This is an exciting adventure, with some of the overtones of the Wild West as bandits mount raids on trains, with the added pressure of a deadly disease to contend with as well. It's set in northern Cygnar, quite definitely, but should you wish to run it elsewhere there are suggestions for adapting events to other locations within the Iron Kingdoms.
After an overview of what is going on and a summary of the adventure itself, you get to meet the major NPCs involved. Both adventure and characters are wound into the fabric of the Iron Kingdoms and its recent history, making everything spring into coherent life - they're here because of their own reasons, not just because the presence of the party and the requirements of the plot have called them into existence!
Next there is a collection of suggestions as to how you can get the characters involved. The adventure is one which does not require an organised party, so could be used as a campaign starter to get the characters together in the first place, but it works equally well if they have already formed a group. Events open on a train journey, and it is open to you to give the characters plot-related reasons for being there or they may just have the misfortune to have chosen THAT train when all they wanted was to travel from wherever they were to wherever they want to go. It may be a while before they reach their destination in that case!
And we're off! The action is swift and exciting from the outset, although there's time for some scene-setting and 'get to know you' conversation as well, with the other passengers being detailed even if the characters themselves are already acquainted with one another. But just as everyone is lulled into the sense of a dull train journey events begin to unfold...
Plenty of detail and options are offered for the action scenes so you should not be at a loss whatever the party decides to do. From the train, the characters will have to make an overland journey to locate their objective, with two well-defended locations to search and plenty of opportunities for combat. It's not all brawling, though, there are opportunities for other abilities to be brought into play, and of course there's that illness to contend with too, and a good chance that the characters themselves might become infected. There's a good Mexican stand-off and an epic chase scene in there as well, and a climatic showdown.
Action over, there are some suggestions as to how you might develop matters further if you so wish. Finally there are several appendices: on vehicles in the Iron Kingdoms, on chases, on the deadly disease that is central to the plot and lastly full profiles for the antagonists involved.
While quite linear, and in places with things that just happen regardless, it's an exciting adventure that is well worth including in your campaign or running as a one-off.