence reads “ASHWORTH INDUSTRIAL — DECOMMISSIONED — NO TRESPASSING — GREYCOAT AUTHORITY.” Beneath it, someone has scratched in chalk: “NOT EMPTY.”

Two men in work clothes are sitting on crates near the loading bay, eating lunch out of tin boxes. They look like demolition workers. They have the build of men who carry heavy things for a living. They don’t look like they want company.

Lamplighter Guards (×2)

Syndicate Muscle

BR+1
PC0
IN−1
SP0
AW0
PW−2
HP/Tier: 8
Skills
Firearms 50%, Melee 52%, Intimidation 50%, Observation 46%
Equipment
Revolver (Medium speed 4, 2d6), work knife (Light speed 2, 1d4+1), leather vest (Soak 1)

Low-level Syndicate muscle. Their job is to keep people away and report anything unusual. They’re not killers — they’ll fight if cornered but prefer to bluff or intimidate first.

Approaching the Foundry

The Handler

Talk your way in. Mira’s strength. A Persuasion or Deception check against the guards. Possible covers: Greycoat inspection (Mira has forged credentials), demolition assessment, or just being lost. On success, the guards let them look around the ground floor but get nervous if the party heads toward the stairs down. On failure, the guards tell them to leave and reach for their weapons if pushed.

Sneak in another way. An Observation check reveals a broken window on the second floor, reachable by climbing a drainpipe (Athletics check). Inside, the second floor is empty, but footprints in the dust lead to a stairwell going down.

Confront directly. Announce who they are, demand entry. The guards refuse. Things escalate. This is the fastest path to combat.

Combat: The Loading Bay

This encounter triggers when the social approach fails, when the party is discovered sneaking, or when they choose direct confrontation. It can also trigger when the guards realize the party is heading for the sub-basement.

Tell It to Them Straight

The pretense drops. The nearest guard kicks his crate aside and reaches for the revolver under his jacket. The other one is already moving, putting a stack of iron pipes between himself and you.

The foundry floor is cluttered — old machinery, rusted conveyor frames, stacks of salvage, a toppled filing cabinet spilling yellowed invoices. Plenty of cover. Plenty of things to trip over. Pale daylight filters through grimy upper windows. The Galvanic hum is steady and strong.

Everyone acts.

Mechanics Spotlight — Running Combat

This is likely the table’s first Aetherfall combat. Walk them through it step by step.

1. Declaration order: Lowest PC declares first. Kael (PC +2) and Mira (PC +1) declare last — they see what everyone else is doing before they commit. This matters.

2. Timing track: Set up a simple count track. Each action has a speed: Light weapons are speed 2, revolvers speed 4, Force is speed 3. Place tokens at the action’s speed. Resolve in order.

3. Example exchange:

  • Guard B charges Kael with a knife. Speed 2 — resolves at count 2.
  • Sera casts Force at Guard A. Speed 3 — resolves at count 3.
  • Guard A fires his revolver. Speed 4 — resolves at count 4.
  • Kael fires back at Guard A. Speed 4 — also count 4.
  • Mira fires her arc pistol at Guard B. Speed 4 — also count 4.
  • Aldric holds — no offensive spells, but ready to Mend if someone gets hit.

4. Resolving: Count 2 first (the knife), then count 3 (Force), then all the count 4 actions simultaneously. Roll d100 under the relevant skill for each. On a hit, roll damage and subtract the target’s Soak.

5. Wound penalties: When a guard takes enough damage to cross a wound tier, they’re Harmed (−10% to everything). Describe it — they flinch, slow down, miss shots they shouldn’t. The death spiral is visible.

The Handler

Sera’s casting target is 58 here (down from 64). When she rolls, call it out: “You can feel the Galvanic field pressing against you. The magic is sluggish, reluctant. Your target is 58 instead of 64.” If she misfires, describe the spell fizzling against the industrial hum. The zone is fighting her. This is the Galvanic advantage — and the reason smart parties carry guns.

The Handler

The guards go down or surrender. They’re not loyal enough to die for the Syndicate. If interrogated (Persuasion or Intimidation), they reveal:

  • They work for the Lamplighter Syndicate
  • There’s cargo in the sub-basement — “heavy crates, weird glow, gives you a headache”
  • A man matching Harker’s description was brought in two nights ago — “the boss said hold him till the shipment moves tonight”
  • There are 3 more Syndicate members below, including the operation lead, a woman named Corva
  • The sub-basement connects to old tunnels that run under the zone border into Aetheric territory

The Stairwell Down

Tell It to Them Straight

The stairwell spirals down into darkness. The air changes with the first turn — warmer, thicker, with a faint smell like ozone and old copper. The Galvanic hum from the factory above fades with each step, replaced by something else. A low, resonant pulse. Not mechanical. Not quite a sound. More like a pressure in the chest.

Sera recognizes it immediately. The Aether. Strong. Getting stronger.

Aldric’s spellbook feels lighter in his satchel. The casting headache he’s had since entering the Galvanic quarter eases, then vanishes. His fingertips tingle. For the first time in an hour, the magic is close again.

Mira checks her arc pistol. The charge indicator is flickering — a steady blue light guttering to orange and back. Down here, the rules are about to change.


Act 3: The Tunnels

Scene Goals

The Smuggling Tunnels

Mood: Strange and wondrous. These aren’t just tunnels — the Aether has been bleeding through here for months, warping the environment. What was once a brick-lined maintenance corridor is now something else entirely. The walls are slick with condensation that catches the light wrong. Crystalline formations — thin as fingers, sharp as glass — grow from the ceiling in clusters, pulsing with a soft blue-white light like something breathing in its sleep. The air tastes metallic and sweet. Sound carries strangely — footsteps echo twice, once from ahead and once from somewhere that doesn’t seem to exist.

It’s beautiful. It’s deeply unsettling. This is what the world looks like when the Veil gets thin.

The Smuggling Tunnels

Aetheric +4

Crystalline formations pulse with blue-white light. The Aether has been bleeding through here for months — magic comes easy, almost too easy.

Casting
+8% to casting target — Sera jumps to 72, Aldric to 71
Firearms
Revolvers jam on 85+ (instead of 96+)
Galvanic Devices
Mira’s arc pistol jams on 75+; Galvanic tech actively suppressed
Tell It to Them Straight

The tunnels open up ahead. What was brick is now something organic — the walls curve and flow like they were shaped by water, or by something that thought about water and decided to try it. Crystalline formations cluster along the ceiling in long veins of pale blue light, pulsing in slow rhythm. The air is warm and thick and tastes like pennies and honey.

Sera feels it on her skin — the Aether, not distant and reluctant like upstairs, but immediate, eager, alive. Her fingers crackle faintly with static that isn’t Galvanic. This is a Wild Zone, or close to one. The kind of place where magic doesn’t just work — it sings.

Ahead, the tunnel branches. Left curves downward into deeper darkness. Right opens into something wider — you can hear voices, low and tense, and the scrape of heavy objects on stone.

Exploration Phase

This section is less structured than Act 2 — let the party explore, use their abilities, and engage with the environment.

Non-Combat Magic: Reveal

Aldric can cast Reveal to scout ahead. In this Aetheric zone his target is 71 — comfortable odds. A Standard result shows the layout clearly: the right tunnel leads to a large chamber where three people are loading crates onto a handcart. One figure sits against the far wall, hands bound. Harker. A Weak result gives a vaguer sense — “people ahead, one of them isn’t moving freely.”

The Handler

This is the moment to show that magic isn’t just for damage. Reveal gives the party information — the layout, the number of enemies, where Harker is. It changes how they plan the next encounter. Let the player describe what the spell feels like: Aldric’s eyes unfocus, the walls go translucent, and for a few seconds he can see through stone.

Non-Combat Galvanic Utility

If the party has a resonance detector (Laine may have provided one as standard investigative equipment), it’s going haywire down here — but usefully so. The needle is pinned to the Aetheric end of the scale. The readings confirm massive artifact concentration in the chamber ahead. This demonstrates that Galvanic technology has utility beyond weapons — it’s a tool for understanding the environment, even when the environment is hostile to it.

The Crystals

If anyone examines the crystalline growths, an Occult Lore check reveals they’re condensed Aether — raw magical energy crystallized over months of sustained exposure. Fragile, worthless commercially, but striking evidence that the Aether has been bleeding through here for a long time. This is what Harker was tracking: the zone drift that shouldn’t exist beneath a Galvanic foundry.

The Left Tunnel (Optional Shortcut)

The left branch has a partially collapsed section. Getting through requires either:

The left tunnel loops around to the far side of the chamber, behind the crates. It’s a flanking position — useful if the party wants to split and approach from two directions.

The Chamber: Final Confrontation

Corva Sable

Lamplighter Operation Lead

BR0
PC+1
IN+2
SP+2
AW+1
PW−1
HP/Tier: 7
Skills
Persuasion 58%, Deception 60%, Intimidation 54%, Firearms 52%, Streetwise 58%, Observation 54%
Equipment
Revolver (Medium speed 4, 2d6), boot knife (Light speed 2, 1d4+1), ledger, keys to Harker’s restraints

Smart, calm, professional. Corva runs smuggling operations, not a street gang. She wears a coat that costs more than most people make in a month and speaks with the precise diction of someone who grew up poor and taught herself to sound expensive. She doesn’t want to fight — violence brings Greycoat attention, which is bad for business. But she won’t let the party take Harker or the cargo without negotiation.

Syndicate Workers (2)

Same statline as the guards upstairs. One has a revolver, one has a shotgun (Medium speed 5, 3d4 — devastating at close range but slow).

Tell It to Them Straight

The chamber is larger than you expected — an old cistern or storm drain, thirty feet across, the ceiling vaulted in crumbling brick laced with crystal veins. The Aetheric growths are thickest here, throwing pale blue-white light across everything like moonlight trapped underground. Shadows move wrong. The air hums.

Three people work around a stack of wooden crates. Two of them are the same kind of muscle you met upstairs — hired hands, uncomfortable down here, stealing glances at the crystal formations like they expect them to move. The third is a woman in a dark coat that has no business being in a smuggling tunnel. She’s reading a ledger by crystal-light, making annotations with a fountain pen.

She sees you. Doesn’t reach for a weapon. Doesn’t flinch. She caps the pen, sets the ledger on a crate, and tilts her head like she’s calculating something.

Against the far wall, a thin man with broken spectacles sits with his hands tied in front of him. Fen Harker. Alive. His lip is split and his coat is filthy, but his eyes are sharp. He sees you and straightens, but doesn’t speak. He’s been down here long enough to know when to stay quiet.

The woman in the coat folds her arms.

“Well. That was faster than I expected. Let’s talk about how this ends without anyone getting hurt.”

The Standoff

The Handler

Negotiate. Corva’s preferred outcome. She offers a deal: the party takes Harker and walks away. The cargo disappears tonight. Everyone pretends this never happened. She’ll even sweeten it — 100 marks on top of whatever the Greycoats are paying. A Persuasion or Intimidation check can improve the terms: she releases the cargo manifest so the Greycoats know what was moving, or she gives up her local contact network. This is the quietest resolution and showcases social mechanics at high stakes.

Demand everything. Harker AND the cargo AND Corva’s surrender. Corva refuses — the Syndicate doesn’t accept total losses. Combat starts. This is a harder fight than Act 2: three enemies in a confined space with cover, and the Aetheric zone means Sera is supercharged while the party’s guns are less reliable.

Create magical chaos. Sera or Aldric use magic to seize the moment — Force to scatter the crates, Kinesis to rip weapons from hands, Reveal to flood the room with blinding light. In this Aetheric zone, even modest rolls produce solid results. The workers panic (they’re not soldiers), and the party grabs Harker in the confusion. Corva escapes — she’s too smart to fight a losing battle in a crystal cave.

Mechanics Spotlight — Zone Contrast

If combat happens here, the contrast with Act 2 should be stark. Sera’s casting target is 72 — she was struggling at 58 upstairs. Call it out: “The Aether floods in. You’ve never felt this strong.”

Meanwhile, Mira’s arc pistol jams on 75+. She fires and rolls 81 — the charge sputters and dies. The Galvanic energy can’t stabilize in the Aetheric field. She still has her derringer (mechanical, no zone penalty) as backup. Standard revolvers work but jam on 85+.

If Sera casts Force, the Aetheric accumulation pushes the zone even further, making subsequent gun rolls riskier. The tug of war is visible, tangible, and consequential.

The Handler

If anyone gets hurt, this is the perfect moment for Aldric to cast Mend. In this zone his target is 71 — good odds. Walk through the casting time on the timing track, the tier result, and the healing. If he restores enough HP to move an ally out of a wound penalty tier, describe it physically: the bruise fading, the cut knitting shut, the ally standing straighter. This demonstrates that Mend changes the math of a fight, not just the numbers on a sheet.


Resolution

Harker Freed

Tell It to Them Straight

Fen Harker’s hands shake as you cut the rope. He flexes his fingers, winces, and looks up at you with an expression that’s equal parts relief and academic excitement — the kind of look that says I nearly died and I can’t wait to write about it.

“Thank you. Genuinely. I was beginning to worry they’d—” He pauses. Pushes his broken spectacles up his nose. Looks at the crates.

“Do you know what those are? Charged Aetheric artifacts. Someone has been harvesting condensed Aether from these tunnels and packaging it for transport. The zone drift I was tracking — it wasn’t natural. They’ve been mining the Aether. Pulling it through. That’s why the readings were wrong.”

He stands, unsteady. Looks around the crystal-lit chamber with something like wonder.

“This is the biggest find of my career and I discovered it by getting kidnapped. The Gradient Scholars are going to have questions. The Greycoats are going to have questions. Everyone is going to have questions.”

He looks at you. “I imagine you’ll be the ones answering most of them.”

Returning to Inspector Laine

The Handler

If they negotiated with Corva: Laine frowns but accepts it. “You got the Scholar back alive. That was the job. But the Syndicate is still operating, and now they know we’re looking. This isn’t over.” Hook: the Syndicate as a known quantity — wary respect, future leverage.

If they took down the operation: Laine is genuinely pleased. “The cargo is evidence. Corva’s in custody. The Scholar is safe. Not bad for your first job.” She stamps their charter. “Congratulations. You’re no longer the new Society.” Hook: the Syndicate wants payback.

If they used chaos and Corva escaped: Laine is satisfied with Harker’s return but warns them. “The Lamplighter doesn’t forget faces. You’ve made an enemy. Make sure you’re worth the trouble.” Hook: Corva as a recurring figure — antagonist or reluctant ally.

Closing Scene

Tell It to Them Straight

The Wet Ember again. Same corner table. The fire is lower now, and the tavern is emptying out as the evening shift heads to the factories. Through the window, gas lamps flicker to life along the street, one by one. Harker is at the bar, nursing something stronger than tea and scribbling furiously in a new journal — Mrs. Olt brought him a spare from his room. Laine left an hour ago with the evidence and a look that might have been approval.

Your charter sits on the table between you. One job completed. First of many.

Outside, the Galvanic hum of the factory quarter competes with something fainter — the pulse of the Aether, just past the edge of the old town. Two forces that refuse to share. You’re standing in the middle, same as everyone else.

But now you know what’s under the ground. And you’re starting to wonder what else is hiding in the spaces between.


Quick Rules Reference

A condensed reference covering only what’s needed for this adventure. For the full rules, see the Quick Reference chapter.

Core Mechanic

Roll d100. Equal to or under your target number = success. Lower is better. The margin under your target determines how well you succeed.

Skill Checks

Target = the skill percentage on your character sheet. The GM may apply modifiers for difficulty (−10% hard, −20% very hard, +10% easy).

Non-Skill Ability Checks

When no specific skill applies, roll d100 under (Attribute + 4) × 10. A BR +1 character rolls under 50%. A SP +2 character rolls under 60%.

Combat Sequence

  1. Declare: Lowest PC declares first (commits before faster characters)
  2. Place tokens on the timing track at each action’s speed
  3. Resolve tokens in count order (lowest first)
  4. Roll d100 under the relevant skill (Firearms, Melee, Casting)
  5. On hit: Roll damage, subtract Soak from armor, apply to HP
  6. Check wound tier — penalties apply immediately

Wound Tiers

TierStatusPenalty
1OKNone
2Harmed−10% to all rolls
3Wounded−25% to all rolls
4Critical−50% to all rolls, death saves

Casting

  1. Declare spell and target. Place token at the spell’s casting time.
  2. When your token resolves, roll d100 under your casting target.
  3. Margin determines tier: 1–10 = Weak, 11–30 = Standard, 31–50 = Strong, 51+ = Spectacular
  4. Wild casters: Roll 2d100, take the result farther from target
  5. Scholarly casters: Roll 1d100, can restrict down to any lower tier
  6. Pay exhaustion for the tier used

Zone Effects (This Adventure)

ZoneCastingFirearmsGalvanic Devices
Neutral (Wet Ember)NormalNormalNormal
Galvanic +3 (Foundry)−6% to targetNormal+6% reliability
Aetheric +4 (Tunnels)+8% to targetJam on 85+Jam on 75+