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Tl4. STATION PLATFORM                             this conductor sends word throughout the train to the
                                                            other conductors to keep an eye on the character.
                                                             If the characters move outside the coach, they must ei­
           The sound of lightning rail trains stopping and starting   ther move along the roof or cling to the sides of the train
           elsewhere in Terminus Station echoes throughout the   cars to find Garra.
           platform. A crowd of people is gathered near a lightning   W a lking on Rooftops. A creature moving across the
           rail train crackling with arcs of blue energy. "If you're   train car roofs must succeed on a DC 10 Dexterity (Ac­
                                                            robatics) check to keep its balance. A creature that fails
           headed to Wroat, you'll have to catch the  next one!" cries
                                                            this check by 4 or less slips and falls prone on the roof.
                         l
           a conductor in the  i very of House Orien as the train be·
                                                            A creature that fails this check by 5 or more falls off the
           gins moving out of the station.                  train and takes 7 (2d6) bludgeoning damage.
                                                             Climbing the Sides. A creature climbing along the
                                                            sides of the cars must succeed on a DC 10 Strength
          A crowd of 2d10 commoners and 2d4 nobles gathers   (Athletics) check to hang on. A creature that fails this
          on the platform along with six hostile human bandits   check almost loses its grip and makes no progress. A
          who belong to Daask. The bandits are here to cover Gar­  creature that fails this check by 5 or more falls off the
          ra's escape and attack characters who try to board the   train and takes 7 (2d6) bludgeoning damage.
          departing train.
           To catch Garra, the characters need to board the light­  C O N F RONTING GARRA
          ning rail train leaving the station. The coach has ten
          cars: a helm car (at the front), a first-class car, a galley   When the characters peer into the foremost cabin of the
          car, a dining car, two standard cars, two sleeper cars, a   first-class car, read or paraphrase the following:
          steerage car, and a cargo car (at the rear).
           The characters have 30 seconds (5 rounds) to catch   An eight-foot-tall muscular woman with a tusked, pro­
          the coach before it leaves Terminus Station. A character
          can jump onto a lightning rail car by making a success­  truding jaw lounges on a couch  in a l u xury passenger
          ful DC 10 Strength (Athletics) check. A character who   car. She reads the Sham Inquisitive and keeps a battleaxe
          fails this check takes 3 (ld6) bludgeoning damage and   within arm's reach. A wooden chest rests by her feet, and
          falls prone on the platform. At the start of round six, the   a table lined with fine foods and bottles of spirits stands
          coach moves 20 feet per round for three rounds before   close by.
          accelerating to top speed.
           Lef t  at the Station.  If none of the characters board
          the lightning rail train, Garra gets away with the books   Garra paid for the privilege of a private car. She is a cha­
          and schemas found in Old Sham's ruins. A more likely   otic evil half-ogre with Intelligence and Wisdom scores
          scenario is that one or more characters are left behind   of 14 (+2). Her passive Wisdom (Perception) score is 12.
          as the others board the train. In this case, keep the ini­  Rot, a chaotic evil male sprite that works for Daask, is
          tiative order and alternate between the characters stuck   also in the car and invisible when the characters enter.
          on the platform with the Daask bandits and the charac­  The sprite is Garra's servant-a gift from Niho Koi. If
          ters exploring the train. The characters who remain at   the characters attack Garra, Rot shoots at them with his
          the station can seek out an adventurous skycoach driver   bow; if Garra falls, the sprite flees. Rot's mind has been
          and bribe them to fly after the train before making a DC   warped by Niho Koi's magic, and he can't provide any
          13 Dexterity (Acrobatics) check to leap onto the roof of a   useful information to the characters if captured.
          train car safely. Characters who fail the check take fall   If Garra feels outnumbered, she smashes the closest
          prone on the roof of the car and take bludgeoning dam­  window and climbs onto the roof, where she can more
         age based on the distance fallen (ld6 per 10 feet).   easily shove enemies off the train.
                                  I
          L I G H T N I N G   RA L   TO WROAT              ROLEPLAYING GARRA
                                                           Garra has no remorse when it comes to her crimes and
         After making it onto the lightning rail train, the charac­  can always rationalize her behavior. When she notices
         ters must explore it to find Garra.               the characters, Garra puts up her hands to indicate she
                                                           means them no harm. She is impressed that the charac­
                        T
         EXPLORING  H E   C O ACH                          ters managed to catch up with her. The half-ogre offers
         Each car has a human conductor (commoner) wearing   a  100 gp bribe to the group for the characters to tell the
         the livery of House Orien. When a character enters a   Sham Watch she escaped and have that be the end of
         car, the conductor asks to see the character's ticket. If   it. If the characters express interest in joining Daask,
         the character doesn't have a ticket, the conductor de­  she chuckles asks why they'd do such a thing, and if
         mands the character pay 15 gp (the price of the ticket   she's satisfied with the answer, obliges. Garra pays new
         plus a modest fine) or face armed guards who attempt   recruits  100 gp each, promises there is more reward to
         to arrest the character at the next stop. A character who   come, and says the characters' first task is to help her
         makes a successful DC 14 Charisma (Intimidation or   transport the chest to Droaam from Wroat. If the char­
         Persuasion) check convinces the conductor to stand   acters refuse, Garra attacks. Garra is willing to die for
         down without the character paying. If the character can't   Daask and fights accordingly.
         pay and fails to convince the conductor to stand down,


         CHAPTER 4  I  BUILDING EBERRON ADVENTURES
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