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84847-Riding The Rail 5e Conversion
84847-Riding The Rail 5e Conversion
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TABLE OF CONTENTS
Credits .................................................................................... 1
Table of Contents.................................................................. 2
Introduction .......................................................................... 2
What You Need to Play: ......................................................... 2
Changing the Story ............................................................... 3
Why Change the story? .................................................................3
Kidnapping! ....................................................................................3
Theft of Luggage............................................................................3
Controlling the Rail .............................................................. 3
Encounters ............................................................................ 4
Encounter 1: Sleeping Car ........................................................... 4
Encounter 2: Sitting Car .............................................................. 4
Encounter 3: The Dining car ...................................................... 5
Encounter 4: The Galley.............................................................. 5
Encounter 5: Luxury Car ............................................................. 5
Encounter 6: The Helm ............................................................... 5
Encounter 7: Storage Car: ........................................................... 6
encounter 8: The Xen’Drik Column: ........................................ 6
encounter 9: The guardian ......................................................... 6
encounter 10: The caboose ......................................................... 6
Encounter 11: The Chase ............................................................. 7
Monsters ............................................................................... 8
Monsters from the Basic Rules: ................................................ 8
Monsters from the Monster Manual: ...................................... 8
Monsters from Eberron: Rising From the Last War ............. 8
New Monsters: .............................................................................. 8
Art Gallery ............................................................................ 11
INTRODUCTION
Riding the Rails is a short adventure you can find in
Dungeon magazine issue 143. It takes place on a lightning
rail train. The original version involved thieves and slavers
trying to steal an object from the train. You can use that
plot, or one of the other stories presented here.
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CHANGING THE STORY angry with the PCs as a result of them allowing the
kidnapping to occur.
WHY CHANGE THE STORY? Or, you can add the chase encounter found later in this
document, and have the PCs attempt to rescue the victim.
You may want to change the story because you don’t like
the original idea. Maybe your players would meta-game
and think something is up when you place the giant,
magical, column in the story (I know mine would). THEFT OF LUGGAGE
Instead of trying to steal a giant column, maybe the
Maybe one of these plots hook better into your campaign? villains are stealing a piece of luggage from the train. If
you are using this plot, you should change the encounter in
Also, you may want to remove the overall slaving concept the storage car to have creatures searching for the exact
from the story. Instead of having the tieflings in the Dining thing they are trying to steal.
Area setting up cages, I’d consider having them rifling
CONTROLLING THE
through luggage in the storage car. I would definitely do
that if I was switching the plot to “Theft of Luggage”.
If you take out the column, you can still have a car (a Make the following changes:
storage car) take the place of that encounter – you just
describe the battle as taking place on top of a car. The elemental cannot be commanded by a cleric. If Gendry
is killed, the PCs can attempt to reason with the elemental.
SMALLER CHANGES: A DC 18 Persuasion check is required to convince the
elemental to change its actions from Gendry’s last
Some of the original monsters don’t really fit my command. If Gendry is captured, the PCs can attempt to
campaign all that well. I’m replacing the tieflings in the intimidate him or persuade him into changing the
dining area with a mix of warforged and humanoids. instructions to the elemental. Set the DC to 14- 16.
Another way to spice things up, even if you don’t use the The train’s layout is slightly different than found in the
“Kidnapping” plot, is to have the villains take at least one original. The train is now laid out, from front to back, as
hostage. I like this idea a lot, especially if you make Tril an below. The encounters in the list refer to the original
additional “hostage”. encounter numbers. The order your PCs experience things
will depend on which direction they head from the Coach
I’ve re-arranged and re-named some of the cars on the Car.
train to align to the 5e conventions. Also, I have combined
the Guardian Storage and Caboose encounters into one Helm (called Crew Cart in the original -Encounter 5)
encounter, with the guardian possibly joining the PCs. Luxury Car (Encounter 4)
Dining Car (Encounter 2) and Galley (encounter 3)
I would definitely have the PCs notice that the train seems Sitting Car (not originally in the adventure)
to be moving MUCH FASTER than it was before (or Sleeping Car (Encounter 1)
something) to keep them moving. Storage Car (Encounter 7)
Xen’Drik Column (Encounter 8)
KIDNAPPING! Guardian Storage (Encounter 6)
Caboose (Encounter 9)
Instead of the story being about a theft, you could have the
bad guys attempting to kidnap one of the other passengers
on the train. This, of course, changes the story to be about Uncoupling the cars still takes 3 rounds. Set the DC to a flat
rescuing someone, and not just stopping the train. DC12 check. If successfully detached, the detached section
slows down at a rate of 50 feet per round, not 10.
Adding this component gives the villains a chance to use
their hostage as leverage in any encounter. They will Coach passengers have access to the dining car, the Galley,
threaten to kill their hostage if the PCs don’t back down. and both coach cars. The door to the storage car is still
Perhaps they’ll agree not to take the rest of the passengers locked with an Arcane Lock – to break it open, the PCs
into slavery if the PCs let them take their hostage off the need to deal 28 points of damage to the door.
train.
Another way to move from the coach car to the back is by
If the PCs choose to let the train run its course, and let the using the viewing area on top of Coach Car2 (see that
kidnapping take place, you could end the adventure there. encounter for details). It is a jump of five feet from car to
It is up to you if you want someone / some group to be car.
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ENCOUNTERS
The encounters are on the easier side (mostly) since there
ENCOUNTER 2: SITTING CAR
is no time for resting in this adventure! This is a new encounter. There are 10 sleeping non-
Level 1:
Use the Mournlands Touched 1 statblock for Reafrin 3 thieves, 1 warforged
Sesliel. Use the Living Sleep statblock for the living sleep.
Use the Bandit statblock form the Basic Rules for the Level 1:
bandits. Use the Thug statblock from the Basic Rules for all four
combatants.
Level 3:
Use the Mournlands Touched 3 statblock for Reafin, the Level 3:
Living Sleep statblock, and the Thug statblock from the Use the Thug statblock from the Basic Rules, and the Priest
Basic Rules for the bandits. statblock from the Basic Rules for the warforged up top.
Level 5: Level 5:
Use the Bandit Captain statblock and the Priest for the
Use the Mournlands Touched 3 statblock (bump the hit warforged up top.
points to 28) , have the Living Sleep effect level 5 party
DEVELOPMENT:
members (rather be immune), and use the Bandit Captain
statblock from the Basic Rules for the bandits.
If the PCs don’t dispatch of the thieves guarding the
passengers in two rounds, one of them goes up top to ask
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ENCOUNTER 3: THE DINING ENCOUNTER 5: LUXURY CAR
CAR Use the same statblock for Mish as you do her brother.
Level 3:
I’d change the description of the combatants to a mix of
Use the Bandit statblock for the three unnamed
races, to give it a more Eberron feel. Maybe a warforged, 2
combatants but give them only 4 hit points. (lower hit
humans, and three gnolls (or three goblinoids). I would
points because the siblings are more powerful)
also describe them as wearing the same military style,
making it clear they were once a military unit.
Level 5:
Six combatants
Use the Warforged Soldier statblock from Eberron Rising
for the unnamed combatants.
Level 1:
Use the Bandit statblock from the Basic Rules.
Level 3:
DEVELOPMENT: Use the Mage 5 statblock for Gendry and the Iron Defender
One of the combatants stays in the background, statblock from Eberron Rising for the iron defenders.
commanding the others. Clearly this is a former military
unit used to working together. The commander is either a Level 5:
bandit, hobgoblin, or hobgoblin captain. If your PCs make Same as level 3 but add a Warforged Solder from Eberron
quick work of the combatants at level 5, that’s ok. There Rising to the encounter. See below for a change to the
are a lot of combats in this adventure, and no time for soldier.
resting!
DEVELOPMENT / TACTICS:
ENCOUNTER 4: THE GALLEY
The soldier throws its spear in round 1. The spear is
Tril is assumed to be a non-combatant until the encounter attached to a rope that recoils into the warforged’s body. A
with his sister. If you have no combatants in the dining car, character hit by the spear must make a DC 14 strength
he begs to come along and be protected. If the PCs do not check or be pulled adjacent to the warforged. It can only
take him along, he tries to hide/sneak up on them when use the spear in this way one time per long rest. A PC
they get to the luxury car. pulled past the iron defenders suffers an opportunity
attack from one of them. The soldier stays adjacent to
If you have combatants in the dining car, he watches the Gentry unless the PCs are using mostly ranged attacks, in
battle, as he never liked the military much….and then he which case it moves to the PC that looks the most
tries to sneak up on the PCs when they are in the luxury dangerous to her.
car.
As stated earlier, the PCs can convince Gentry to give the
Level 1: elemental a different set of commands. If they do so, the
combatants from the Storage Car and further back come to
Use the Kalashtar statblock from Eberron Rising for Tril. investigate. Gentry will fail to mention that anyone else is
on board, no matter what the PCs do (short of charming
Level 3 and 5: him and asking him specifically if there are others to worry
Use the Tarkanan Assassin statblock from Eberron Rising. about).
5
ENCOUNTER 7: STORAGE CAR: The dragon construct doesn’t need to make checks, but it
needs to work on disabling the other construct for three
If you had no combatants in the Dining Car, the encounter
continuous rounds.
described there moves here. Otherwise, it is safe as in the
original.
If the dragon is killed while working on the construct, a PC
can take over the work. Assume that the dragon
Level 5:
6 creatures
Use the Zakya Rakshasa statblock and add two Iron
Defenders.
Level 1:
Use the Bandit statblock from the Basic Rules.
Level 3:
Use three Bandit statblocks and three Thug statblocks
from the Basic Rules.
Level 5:
Use three Scout statblocks from the Basic Rules and three
Iron Defender statblocks from Eberron Rising.
Level 1:
Use the White Dragon Wyrmling statblock from the Basic
Rules, but the construct only has 15 hit points left.
Level 3:
Use the Young Brass Dragon statblock from the Basic
Rules, but the construct only has 30 hit points left.
Level 5:
Use the Young Brass Dragon statblock from the Basic
Rules, but the construct only has 50 hit points left.
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ENCOUNTER 11: THE CHASE
If the PCs fail to stop the train from going off the normal
track into the box canyon, you can run this encounter.
Before the PCs can confront the villains that escaped, they
need to track them. This is not hard at all, because they are
pulling a giant column! If they aren’t taking the column, it
still isn’t hard, because the area has one trail leading out of
the canyon.
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MONSTERS
NEW MONSTERS:
Speed 30 ft.
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 12 Strength saving throw or take an extra 3 (1d6)
piercing damage.
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Amorphous. The living spell can move through a space as narrow as
Large living spell, unaligned 1 inch wide without squeezing. It can enter another creature’s space
Armor Class 15 and stop there. Other creatures can enter their space and stop
Hit Points 15 (2d8+6) there.
Speed 30 ft.
Magic Resistance. The Living Spell has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 18 (+4) 3 (-4) 10 (+0) 6 (-2)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 17 (+3) 12 (+1) 10 (+-2) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 10 (+-0)
Saving Throws INT +5, WIS +3 Skills Arcana +4, Animal Handling +4
Skills Arcana +5, Animal Handling +5 Senses Passive Perception 10
Senses Passive Perception 11 Languages Common, Draconic
Languages Common, Draconic, Goblin Challenge 1/4 (50 XP)
Challenge 1 (200 XP)
Spellcasting. The mage is a 1st-level spellcaster that uses
Spellcasting. The mage is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 12; +4 to hit
Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the
with spell attacks). The mage knows the following spells from the wizard’s spell list:
wizard’s spell list: Cantrips (at will): light, mage hand, shocking grasp
Cantrips (at will): light, mage hand, shocking grasp 1st Level (2 slots): charm person; magic missile
1st Level (4 slots): charm person; magic missile,
2nd Level (3 slots): hold person; mirror Image
3rd Level (2 slots): protection from energy, stinking cloud Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d8) bludgeoning damage.
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spell attacks). The sorcerer knows the following spells from the
Medium humanoid sorcerer’s spell list:
Armor Class 10
Cantrips (at will): dancing lights, light, poison spray
Hit Points 11 (2d8+2)
Speed 30 ft. 1st Level (2 slots): burning hands, fog cloud, shield
STR DEX CON INT WIS CHA Foggy Aura: The sorcerer can use a bonus action to control the fog
10 (+0) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 14 (+2) that sometimes appears around it. The fog is 5- or 10-ft. in diameter.
The sorcerer may use the fog to create dim light or thick fog.
Saving Throws enter here Creatures in thick fog have disadvantage on attacks, as does anyone
Skills Arcana +4, History +4 targeting a creature in thick fog. The fog lasts for 1 round and has a
Senses Passive Perception 10 range of 30 feet. The sorcerer must take a short or long rest before it
Languages Common, Draconic can use this power again.
Challenge 1/2 (100 XP) The sorcerer may use two sorcery points to remove disadvantage on
any attacks or spells it casts into or out of thick fog, and in this case
Spellcasting. The sorcerer is a 3rd-level spellcaster that uses the fog lasts 2 rounds.
Charisma as its spellcasting ability (spell save DC 12; +4 to hit with
spell attacks). The sorcerer knows the following spells from the
sorcerer’s spell list:
Quarterstaff. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 3
Cantrips (at will): dancing lights, light, poison spray (1D6) bludgeoning damage.
1st Level (4 slots): burning hands, fog cloud, shield
2nd Level (2 slots): cloud of daggers
Quickened Spell: When the sorcerer casts a spell that has a casting
time of 1 action, it can spend 2 sorcery points to change the casting
time to 1 bonus action for this casting.
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ART GALLERY
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Dining Car Map
Helm Map
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