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Engine Car
This 20-foot by 15-foot room
is made of solid cast iron riveted
together with a treated wood floor.
The door to the car is solid steel with
a strong lock. At the front are three
separate control panels tied to
controlling the huge fire elemental
that can be seen through an iron
grate. These controls, dials, gauges,
and levers set the containment fields
on the elemental to control the speed
of the train without giving the
elemental enough slack to break free
or harm the train. A small wooden
step stool sits in front of each and a
bigger, moveable wooden
platform sits in the middle of the
room, with built in steps that give it a
height of about four feet.
Engineer: Etrikus Maulpho
is the Halfling engineer driving the
train. If the Lampshade Theatre group
members get access to the engine car, they
quickly incapacitate the engineer and stop
the train. AC 11, 5 HP.
Dining Car
A small dining car, 40 feet long by 15
feet wide and ten feet tall, holds a pair of
round tables with four stools each and an L
shaped bar at the back. Wood flooring is
swept clean, wood paneling goes halfway up
the wall, and green wallpaper covers the
remainder along with the ceiling while a few
gas lamps dot the walls. The double doors
into the car slide into the walls to allow
passengers entry to the train while sliding
wooden doors on the front right and back
right of the car open to the engine car and
sitting car, respectively.
The mustachioed bartender offers
ale for 4 copper a mug, 10 copper a pitcher,
and freshly drawn spring water. He can cook
a few basic dishes to order on the small
furnace behind him. Eight stools sit alongside
the bar. There are a few windows on either
side of the car. Two well-dressed young
people sit and chat idly at the front most
table, a few passengers sip ale at the bar, and
a gruff dwarf marches up to the players to
check their tickets.
Noble: Guadal Il-Allen is the heir to
the Il-Allen fortune. AC 10, 4 HP.
Noble: Desire Aligor, the eldest
daughter of the Aligor noble family. Taking
the train to meet her spouse to marry and
solidify a noble alliance. AC 11, 3 HP.
Conductor: Bartholemew Egredt is
a burly dwarf in scale mail and shield
emblazoned with a silhouette of two lines
sandwiching a ball of flame. With a grunt, he
berates passengers for their tickets. He
keeps a key to the engine car under his
beard in violation of train regulations. When
the Lampshade Theatre group makes it
move, he is the target of their first strike,
and is defeated by being slammed into the
floor by Wits hard enough to be heard
throughout the train. AC 15, 8 HP.
Bar: In one of the cabinets, there is
a spare, Halfling-sized engineer outfit that
provides advantage on saves against heat.
Passengers
Carl the Doctor: Healing, wisdom checks, or
forensics.
Jones Shmagon, Carpenter: Buildings,
constitution checks, or demolition.
Ylda Iormas the Wise, Mapper: Distance
estimation, intelligence checks, or geography
scouting.
Burk Proil, Bodyguard: Guard prisoners or
strength checks.
Lilliana of Trel, Pickpocket: Dexterity checks or
acrobatics.
Persiua Coolscar, Entertainer: Charisma checks,
social insight, or calming passengers.
Sitting Car
Row after row of thinly padded
wooden benches are about half filled by
passengers. One of those passengers is a welldressed young woman. Wooden sliding doors
sit at the front and back of the car on the
right side, connecting the car to the dining
car and sleeper car. Numerous windows line
both sides of the car.
Noble: Faderica Alucia is the first
legitimate child of the duke of Alucia,
traveling to pick a history and mathematics
tutor. AC 12, 6 HP.
Passengers: See the Dining Car.
Sleeper Car
A thin hallway with a few windows
connects the front sliding door to the back
door on the right side of this car while
numerous smaller doors lead to small, private
sitting rooms. Each of these rooms has a
padded bench on the front and back wall that
can be pulled out into a bed. These rooms
each have a window and overhead luggage
rack as well.
All but the first two rooms are
currently occupied by between one and four
passengers each.
Cargo Car
The sliding wood door
opens up to an open car with a
reinforced wooden floor, no
windows, and a massive set of
double sliding doors on the right
wall of the car. A second wooden
sliding door leads to the luxury car
and a stout ladder leads to a roof
hatch. A number of boxes crowd the
front of the space while a large net
at the back end of the room secures
smaller luggage and items to secure
rods.
Passenger Luggage: These
items are marked and will be
reported as stolen if taken.
Bag of workman's clothes (5
gp). Artisan woodworking tools
(30 gp). A wrapped childs toy
(5 gp). A healers kit. Crate of
wooden handles (35 gp). An
empty leather suitcase (15
gp). Other similar traveling
items of little worth.
Luxury Car
A finely engraved sliding
door moves without a sound to
reveal a wood paneled, carpeted
room complete with bedroom set,
dresser with a mirror, two sitting
chairs, and a windowed door to a
small landing and stairway off
the back of the train. The older
man in black tends to a small
barware set while a younger,
well-dressed man sits at the
back, reading from a covered
book. Windows are evenly spaced
around the room and are adorned
with curtains. The back steps end
only a couple feet from the ground.
Noble: Marian Nostra is the
young son of the powerful Nostra
family. His hobby is elemental trains
Troupe Members
Juggler: Yellow, purple, green, and other random
brightly colored cotton clings closely to the lean
performer. They wield a large wooden pin as a
club. AC 13, 5 HP. MOV 30, ATK +2 club, DAM
(1d6+1 bludgeoning)
Lifter: Darker, muted colors adorn these
muscular performers and stage-hands. Lifting
straps of leather studded with metal rivets are
wrapped tightly around their fists. AC 12, 7hp.
MOV 30, ATK +3 knuckles, DAM (1d6+2
bludgeoning)
Fire Breather: Garish reds and whites of this
individuals cloak are stained with soot and their
face is painted up like a red, cartoonish devil.
They attack with lit torches and can spray forth a
gout of oil held in a bladder in their stomach to
spew flames. AC 13, 5 HP. MOV 30, ATK +2
torch, DAM (1d4 bludgeoning +1 fire), 1/day:
Flame breath: 5 cone of fire for 1d4 fire damage.
Dexterity save, DC 11, to reduce damage by half.
Wits: Absolutely massive, seven-foot-tall, threefoot-wide man wearing only a leather kilt. Right
hand has W I T S tattooed on four of his
knuckles and W A G E R S tattooed on the
knuckles and thumb of his left hand that has six
fingers. Despite his appearance and brute
strength, he is an avid reader and chess player.
Often used as a hustle to let smart opponents
choose the competition and then rout them in
games of intellect. AC 15, 34 HP, MOV 30, ATK
+4 fist, DAM (1d8+3 bludgeoning). Improvised
Shield: Can wield doors, tables, or other objects
of a similar size as if they were a tower shield.
Can charge in a 30 line dealing 2d6 damage to
those in his path unless they make a moderate
dexterity saving throw to move out of the way.
Thin Woman: Rail thin woman only covered in
long knives strapped to her body with black
leather. Bends and contorts at disgustingly garish
angles around Wits shoulders. Deadly with a
thrown knife. Her skeletal, waifish form is slowly
revealed as she lets loose her knives. AC 16, 19
HP, MOV 35, ATK 2 x +4 knife (60 range), DAM
(1d6+2). Contortionist: She can squeeze through
any gap smaller than a cantaloupe with no
penalty.
Aftermath
For each noble saved, their families
are very much in the debt of the
adventurers. They wont necessarily offer a
monetary reward, but the players can count
on a favorable opinion or luxurious
accommodations at the families homes.
There is no reward for any
passengers saved, except for the goodwill of
the common folk and renown.
Any theatre troupe people captured
will be happily taken away for questioning
by the local authorities once the train pulls
into the station. Clever questioning could
produce hints as to the Lampshade
Theatres motives, the secret message, or
what the salt lake mussel clue means.
Destruction of the tracks will ruin
the long term mobility of the players and
supplies to the destination city.
Saving the train, engineer, or
conductor will result in the train company
rewarding the players with a lifetime access
ticket to the train. Clever players could
negotiate a further reward of access to the
luxury car if unreserved.
Wits and Jem have a copy of a
coded message scroll on their persons. The
cargo car holds the troupes luggage and
supplies. Other passengers items are
generally clothing or other personal effects
that are of minor value, and will be counted
as theft by the authorities if discovered.
Treasure
10