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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