Download as pdf or txt
Download as pdf or txt
You are on page 1of 14

CREDITS

Designer: Mike Sixel


Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Illustrator: Unknown, all art from DMSGUILD.
Interior Illustrators: Unknown, all art from DMSGUILD.
Special Thanks: Keith Baker and whomever decided there
should be a contest for a new world back in the day.

Disclaimer: The designer of this template did not come up with a clever disclaimer, but felt obligated to format this template with it nonetheless.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, R avnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Sixel Publishing and published under the Community Content Agreement for Dungeon Masters Guild.

1
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.

WHAT YOU NEED TO PLAY:


To use this conversion, you’ll need a copy of the original
adventure from Dungeon 143, February 2007.

You also need the Basic Rules, Monster Manual, and


Eberron: Rising from the Last War (Eberron Rising) for
statblocks not found in this book.

2
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”.

On the other hand, if you use the slaving concept, it offers


a reason for the villains to capture the PCs, and not just RAIL
outright kill them. Of course, there is no reason for them to
kill the PCs at all, maybe they just capture them and tie In the original adventure, there were instructions for
them up. Afterall, none of them are here to kill, they are controlling the air elemental and for unhooking the cars
here to steal something (or someone). from each other.

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.

3
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-

ENCOUNTER 1: SLEEPING CAR


combatants in this room, and three thieves guarding them.
The booth backs are 3.5-4 feet tall, so characters can hide
behind them, but still shoot over the tops of them.
Originally called Passenger Cart, this is where the PCs are
sleeping (or not) when the action starts. This is now a Falling off the car: The train is moving quite fast, but
sleeping car, and where the PCs are assumed to be. They fortunately the owners of the lightning rail would prefer
may alternatively be sleeping the in the sitting car, no one die if they fall off their cars somehow. You can do
especially if they don’t have much money. If so, switch one of two things:
these two encounters.
Option 1: Anyone falling off the train is affected by a
Have all the PCs roll a d20---any that roll a 10 or higher Feather Fall spell. They still get left behind, but they aren’t
wake at the sound of the villains entering the car from the hurt.
sitting car. Any sleeping PC has disadvantage on saving
against the Living Sleep’s Engulf action. If all the PCs are Option 2: Anyone falling off the train hits a force field of
put to sleep, have them be captured and give them a some kind and is bounced back onto a rooftop. Characters
chance to escape. land a a rooftop one car back and take 1d6 damage when
they land.
Any awake PC with a Passive Perception higher than 13
hears the sorcerer say:

A rogue may free herself from being tied up with a DC 12


Dexterity save. Any creature may free themselves with a
DC 14 Strength save.

1 sorcerer, 3 bandits, and 1 living sleep

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

DEVELOPMENT: the warforged for help. It takes 2 rounds to convince the


warforged to abandon its efforts to communicate with the
If the sorcerer is killed, or reduced to half hit points, the others up top and come down to help.
living spell flees the encounter.

4
ENCOUNTER 3: THE DINING ENCOUNTER 5: LUXURY CAR
CAR Use the same statblock for Mish as you do her brother.

If you are using the “Theft of Luggage” plot, there are no


Level 1:
creatures in this cart. This is the same if you are cutting the
Use the Bandit statblock from the Basic Rules for the three
slavery plot out of your version. In either of those cases,
unnamed combatants.
move the combatants to the storage car.

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: ENCOUNTER 6: THE HELM


Use three Bandits and three Gnoll statblocks from the
Basic Rules. (or, two Goblins and a Hobgoblin) 1 Wizard and 2 Iron Defenders
1 Wizard, 2 Iron Defenders, and a warforged at level 5
Level 5:
Use three Bandits, two Goblins and one Hobgoblin Captain Level 1:
(the latter from the Monster Manual). Reduce the captain’s Use the New Mage statblock for Gentry. Use the Lesser
hit points to 29 Defender statblock for the iron defenders.

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

ENCOUNTER 8: THE XEN’DRIK


successfully completed its work for one or two rounds, and
the PC only needs to get to round three to succeed.

COLUMN: Level 1: Replace the Rakshasa with a Warforged Soldier


from Eberron Rising.
The traps can be disabled with a DC 11 Arcana or Dexterity
check (those proficient in Thieves Tools can add their
Level 3:
proficiency to the Dexterity roll as normal), or by using
Use the Zakya Rakshasa statblock from Eberron Rising.
Dispel Magic on each. The traps should deal 3 (1d6) damage.

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.

ENCOUNTER 9: THE GUARDIAN


Replace the sphinx with a construct that looks like a
dragon. The construct is badly wounded, but not dead. PCs
can recruit it to aid them with a DC10 Persuasion check. If
the construct joins the fight, it will fly up to the caboose,
and see what is happening. It will inform the PCs that it
needs three rounds to disable the device, and that it would
be great if they could protect it from enemies during that
time.

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.

ENCOUNTER 10: THE CABOOSE


There is no difficulty in climbing to the top.

It takes three consecutive rounds to disable the construct.


In order to do so, a PC must make an Arcana, Dexterity, or
Athletics check (DC14) each of the three rounds. If the PC
working on the construct fails in any round, they need to
start over.

6
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.

If the PCs are captive, give them another opportunity to


escape. This is best handled on the train, after the main
villain has taken the column (or luggage, or hostage) with
them.

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.

Change the text as needed if you don’t have the villains


taking the column.

The final battle should include any survivors from the


train. If there aren’t enough to make the battle interesting,
add either bandits, thugs, or warforged soldiers depending
on the level of your party.

A DC 10 Dexterity (Stealth) check is all that is needed to


sneak up on the villains, as they aren’t expecting company
and they are working hard to move the column.

Once the party is spotted, at least two of the villains will


move on top of the column to use ranged weapons or
spells. The column is no longer sparking with magic, so
there are no traps.

A map of this area is included in the map pack.

7
MONSTERS

MONSTERS FROM THE BASIC


RULES:
• Bandit
• Bandit Captain
• Gnoll
• Goblin
• Hobgoblin
• Priest
• Thug
• White Dragon Wyrmling
• Young Brass Dragon

MONSTERS FROM THE


MONSTER MANUAL:
• Hobgoblin Captain (page 186)

MONSTERS FROM EBERRON:


RISING FROM THE LAST WAR
• Iron Defender (page 293)
• Kalashtar (page 317)
• Tarkanan Assassin (page 319)
Medium construct, neutral
• Warforged Soldier (page 320)
Armor Class 12
• Zakya Rakshasa (page 309)
Hit Points 15 (3d8)

NEW MONSTERS:
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 10 (+0) 8 (-1) 11 (+0) 7 (--2)
• Lesser Defender
• Living Sleep (originally appears in Unusual Living Spells
Skills Stealth +2
found on DMSGUILD)
Damage Immunities Poison
• Mage 5
Condition Immunities Exhaustion, Poisoned
• Mournlands Touched Sorcerer 1 (appears in Unusual
Senses Passive Perception 12
Living Spells and Mournlands Touched Sorcerous Origin
Languages understands the languages of its creator but can’t
on DMSGGUILD)
speak
• Mournlands Touched Sorcerer 3
Challenge 1/8 (25 XP)
• New Mage

Keen Senses. The defender has advantage on Wisdom


(Perception) checks.
Telepathic Bond. While the defender is on the same plane of
existence as its master, it can magically convey what it senses to
its master, and the two can communicate telepathically.

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.

8
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)

Magical Strike. Melee Spell Attack: +5 to hit, reach 10 ft., one


Damage Resistances Bludgeoning, Piercing and Slashing damage
target. Hit: 6 (1D6+3) damage.
from non-magical sources
Damage Immunities Poison Engulf. The living spell moves and occupies one or more creature’s
Condition Immunities Blinded, Deafened, Exhausted, Grappled, spaces. The first time a creature shares a space with the living spell
Poisoned, Prone it must make a DC 13 Constitution save, falling asleep on a failure.
Senses darkvision 60 ft., Passive Perception 10 Creatures over level 5 are not affected.
Languages none
Challenge 1 (200 XP)

Medium humanoid Medium humanoid


Armor Class 12 (15 with Mage Armor, which is cast) Armor Class 11
Hit Points 22 (5d8) Hit Points 9 (2d8)
Speed 30 ft. Speed 30 ft.

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.

Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one


target. Hit: 4 (1d8) bludgeoning damage.

9
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


10 (+0) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 14 (+2) Quarterstaff. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 3
(1D6) bludgeoning damage.
Skills Arcana +4, History +4
Senses Passive Perception 10
Languages Common, Draconic Amorphous Body: When a non-magical attack hits the sorcerer, it
Challenge 1/4 (50 XP) may choose for its body to take on the amorphous trait, taking half
damage from the attack. In addition, it may move up to 10 feet
Spellcasting. The sorcerer is a 1st-level spellcaster that uses without provoking an opportunity attack. Its body reverts to normal
Charisma as its spellcasting ability (spell save DC 12; +4 to hit with immediately after it moves (or chooses not to move). It must
complete a long rest before it can use this feature again.

Living Spell Telepathy: The sorcerer can communicate


Medium humanoid telepathically with any living spell it can see. While most have no
Armor Class 10 normal language, the sorcerer can communicate simple thoughts
Hit Points 24 (5d8+2) with them, even those with an intelligence under 5.
Speed 30 ft.

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

Amorphous Body: When a non-magical attack hits the sorcerer, it


Sorcery Points. The sorcerer has 3 sorcery points. It can spend 1 or
may choose for its body to take on the amorphous trait, taking half
more sorcery points as a bonus action to gain one of the following
damage from the attack. In addition, it may move up to 10 feet
benefits:
without provoking an opportunity attack. Its body reverts to normal
immediately after it moves (or chooses not to move). It must
Heightened Spell: When it casts a spell that forces a creature to complete a long rest before it can use this feature again.
make a saving throw to resist the spell’s effects, the sorcerer can
spend 3 sorcery points to give one target of the spell disadvantage
on its first saving throw against the spell.

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.

10
ART GALLERY

11
12
Dining Car Map

Sitting Car Map

Helm Map

Luxury Car Map

13

You might also like