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<blockquote data-quote="Stormonu" data-source="post: 9698073" data-attributes="member: 52734"><p>I’ve read too many published adventures over the years, so my notes are pretty much full-blown write-ups. This was my write-up for my Cyre 1313 Halloween adventure, without the maps (made in dungeon fog),logic puzzle key or handouts. </p><p></p><p>[spoiler]</p><p>TRAIN 1313 TO CYRE</p><p></p><p>HOW WE GOT THERE</p><p>Characters are mercenaries who hunt for lost treasures in the Mournlands. They've recently uncovered a document with the cipher to the arcane lock on the treasure vault in the capital. The party has entered the Mournlands some three days ago and now become disorientated. They stumble on a Lightning Rail station where a broken Lightning Rail lays. The station however, is surrounded by Mark II Warforged guards and the undead remains of those who did not escape the Day of Mourning. The character's only chance seems to be to enter the Lightning Coach and see if they might be able to get it running. Upon entering though, everything goes black - and the first trip begins.</p><p>--------------</p><p>"In the year 894, the Last War began. The Kingdoms of Aundair, Breland, Cyre, Thrane and Karnath began a hundred year war for the right to rule the throne of the Kingdom of Galifar and the rule of the continent of Khorvaire. It was a mighty and terrible war that saw the evolution of magical and mundane creations, including the rise of the war golems now known as Warforged." </p><p></p><p>"Then, on the 20th of Olarune, in the year 994, the unthinkable happened. The skies of Cyre flashed amber and those who looked towards the heart of Cyre were blinded by a great flash. A towering wall of gray mist, like a billowing cloud, spread across its land. The mist spread faster than anything could flee it, and everything the mist touched, died in an instant. Millions died in what became known as the Day of Mourning, and the Cyre-covering mists remain today covering what is known as the MournLands. Worse still, that which dies in the MournLands does not stay dead long, and returns to haunt those fog-shrouded lands."</p><p></p><p>"You are adventurers by profession, a crack team who has penetrated the encompassing mists to recover treasures and artifacts from this dead land. On your last excursion, you came away with a great treasure - a piece of paper torn from a book describing what treasure seekers have sought for years - a catalogue and moving orders for the treasure vault of Queen Dannel ir'Wynarn - the last ruler of Cyre."</p><p></p><p>"With papers in hand, you and your team have entered the mists of the Mournlands to seek the remains of the Cyre capitol, Metrol. For three days, you have blindly criss-crossed blasted roads and sought travel markers to lead you to the elusive capitol. Now, this foggy morning the mists part enough to open before you to reveal a foreboding, yet hopeful sight - the remnants of a blasted Lightning Rail station whose single sign of 'Mitrol Station' silently swings by one creaking hinge."</p><p>-------------------------</p><p>Characters navigate the blasted train depot. When about half-way across, the dead that have lain about the station rise, seeking to attack the characters (unending skeletons, zombies w/ wight backup), driving them into the sparking husk of the (twelve car) Lightning Train. However, upon entering, all goes dark and the real adventure begins...</p><p></p><p></p><p>THE FIRST TRIP</p><p>13 Cars. Daytime, bright blue sky and peaceful. Characters witness some strange happenings in each of the cars. Final car cannot be accessed at this time. After 40 minutes of in-game time, Armageddon occurs, and sky turns to fire as the train begins to shake. After another 20 minutes, the Mourning Wall catches up with and destroys the train, triggering the second trip.</p><p></p><p>The Train cars are in the following Arrangement (Rear --> Front): 12 (baggage) - 11 (medical) - 10 (GP) - 9 (GP) - 8 (GP) - 7 (GP) - 6 (GP) - 5 (GP) - 4 (Day Pass) - 3 (Sleeper) - 2 (Dining) - 1 (Gentry) - Engine</p><p></p><p>THE SECOND TRIP</p><p></p><p>Characters awaken back in middle car, using their alternate characters. Rooms are same size, but length of train is four times larger. Outside the train is dark and raining, and the train occassionally jostles as if in turbulence. All passengers are initially gone, 7th car still cannot be accessed. As characters pass through each car, the witness the 7 strange events but the passengers are now undead (but not hostile), but after exiting car, it becomes populated with ravening zombies. Continue until PCs all die or an in-game hour passes.</p><p></p><p>The Train cars are in the following Arrangement (Rear --> Front): 13 (Seal) - 12 (baggage) - 11 (medical) - 10 (GP) - 9 (GP) - 4 (Day Pass) - 3 (Sleeper) - 6 (GP) - 5 (GP) - 2 (Dining) - 8 (GP) - 7 (GP) - 1 (Gentry) - Engine</p><p></p><p>THE FINAL TRIP</p><p></p><p>Characters reawaken in middle car and can choose which character to use. Rooms are destroyed and there is little light, length of the train is eight times larger. Max HP reduced by 10. Zombies are already present in other cars. Characters must resolve each of the 7 events ("defeating" 7 NPCs, each tied to the war), revealing the key to the 7th car. Characters must then enter the 13th car and face the mysterious passenger.</p><p></p><p>The Train cars are in the following Arrangement (Rear --> Front): 13 (Seal) - 12 (baggage) - 10 (GP) - 11 (medical) - 9 (GP) - 4 (Day Pass) - 8 (GP) - 3 (Sleeper) - 7 (GP) - 2 (Dining) - 6 (GP) - 1 (Gentry) - 5 (GP) - Engine (Destroyed)</p><p></p><p>----- The Train----</p><p></p><p>EXTERIOR</p><p>MOOD 1: Pleasant trip through the countryside; Climb 10 ft. to reach roof; Each minute outside, make a DC 13 Dex save. On failure take 1d10 Lightning damage.</p><p>MOOD 2: Dark and Raining, occassional lightning, zombies claw at the living from inside. climb 20 ft. to reach roof; Each round outside, make a DC 15 Dex save. On a failure, take 2d10 lightning damage. Also, 1 in 6 chance that zombies break through exterior forcing a DC 15 Strength save or be immobilized. Flyers traveling more than 30 ft. from car must make a DC 13 Strength save or be blown away (dead!)</p><p>MOOD 3: Hellscape, countryside is burning ash, acid rain and dangerous lightning. Climb 40 ft. to reach roof; Wights stalk the exterior, looking for victims. Each round outside, make a DC 15 Dex save. On a failure, take 2d10 Lightning damage. Also, each round take 1d10 necrotic, no save. Flyers traveling more than 15 feet from the car must make a DC 15 Strenth save or be blown away (dead!)</p><p></p><p>ENGINE</p><p>MOOD 1: Concerned about running late</p><p>MOOD 2: Running from looming destruction, must feed the engine (our souls)</p><p>MOOD 3: Impending Doom as the train is hurling out of control (we can't escape)</p><p>OBSTACLE: Necrotic Lightning Elemental</p><p>GOAL: Information</p><p>SEAL:</p><p>The soul-consuming fire. The engineers are here, controlling the train. There are also rooms here for the engineers to eat, sleep and rest in. One of the engineers (Loralin d'Orien) knows the identity of the Dark Lord, and knows the only way to make the Last Car appear. 1st trip, the engineers are concerned, but treat the PCs as honored guests. 2nd trip, the engineers skulk and hide, whispering to the characters to leave. 3rd trip, the engineers assault the PCs and try to feed them to the Necrotic Lightning Elemental Engine.</p><p></p><p></p><p>MOOD 1: Somber</p><p>OBSTACLE 1: Gnomish Bishop Soriel Selain Savol (Warlock of the Fiend) can be talked to. He can be convinced to give up his ring with 8 successful combinations of Insight, Religion, and Persuasion checks or stolen with a successful DC 17 Sleight of Hand check with disadvantage.</p><p>----</p><p>MOOD 2: Overwhelming desire for forgiveness; corruption hidden under a gloss of finery</p><p>OBSTACLE 2: Characters must get past two Githyanki Warriors to get to Gnomish Bishop Soriel Selain Savol (Warlock of the Fiend) delivers a fiery sermon. The Bishop can be talked into giving up his ring with 8 successful combinations of Insight, Intimidation, Religion, and Persuasion checks. If the characters fail 3 checks, the Bishop attacks.</p><p>----</p><p>MOOD 3: Fanatic devotion and desire to destroy the impure; blinding rage and overt corruption</p><p>OBSTACLE: Gnomish Bishop Soriel Selain Savol (Wight Warlock of the Fiend), 2 Ogre Zombies, 16 zombies</p><p>GOAL: Ring of Shooting Stars (worn by Bishop)</p><p>SEAL: Pride</p><p>Here, the well-to do gather in prayer to the gods to deliver them from the war. Unlike cars 5-10, it is not crowded and the occupants are merely somber. The gnomish bishop (Soriel Selain Savol), a priest of the Blood of Vol leads a small group in prayer seeking deliverance from death. Characters need his magic ring, the inside of which is carved the pass phrase for the Seal of Pride. [His red holy text contains notes in the margin about the ring].</p><p></p><p></p><p></p><p>MOOD 1: Quiet, faint music</p><p>OBSTACLE 1: No obstacles, two cook's assistants prep meals in the kitchen. They constantly mention that their work is more difficult due to a missing Recipe cookbook. PCs can request food that heals them.</p><p>----</p><p>MOOD 2: Metal scraping on metal, occasional crunching sounds, food mysteriously appears or disappears at tables</p><p>OBSTACLE 2: Two skum cook assistants in the kitchen who attack if bothered (PCs linger for 1 minute or more). Food is tainted (DC 13 Constitution save or become Poisoned).</p><p>----</p><p>MOOD 3: Smell of rotten food, gurgles, metal scraping metal</p><p>OBSTACLE: Ylonda d'Thomasain (reduced-threat Aboleth), 2 skum in the kitchen. One minute after the PCs enter, the skum break the fish tank, causing a tidal wave (DC 15 Dexterity save or take 4d10 bludgeoning damage). Once filled, the doors and windows cannot be opened (Doors - DT 10, 35 hp ; Windows - DT 5, 15 hp)</p><p>GOAL: Recipe in cookbook (+scroll of Haste)</p><p>SEAL: Gluttony</p><p>Dining Car. Not only does it have several petitioned-off dining areas, but there is a kitchen. The characters must find the pass phrase to the Seal of Gluttony, held by a Cyrian noble (Stuffed in a cookbook in the kitchen).</p><p></p><p>AID: In the 2nd car is a Visanti fortune teller. She can perform a card reading that gives the players a hint as to where each of the seals are and who has each seal.</p><p></p><p>THE CARD READING:</p><p>Draw 5 cards in a + formation (Darklord & base info). Below that, draw 7 cards (each represents hints to defeat the 7 seals)</p><p></p><p>"Your future is in flux, but the cards can help to reveal the path best undertaken"</p><p></p><p>Leftmost Card: "This card reveals the past"</p><p> Crown - "The duties of leadership bind this one. Only when those shackles have been cast off can freedom be found."</p><p> Pentagram - "Magic is at the root of this, one powerful beyond all others. Only the end of the spell can set you free."</p><p> Priest - "Faith alone cannot wipe away the sins of the past, but repentance can set one free."</p><p> Sword - "An unending war has brought this tragedy upon all, and only victory or defeat can end the cycle."</p><p> Coin - "</p><p> </p><p>Topmost Card: "This card reveals an ally in your journey"</p><p> Crown - "One who owes allegience to a higher power secretly seeks to aid you." (Beholder won't fight and will let PCs pass peacably if not attacked.</p><p> Pentagram - "Among those whom think they are in control is one who can aid you." (4th level NPC sorceror in Engine)</p><p> Priest - "One who opposes dogma can assist you in your travels." (4th level NPC priest in Day Passenger car)</p><p> Sword - "A soldier weary of war can be of aid to you" (4th level NPC soldier in Medical Car)</p><p> Coin - "A simple fare has brought this one along, but they can provide assistance." (4th level NPC rogue in General Passenger car)</p><p> </p><p>Bottommost Card: "This card reveals one who stands in your way. Be wary of who it represents."</p><p> Crown - "One who seems a friend but is not. At the final hour, they will betray you." (Hashalaq automatically succeeds first possession attempt)</p><p> Pentagram - "This one's heart beats to the call of false life. None can sway the one whose heart is so set" The Artificer fights even if loses chess</p><p> Priest - "On the surface, succor is offered. Do not accept it, for their truth is butchery" (Bishop cannot be convinced)</p><p> Sword - "The sword hand withers in the coward's hand. This one will fight to keep its secret" (General in Medical can't be convinced)</p><p> Coin - "The coin corrupts. This one lays them over the eyes of the slain" (Assassin fights to keep its secret)</p><p> </p><p>Middle Card: "This card reveals the mindset of the one who oppose you"</p><p> Crown - "A monster stands behinds this all. Everything else is a puppet to its desires"</p><p> Pentagram - "Magic surrounds you and you cannot trust your senses. Think twice before any action is taken." </p><p> Priest - "This one speaks lies in the ears of others to control them. Make sure the thoughts are your own before you act."</p><p> Sword - "It seeks a fight. Do not give it one, and you may yet succeed" (Advantage on skill checks to avoid combat)</p><p> Coin - "This one does not trade in coin, but in souls. Safeguard your own to bring it defeat." (Advantage vs. possession)</p><p> </p><p>Rightmost Card: "This card reveals the future and gives guidance in that manner"</p><p> Crown - "The future favors your foe. Act with caution for it knows you are here." (change 3 rules to favor Darklord)</p><p> Pentagram - "The seal is not as safe as your enemy believes. One of its secrets is revealed (If John reveals card, that passphrase is learned)</p><p> Priest - "The servants are turned against you. The master protects against discovery" (next revealed phrase is encrypted)</p><p> Sword - "Battle is in your future. The way forward will be hindered" (stalked by Priest of Osybus)</p><p> Coin - "Your fate is as two-sided as a coin. Yet, flaws bring inspiration" (each character has a mini vision and may invoke their flaw to get inspiration)</p><p></p><p>Seals:</p><p>1st Card (Pride): "This card speaks of unabated pride that must be brought low"</p><p> Crown - "this one is a shell of its former self, a false friend that hides behind words" (+30 hp)</p><p> Pentagram - "the item you seek is in the hands of the one who hides his lack of faith behind words instead of deeds"</p><p> Priest - "seek the voice of the blood, a worshipper of beyond" (2 less successes to convince)</p><p> Sword - "blades will not bring this one low, but words will reveal their small faith" (disadvantage on attacks)</p><p> Coin - "seek the one who cares more for their loop of silver than the words they speak"</p><p></p><p>2nd Card (Gluttony): "This card speaks of the insatiable hunger that must be overcome"</p><p> Crown - "This is a recipe for disaster; seek the master in its own realm." (</p><p> Pentagram - "Magic hides this one's truth, seek where such secrets are kept." (advantage on Investigate checks)</p><p> Priest - "Where life is renewed, seek the source and you will find the recipe that gives truth"</p><p> Sword - "Blades gather in number where this one hides its recipes of disaster" (+30 hp)</p><p> Coin - "Platters of gold and silver come from this secret's source; locate it and you will find the recipe you seek"</p><p></p><p>3rd Card (Sloth): "This card reveals the sloth, the doom of lethargy and unfulfilled dreams"</p><p> Crown - "This one is not alone, seek the journal to find what is real"</p><p> Pentagram - "Dreams come and dreams go. Do not disturb the sleepers but instead seek what they have recorded." (sleepers won't awaken unless directly molested)</p><p> Priest - "The king of dreams is what you seek, not the dreamers under their sway. Look for the record of their deeds."</p><p> Sword - "Daggers stretch to swords when drawn in the darkness against you, but even the works of the quill outshine them." (+30 hp)</p><p> Coin - "The material has no worth in the land of dreams. Seek the record of the awakened, which endures forever."</p><p> </p><p>4th Card (Lust): "Not all lust is for the flesh; this card reveals the object of another's desire"</p><p> Crown - "This one was lost; it cannot be returned to whom desires it, but must go to one more worthy" (advantage to recognize governess)</p><p> Pentagram - "This one was left behind; it must be given up to one of lesser stature but greater worth."</p><p> Priest - "This one seeks one it cannot find; take it to the one who is truly deserving instead."</p><p> Sword - "The uncaring surround this lost one; you must escort them through the gauntlet to a safe haven."</p><p> Coin - "This one is a copper lost among the silvers; it cannot be made into gold but can be deposited safely nonetheless"</p><p> </p><p>5th Card (Envy): "This card speaks of the envy of others, and the object of their emulation"</p><p> Crown - "This one speaks of a false face that even it cannot remember. Only revelation to all can reveal its secret."</p><p> Pentagram - "False tricks conceal the identity of this one. The trail they left behind is the path to the secret you need."</p><p> Priest - "An oath has been broken. When the identity of the oathbreaker is revealed, so will its secret."</p><p> Sword - "A dagger in the back easily conceals the weilder. Reveal the true culprit and its secrets will be revealed."</p><p> Coin - "This one was paid well to conceal its identity. Reveal the true culprit to obtain the secret it possesses."</p><p> </p><p>6th Card (Wrath): "This is the card of wrath - unjustified rage and hatred that pours from one individual"</p><p> Crown - "This one bears the king of the battlefield, to whom all must fall. Without it, there is no more to conquer."</p><p> Pentagram - "Even magic it has its limits when the steel this one has drawn ends the lives of its foes."</p><p> Priest - "Struck down by its own blade, this one sees no succor in the life to come"</p><p> Sword - "The blade brought this one low, without it they are no threat." (2 less checks required)</p><p> Coin - "What is money to one who seeks revenge? Only defeat at the end of this enemies blade will bring peace" (+30 hp)</p><p> </p><p>7th Card (Greed): "This final card speaks of covetousness and the object that is desired beyond all other things"</p><p> Crown - "This one is but a pawn, a gear in the machine of a more fell secret. Get to the heart of the matter, and its secret will be revealed."</p><p> Pentagram - "In this matter, magic is at the heart of the issue. Return what was taken away to uncover the secret you need."</p><p> Priest - "The heart knows what the mind cannot say. Find the secrets of the heart, and the way will be opened."</p><p> Sword - "I see a ring of teeth protecting an object at the heart of this matter. Return it to unravel its secrets."</p><p> Coin - "No expense is worth the life of another. Find what was stolen and return it so that you may move onward."</p><p></p><p></p><p></p><p></p><p>-------------------------</p><p>MOOD 1: Deathly Quiet</p><p>OBSTACLE: Must make a DC 13 Wisdom save once per minute or suffer 1 level of Exhaustion</p><p>---</p><p>MOOD 2: Foreboding, indistinguishable murmurs, deep sighs</p><p>OBSTACLE: Restless, sleeping zombies in each bed. They only awake if disturbed.</p><p>---</p><p>MOOD 3: Whispers beyond the walls, movement out of the corner of the eye</p><p>OBSTACLE: 2 Tsucora Quori, zombies that infect victims with sleeping sickness (DC 13 Constitution save, on fail fall into magical sleep). Dispel Magic, Lesser Restoration, Calm Emotions, Remove Disease will remove the effects</p><p>GOAL: blue Diary (scroll of Healing Spirit)</p><p>SEAL: Sloth</p><p>The Sleepers. Narrow corridors with sleeping rooms. No one is present on 1st trip, but area is unusually quiet and things move when characters aren't looking. Characters need to find pass phrase to the Seal of Sloth in the blue diary</p><p></p><p></p><p></p><p>-----------------------</p><p>MOOD 1: Somber</p><p>OBSTACLE 1: Solve matrix puzzle to determine who killed the Noble. The murderer surrenders if found out.</p><p>----</p><p>MOOD 2: Suspicion, Details change at random (Wallpaper, tables, furnishings, people's attire)</p><p>OBSTACLE 2: Characters spot shapeless assassin leaving room. Must determine murderer from matrix puzzle and kill him.</p><p>-----</p><p>MOOD 3: Paranoia, Nothing is familiar</p><p>OBSTACLE 3: Everyone in the car is dead. The Changling Assassin and his two Tarkanan Assassin assistants stalk and ambush the PCs</p><p>-----</p><p>OBSTACLE: Determine killer, Changling Assassin Sedrick Whitehall, 2 Tarkanan Assassin</p><p>GOAL: Sedrick Whitehall's letter (Scroll of Protection From Undead)</p><p>SEAL: Lust</p><p>Partitioned, double seats. The Changling spy (Sedrick Whitehall) must be uncovered and outed. It has a letter in its vestments with the cypher to the Seal of Lust. </p><p></p><p></p><p></p><p>----------------------</p><p>MOOD 1: Indifference and uncertainty</p><p>OBSTACLE 1: Return lost child Isabel ir'Wynarn; child is in Car 6 and must be escorted to Car 9 to be reunited with her governess</p><p>----</p><p>MOOD 2: Fear and Resentment</p><p>OBSTACLE 2: Each car has 7 Strahd Zombies that wander about the car aimlessly. child is Car 9 and must be reunited with her governess in Car 6. Characters must use Stealth / Acrobatics / Persuasion / Survival to bypass individual zombies to get to the next car. Failure causes the zombies to rush to attack.</p><p>----</p><p>MOOD 3: Hatred for being left behind</p><p>OBSTACLE 3: Characters must face a gauntlet of passing along the inside or outside of the train cars from car 5-10. Child moves ahead of PCs, requiring 3 successive successful checks to catch her. Characters must make AC / Athletics / Acrobatics / Attack checks against DC 15 each round or take 2d10 necrotic damage. If the save is failed by 4 or more, the character is restrained. Finding the girl takes Girl is the daughter of the queen, Isabel.</p><p>---</p><p>GOAL: Doll's head containing the Queen's Ruby (7 charges; Fire Bolt [0 charges], Hold Person [1 charge], Knock [1 charge], Detect Thoughts [2 charges], Blink [3 charges])</p><p>SEAL: Envy</p><p>The Forlorn. General Seating, minor partitions between rows of benches. Here is the lost child, whose mother/governess must be found. Uniting child with governess has them both blown to dust, leaving the cars empty. </p><p></p><p></p><p>----------------------</p><p>MOOD 1: Pain, mild scenes of bandaged injured, murmurs of need for help</p><p>OBSTACLE 1: If the characters identify and convince the dying general via 6 successful DC 12 History, Deception, Medicine or Persuasion checks, he gives the PCs the Death Saber</p><p>----</p><p>MOOD 2: Pain and Suffering, bloody splotches and discarded surgical tools, screams of pain</p><p>OBSTACLE 2: 3 Redcaps slink about the train car, waiting to ambush the PCs when they let down their guard. If the characters identify and convince the dying general via 6 successful DC 12 History, Deception, Medicine or Persuasion checks, he gives the PCs the Death Saber</p><p>----</p><p>MOOD 3: Horrors of War, dismemberment, disembowelment, destruction of the body, screams and ominous silences</p><p>OBSTACLE 3: bone knight General Estefan d'Incorville , 4 redcaps await to add the PCs to the pile of the dead. The General and his Redcaps strike downed characters to ensure they are dead</p><p>----</p><p>GOAL: Death Saber (+2 weapon; 1d12 slashing damage, PC can attack all targets within 5' at the permanent cost of 1 hit point).</p><p>SEAL: Wrath</p><p>The Medical Car. 1st trip, mildly wounded from the war seek the comfort of halfling healers from House Jorasco. Among the wounded is a general (masqarading as a lesser officer). Characters must find the Death Saber of the General, which has the pass phrase for the seal of Wrath inscribed in the blade.</p><p></p><p>CAR 12 - Baggage Car</p><p>MOOD 1: Unnerving quiet interrupted by clicking chirps</p><p>OBSTACLE 1: 8 deinoychus in a cage (DC 17 lock) with the Warforged Heart. If characters fail to pick the lock, a deinonychus snaps at the character</p><p>----</p><p>MOOD 2: Cluttered, dim areas with broken crates and the sound of skuttling and clicking chirps</p><p>OBSTACLE 2: 8 deinonychus scattered about the room, hiding behind or in crates. They ambush PCs in groups of 3. The alpha deinonychus has the Warforged Heart around its neck like a bell.</p><p>----</p><p>MOOD 3: Towering piles of crates and moving shadows, with the sound of deep rumbles and skuttling sounds and chirps</p><p>OBSTACLE: 8 deinonychus scattered about the room, hiding from 2 Undead T-Rex. The deinonychus attempt to ambush PCs, but the T-Rex attack anything they detect. The Warforged Heart (and body) has been consumed by the alpha T-Rex</p><p>----</p><p>GOAL: Heart of the Warforged</p><p>SEAL: Greed</p><p>The Dead Letter. Filled with cargo, luggage and mail. Siemon d'Cannith, son of Aaren d'Cannith who created the warforged had his soul placed into the body of a warforge to save him from death on the battlefield (CY 965, 29 years ago). The Warforged knows the passphrase to the Greed seal</p><p></p><p>CAR 13</p><p>MOOD 1: -</p><p>MOOD 2: Door with the 7 seals</p><p>MOOD 3: Door with the 7 seals, </p><p>OBSTACLE: See below</p><p>GOAL:</p><p>This series of five puzzle rooms must be navigated to reach The Dread Lord - Queen Dannel irâWynarn (possessed by a Hashalaq Quori), who fostered the start of the war and is fleeing the capital's imminent destruction. She and her warmonger, Starrin dâCannith must be defeated to exit the train.</p><p></p><p>Puzzle 1 - The characters must properly unlock the door to the 13th car, which is guarded by Mordenkainen's Puzzle Lock.</p><p></p><p>Puzzle 2 (Path 1) - Undead Beholder (add Legendary action (x2) to use eye rays). The characters must outwit it, demand to see Queen Dannel by name or defeat it in combat.</p><p></p><p>Puzzle 3 (Path 1) - Starrin d'Cannith is in his parlor and challenges the PCs to a dragonchess game for the right to pass. If characters play, they must succeed 3 of 5 gaming checks, taking 10 points of damage for each failure. If they attack, he pulls a lever that expands the cramped room ten-fold, turning the chessboard into an arena filled with warforged pieces under his control. 8 Warforged Animated Armors, Strahd's Animated Armor</p><p></p><p>Puzzle 4 (Path 2) - Tile traps inflict various effects that impede character's progress until they figure out the pattern. Pattern (and gravity) extends on walls and ceiling.</p><p></p><p>Puzzle 5 (Path 2) - A Warforged titan guards the door. Must be either defeated, bypassed (opposite door is locked by a huge lock, key is on titan's neck) or commanded by Cyrian nobility to stand aside.</p><p></p><p>Final Room - Queen Dannel broods in her parlor, holding a necklace of amythest rods. She appears pitiable, but through monologue reveals that the necklace was an artifact, that when broken started the Mourning. She only regrets unleashing the undead-creating mist of the necklace because she wanted living subjects she could rule over. Ends monologue by demanding the characters kneel before her, and transforms into a vampire to make them submit.</p><p></p><p></p><p>FINAL BOSS</p><p></p><p>After defeating the queen, characters are returned to the capital, where they must face the Hashalaq Quori who possessed the queen and fomented the war. Players can use both characters in the fight. As a lair action, the Hashalaq can summon 4 Strahd Zombies to aid it.</p><p>[spoiler]</p><p></p><p>I’m hoping to clean this up and put it on DMs Guild for sale, when I get the time.[/spoiler][/spoiler]</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9698073, member: 52734"] I’ve read too many published adventures over the years, so my notes are pretty much full-blown write-ups. This was my write-up for my Cyre 1313 Halloween adventure, without the maps (made in dungeon fog),logic puzzle key or handouts. [spoiler] TRAIN 1313 TO CYRE HOW WE GOT THERE Characters are mercenaries who hunt for lost treasures in the Mournlands. They've recently uncovered a document with the cipher to the arcane lock on the treasure vault in the capital. The party has entered the Mournlands some three days ago and now become disorientated. They stumble on a Lightning Rail station where a broken Lightning Rail lays. The station however, is surrounded by Mark II Warforged guards and the undead remains of those who did not escape the Day of Mourning. The character's only chance seems to be to enter the Lightning Coach and see if they might be able to get it running. Upon entering though, everything goes black - and the first trip begins. -------------- "In the year 894, the Last War began. The Kingdoms of Aundair, Breland, Cyre, Thrane and Karnath began a hundred year war for the right to rule the throne of the Kingdom of Galifar and the rule of the continent of Khorvaire. It was a mighty and terrible war that saw the evolution of magical and mundane creations, including the rise of the war golems now known as Warforged." "Then, on the 20th of Olarune, in the year 994, the unthinkable happened. The skies of Cyre flashed amber and those who looked towards the heart of Cyre were blinded by a great flash. A towering wall of gray mist, like a billowing cloud, spread across its land. The mist spread faster than anything could flee it, and everything the mist touched, died in an instant. Millions died in what became known as the Day of Mourning, and the Cyre-covering mists remain today covering what is known as the MournLands. Worse still, that which dies in the MournLands does not stay dead long, and returns to haunt those fog-shrouded lands." "You are adventurers by profession, a crack team who has penetrated the encompassing mists to recover treasures and artifacts from this dead land. On your last excursion, you came away with a great treasure - a piece of paper torn from a book describing what treasure seekers have sought for years - a catalogue and moving orders for the treasure vault of Queen Dannel ir'Wynarn - the last ruler of Cyre." "With papers in hand, you and your team have entered the mists of the Mournlands to seek the remains of the Cyre capitol, Metrol. For three days, you have blindly criss-crossed blasted roads and sought travel markers to lead you to the elusive capitol. Now, this foggy morning the mists part enough to open before you to reveal a foreboding, yet hopeful sight - the remnants of a blasted Lightning Rail station whose single sign of 'Mitrol Station' silently swings by one creaking hinge." ------------------------- Characters navigate the blasted train depot. When about half-way across, the dead that have lain about the station rise, seeking to attack the characters (unending skeletons, zombies w/ wight backup), driving them into the sparking husk of the (twelve car) Lightning Train. However, upon entering, all goes dark and the real adventure begins... THE FIRST TRIP 13 Cars. Daytime, bright blue sky and peaceful. Characters witness some strange happenings in each of the cars. Final car cannot be accessed at this time. After 40 minutes of in-game time, Armageddon occurs, and sky turns to fire as the train begins to shake. After another 20 minutes, the Mourning Wall catches up with and destroys the train, triggering the second trip. The Train cars are in the following Arrangement (Rear --> Front): 12 (baggage) - 11 (medical) - 10 (GP) - 9 (GP) - 8 (GP) - 7 (GP) - 6 (GP) - 5 (GP) - 4 (Day Pass) - 3 (Sleeper) - 2 (Dining) - 1 (Gentry) - Engine THE SECOND TRIP Characters awaken back in middle car, using their alternate characters. Rooms are same size, but length of train is four times larger. Outside the train is dark and raining, and the train occassionally jostles as if in turbulence. All passengers are initially gone, 7th car still cannot be accessed. As characters pass through each car, the witness the 7 strange events but the passengers are now undead (but not hostile), but after exiting car, it becomes populated with ravening zombies. Continue until PCs all die or an in-game hour passes. The Train cars are in the following Arrangement (Rear --> Front): 13 (Seal) - 12 (baggage) - 11 (medical) - 10 (GP) - 9 (GP) - 4 (Day Pass) - 3 (Sleeper) - 6 (GP) - 5 (GP) - 2 (Dining) - 8 (GP) - 7 (GP) - 1 (Gentry) - Engine THE FINAL TRIP Characters reawaken in middle car and can choose which character to use. Rooms are destroyed and there is little light, length of the train is eight times larger. Max HP reduced by 10. Zombies are already present in other cars. Characters must resolve each of the 7 events ("defeating" 7 NPCs, each tied to the war), revealing the key to the 7th car. Characters must then enter the 13th car and face the mysterious passenger. The Train cars are in the following Arrangement (Rear --> Front): 13 (Seal) - 12 (baggage) - 10 (GP) - 11 (medical) - 9 (GP) - 4 (Day Pass) - 8 (GP) - 3 (Sleeper) - 7 (GP) - 2 (Dining) - 6 (GP) - 1 (Gentry) - 5 (GP) - Engine (Destroyed) ----- The Train---- EXTERIOR MOOD 1: Pleasant trip through the countryside; Climb 10 ft. to reach roof; Each minute outside, make a DC 13 Dex save. On failure take 1d10 Lightning damage. MOOD 2: Dark and Raining, occassional lightning, zombies claw at the living from inside. climb 20 ft. to reach roof; Each round outside, make a DC 15 Dex save. On a failure, take 2d10 lightning damage. Also, 1 in 6 chance that zombies break through exterior forcing a DC 15 Strength save or be immobilized. Flyers traveling more than 30 ft. from car must make a DC 13 Strength save or be blown away (dead!) MOOD 3: Hellscape, countryside is burning ash, acid rain and dangerous lightning. Climb 40 ft. to reach roof; Wights stalk the exterior, looking for victims. Each round outside, make a DC 15 Dex save. On a failure, take 2d10 Lightning damage. Also, each round take 1d10 necrotic, no save. Flyers traveling more than 15 feet from the car must make a DC 15 Strenth save or be blown away (dead!) ENGINE MOOD 1: Concerned about running late MOOD 2: Running from looming destruction, must feed the engine (our souls) MOOD 3: Impending Doom as the train is hurling out of control (we can't escape) OBSTACLE: Necrotic Lightning Elemental GOAL: Information SEAL: The soul-consuming fire. The engineers are here, controlling the train. There are also rooms here for the engineers to eat, sleep and rest in. One of the engineers (Loralin d'Orien) knows the identity of the Dark Lord, and knows the only way to make the Last Car appear. 1st trip, the engineers are concerned, but treat the PCs as honored guests. 2nd trip, the engineers skulk and hide, whispering to the characters to leave. 3rd trip, the engineers assault the PCs and try to feed them to the Necrotic Lightning Elemental Engine. MOOD 1: Somber OBSTACLE 1: Gnomish Bishop Soriel Selain Savol (Warlock of the Fiend) can be talked to. He can be convinced to give up his ring with 8 successful combinations of Insight, Religion, and Persuasion checks or stolen with a successful DC 17 Sleight of Hand check with disadvantage. ---- MOOD 2: Overwhelming desire for forgiveness; corruption hidden under a gloss of finery OBSTACLE 2: Characters must get past two Githyanki Warriors to get to Gnomish Bishop Soriel Selain Savol (Warlock of the Fiend) delivers a fiery sermon. The Bishop can be talked into giving up his ring with 8 successful combinations of Insight, Intimidation, Religion, and Persuasion checks. If the characters fail 3 checks, the Bishop attacks. ---- MOOD 3: Fanatic devotion and desire to destroy the impure; blinding rage and overt corruption OBSTACLE: Gnomish Bishop Soriel Selain Savol (Wight Warlock of the Fiend), 2 Ogre Zombies, 16 zombies GOAL: Ring of Shooting Stars (worn by Bishop) SEAL: Pride Here, the well-to do gather in prayer to the gods to deliver them from the war. Unlike cars 5-10, it is not crowded and the occupants are merely somber. The gnomish bishop (Soriel Selain Savol), a priest of the Blood of Vol leads a small group in prayer seeking deliverance from death. Characters need his magic ring, the inside of which is carved the pass phrase for the Seal of Pride. [His red holy text contains notes in the margin about the ring]. MOOD 1: Quiet, faint music OBSTACLE 1: No obstacles, two cook's assistants prep meals in the kitchen. They constantly mention that their work is more difficult due to a missing Recipe cookbook. PCs can request food that heals them. ---- MOOD 2: Metal scraping on metal, occasional crunching sounds, food mysteriously appears or disappears at tables OBSTACLE 2: Two skum cook assistants in the kitchen who attack if bothered (PCs linger for 1 minute or more). Food is tainted (DC 13 Constitution save or become Poisoned). ---- MOOD 3: Smell of rotten food, gurgles, metal scraping metal OBSTACLE: Ylonda d'Thomasain (reduced-threat Aboleth), 2 skum in the kitchen. One minute after the PCs enter, the skum break the fish tank, causing a tidal wave (DC 15 Dexterity save or take 4d10 bludgeoning damage). Once filled, the doors and windows cannot be opened (Doors - DT 10, 35 hp ; Windows - DT 5, 15 hp) GOAL: Recipe in cookbook (+scroll of Haste) SEAL: Gluttony Dining Car. Not only does it have several petitioned-off dining areas, but there is a kitchen. The characters must find the pass phrase to the Seal of Gluttony, held by a Cyrian noble (Stuffed in a cookbook in the kitchen). AID: In the 2nd car is a Visanti fortune teller. She can perform a card reading that gives the players a hint as to where each of the seals are and who has each seal. THE CARD READING: Draw 5 cards in a + formation (Darklord & base info). Below that, draw 7 cards (each represents hints to defeat the 7 seals) "Your future is in flux, but the cards can help to reveal the path best undertaken" Leftmost Card: "This card reveals the past" Crown - "The duties of leadership bind this one. Only when those shackles have been cast off can freedom be found." Pentagram - "Magic is at the root of this, one powerful beyond all others. Only the end of the spell can set you free." Priest - "Faith alone cannot wipe away the sins of the past, but repentance can set one free." Sword - "An unending war has brought this tragedy upon all, and only victory or defeat can end the cycle." Coin - " Topmost Card: "This card reveals an ally in your journey" Crown - "One who owes allegience to a higher power secretly seeks to aid you." (Beholder won't fight and will let PCs pass peacably if not attacked. Pentagram - "Among those whom think they are in control is one who can aid you." (4th level NPC sorceror in Engine) Priest - "One who opposes dogma can assist you in your travels." (4th level NPC priest in Day Passenger car) Sword - "A soldier weary of war can be of aid to you" (4th level NPC soldier in Medical Car) Coin - "A simple fare has brought this one along, but they can provide assistance." (4th level NPC rogue in General Passenger car) Bottommost Card: "This card reveals one who stands in your way. Be wary of who it represents." Crown - "One who seems a friend but is not. At the final hour, they will betray you." (Hashalaq automatically succeeds first possession attempt) Pentagram - "This one's heart beats to the call of false life. None can sway the one whose heart is so set" The Artificer fights even if loses chess Priest - "On the surface, succor is offered. Do not accept it, for their truth is butchery" (Bishop cannot be convinced) Sword - "The sword hand withers in the coward's hand. This one will fight to keep its secret" (General in Medical can't be convinced) Coin - "The coin corrupts. This one lays them over the eyes of the slain" (Assassin fights to keep its secret) Middle Card: "This card reveals the mindset of the one who oppose you" Crown - "A monster stands behinds this all. Everything else is a puppet to its desires" Pentagram - "Magic surrounds you and you cannot trust your senses. Think twice before any action is taken." Priest - "This one speaks lies in the ears of others to control them. Make sure the thoughts are your own before you act." Sword - "It seeks a fight. Do not give it one, and you may yet succeed" (Advantage on skill checks to avoid combat) Coin - "This one does not trade in coin, but in souls. Safeguard your own to bring it defeat." (Advantage vs. possession) Rightmost Card: "This card reveals the future and gives guidance in that manner" Crown - "The future favors your foe. Act with caution for it knows you are here." (change 3 rules to favor Darklord) Pentagram - "The seal is not as safe as your enemy believes. One of its secrets is revealed (If John reveals card, that passphrase is learned) Priest - "The servants are turned against you. The master protects against discovery" (next revealed phrase is encrypted) Sword - "Battle is in your future. The way forward will be hindered" (stalked by Priest of Osybus) Coin - "Your fate is as two-sided as a coin. Yet, flaws bring inspiration" (each character has a mini vision and may invoke their flaw to get inspiration) Seals: 1st Card (Pride): "This card speaks of unabated pride that must be brought low" Crown - "this one is a shell of its former self, a false friend that hides behind words" (+30 hp) Pentagram - "the item you seek is in the hands of the one who hides his lack of faith behind words instead of deeds" Priest - "seek the voice of the blood, a worshipper of beyond" (2 less successes to convince) Sword - "blades will not bring this one low, but words will reveal their small faith" (disadvantage on attacks) Coin - "seek the one who cares more for their loop of silver than the words they speak" 2nd Card (Gluttony): "This card speaks of the insatiable hunger that must be overcome" Crown - "This is a recipe for disaster; seek the master in its own realm." ( Pentagram - "Magic hides this one's truth, seek where such secrets are kept." (advantage on Investigate checks) Priest - "Where life is renewed, seek the source and you will find the recipe that gives truth" Sword - "Blades gather in number where this one hides its recipes of disaster" (+30 hp) Coin - "Platters of gold and silver come from this secret's source; locate it and you will find the recipe you seek" 3rd Card (Sloth): "This card reveals the sloth, the doom of lethargy and unfulfilled dreams" Crown - "This one is not alone, seek the journal to find what is real" Pentagram - "Dreams come and dreams go. Do not disturb the sleepers but instead seek what they have recorded." (sleepers won't awaken unless directly molested) Priest - "The king of dreams is what you seek, not the dreamers under their sway. Look for the record of their deeds." Sword - "Daggers stretch to swords when drawn in the darkness against you, but even the works of the quill outshine them." (+30 hp) Coin - "The material has no worth in the land of dreams. Seek the record of the awakened, which endures forever." 4th Card (Lust): "Not all lust is for the flesh; this card reveals the object of another's desire" Crown - "This one was lost; it cannot be returned to whom desires it, but must go to one more worthy" (advantage to recognize governess) Pentagram - "This one was left behind; it must be given up to one of lesser stature but greater worth." Priest - "This one seeks one it cannot find; take it to the one who is truly deserving instead." Sword - "The uncaring surround this lost one; you must escort them through the gauntlet to a safe haven." Coin - "This one is a copper lost among the silvers; it cannot be made into gold but can be deposited safely nonetheless" 5th Card (Envy): "This card speaks of the envy of others, and the object of their emulation" Crown - "This one speaks of a false face that even it cannot remember. Only revelation to all can reveal its secret." Pentagram - "False tricks conceal the identity of this one. The trail they left behind is the path to the secret you need." Priest - "An oath has been broken. When the identity of the oathbreaker is revealed, so will its secret." Sword - "A dagger in the back easily conceals the weilder. Reveal the true culprit and its secrets will be revealed." Coin - "This one was paid well to conceal its identity. Reveal the true culprit to obtain the secret it possesses." 6th Card (Wrath): "This is the card of wrath - unjustified rage and hatred that pours from one individual" Crown - "This one bears the king of the battlefield, to whom all must fall. Without it, there is no more to conquer." Pentagram - "Even magic it has its limits when the steel this one has drawn ends the lives of its foes." Priest - "Struck down by its own blade, this one sees no succor in the life to come" Sword - "The blade brought this one low, without it they are no threat." (2 less checks required) Coin - "What is money to one who seeks revenge? Only defeat at the end of this enemies blade will bring peace" (+30 hp) 7th Card (Greed): "This final card speaks of covetousness and the object that is desired beyond all other things" Crown - "This one is but a pawn, a gear in the machine of a more fell secret. Get to the heart of the matter, and its secret will be revealed." Pentagram - "In this matter, magic is at the heart of the issue. Return what was taken away to uncover the secret you need." Priest - "The heart knows what the mind cannot say. Find the secrets of the heart, and the way will be opened." Sword - "I see a ring of teeth protecting an object at the heart of this matter. Return it to unravel its secrets." Coin - "No expense is worth the life of another. Find what was stolen and return it so that you may move onward." ------------------------- MOOD 1: Deathly Quiet OBSTACLE: Must make a DC 13 Wisdom save once per minute or suffer 1 level of Exhaustion --- MOOD 2: Foreboding, indistinguishable murmurs, deep sighs OBSTACLE: Restless, sleeping zombies in each bed. They only awake if disturbed. --- MOOD 3: Whispers beyond the walls, movement out of the corner of the eye OBSTACLE: 2 Tsucora Quori, zombies that infect victims with sleeping sickness (DC 13 Constitution save, on fail fall into magical sleep). Dispel Magic, Lesser Restoration, Calm Emotions, Remove Disease will remove the effects GOAL: blue Diary (scroll of Healing Spirit) SEAL: Sloth The Sleepers. Narrow corridors with sleeping rooms. No one is present on 1st trip, but area is unusually quiet and things move when characters aren't looking. Characters need to find pass phrase to the Seal of Sloth in the blue diary ----------------------- MOOD 1: Somber OBSTACLE 1: Solve matrix puzzle to determine who killed the Noble. The murderer surrenders if found out. ---- MOOD 2: Suspicion, Details change at random (Wallpaper, tables, furnishings, people's attire) OBSTACLE 2: Characters spot shapeless assassin leaving room. Must determine murderer from matrix puzzle and kill him. ----- MOOD 3: Paranoia, Nothing is familiar OBSTACLE 3: Everyone in the car is dead. The Changling Assassin and his two Tarkanan Assassin assistants stalk and ambush the PCs ----- OBSTACLE: Determine killer, Changling Assassin Sedrick Whitehall, 2 Tarkanan Assassin GOAL: Sedrick Whitehall's letter (Scroll of Protection From Undead) SEAL: Lust Partitioned, double seats. The Changling spy (Sedrick Whitehall) must be uncovered and outed. It has a letter in its vestments with the cypher to the Seal of Lust. ---------------------- MOOD 1: Indifference and uncertainty OBSTACLE 1: Return lost child Isabel ir'Wynarn; child is in Car 6 and must be escorted to Car 9 to be reunited with her governess ---- MOOD 2: Fear and Resentment OBSTACLE 2: Each car has 7 Strahd Zombies that wander about the car aimlessly. child is Car 9 and must be reunited with her governess in Car 6. Characters must use Stealth / Acrobatics / Persuasion / Survival to bypass individual zombies to get to the next car. Failure causes the zombies to rush to attack. ---- MOOD 3: Hatred for being left behind OBSTACLE 3: Characters must face a gauntlet of passing along the inside or outside of the train cars from car 5-10. Child moves ahead of PCs, requiring 3 successive successful checks to catch her. Characters must make AC / Athletics / Acrobatics / Attack checks against DC 15 each round or take 2d10 necrotic damage. If the save is failed by 4 or more, the character is restrained. Finding the girl takes Girl is the daughter of the queen, Isabel. --- GOAL: Doll's head containing the Queen's Ruby (7 charges; Fire Bolt [0 charges], Hold Person [1 charge], Knock [1 charge], Detect Thoughts [2 charges], Blink [3 charges]) SEAL: Envy The Forlorn. General Seating, minor partitions between rows of benches. Here is the lost child, whose mother/governess must be found. Uniting child with governess has them both blown to dust, leaving the cars empty. ---------------------- MOOD 1: Pain, mild scenes of bandaged injured, murmurs of need for help OBSTACLE 1: If the characters identify and convince the dying general via 6 successful DC 12 History, Deception, Medicine or Persuasion checks, he gives the PCs the Death Saber ---- MOOD 2: Pain and Suffering, bloody splotches and discarded surgical tools, screams of pain OBSTACLE 2: 3 Redcaps slink about the train car, waiting to ambush the PCs when they let down their guard. If the characters identify and convince the dying general via 6 successful DC 12 History, Deception, Medicine or Persuasion checks, he gives the PCs the Death Saber ---- MOOD 3: Horrors of War, dismemberment, disembowelment, destruction of the body, screams and ominous silences OBSTACLE 3: bone knight General Estefan d'Incorville , 4 redcaps await to add the PCs to the pile of the dead. The General and his Redcaps strike downed characters to ensure they are dead ---- GOAL: Death Saber (+2 weapon; 1d12 slashing damage, PC can attack all targets within 5' at the permanent cost of 1 hit point). SEAL: Wrath The Medical Car. 1st trip, mildly wounded from the war seek the comfort of halfling healers from House Jorasco. Among the wounded is a general (masqarading as a lesser officer). Characters must find the Death Saber of the General, which has the pass phrase for the seal of Wrath inscribed in the blade. CAR 12 - Baggage Car MOOD 1: Unnerving quiet interrupted by clicking chirps OBSTACLE 1: 8 deinoychus in a cage (DC 17 lock) with the Warforged Heart. If characters fail to pick the lock, a deinonychus snaps at the character ---- MOOD 2: Cluttered, dim areas with broken crates and the sound of skuttling and clicking chirps OBSTACLE 2: 8 deinonychus scattered about the room, hiding behind or in crates. They ambush PCs in groups of 3. The alpha deinonychus has the Warforged Heart around its neck like a bell. ---- MOOD 3: Towering piles of crates and moving shadows, with the sound of deep rumbles and skuttling sounds and chirps OBSTACLE: 8 deinonychus scattered about the room, hiding from 2 Undead T-Rex. The deinonychus attempt to ambush PCs, but the T-Rex attack anything they detect. The Warforged Heart (and body) has been consumed by the alpha T-Rex ---- GOAL: Heart of the Warforged SEAL: Greed The Dead Letter. Filled with cargo, luggage and mail. Siemon d'Cannith, son of Aaren d'Cannith who created the warforged had his soul placed into the body of a warforge to save him from death on the battlefield (CY 965, 29 years ago). The Warforged knows the passphrase to the Greed seal CAR 13 MOOD 1: - MOOD 2: Door with the 7 seals MOOD 3: Door with the 7 seals, OBSTACLE: See below GOAL: This series of five puzzle rooms must be navigated to reach The Dread Lord - Queen Dannel irâWynarn (possessed by a Hashalaq Quori), who fostered the start of the war and is fleeing the capital's imminent destruction. She and her warmonger, Starrin dâCannith must be defeated to exit the train. Puzzle 1 - The characters must properly unlock the door to the 13th car, which is guarded by Mordenkainen's Puzzle Lock. Puzzle 2 (Path 1) - Undead Beholder (add Legendary action (x2) to use eye rays). The characters must outwit it, demand to see Queen Dannel by name or defeat it in combat. Puzzle 3 (Path 1) - Starrin d'Cannith is in his parlor and challenges the PCs to a dragonchess game for the right to pass. If characters play, they must succeed 3 of 5 gaming checks, taking 10 points of damage for each failure. If they attack, he pulls a lever that expands the cramped room ten-fold, turning the chessboard into an arena filled with warforged pieces under his control. 8 Warforged Animated Armors, Strahd's Animated Armor Puzzle 4 (Path 2) - Tile traps inflict various effects that impede character's progress until they figure out the pattern. Pattern (and gravity) extends on walls and ceiling. Puzzle 5 (Path 2) - A Warforged titan guards the door. Must be either defeated, bypassed (opposite door is locked by a huge lock, key is on titan's neck) or commanded by Cyrian nobility to stand aside. Final Room - Queen Dannel broods in her parlor, holding a necklace of amythest rods. She appears pitiable, but through monologue reveals that the necklace was an artifact, that when broken started the Mourning. She only regrets unleashing the undead-creating mist of the necklace because she wanted living subjects she could rule over. Ends monologue by demanding the characters kneel before her, and transforms into a vampire to make them submit. FINAL BOSS After defeating the queen, characters are returned to the capital, where they must face the Hashalaq Quori who possessed the queen and fomented the war. Players can use both characters in the fight. As a lair action, the Hashalaq can summon 4 Strahd Zombies to aid it. [spoiler] I’m hoping to clean this up and put it on DMs Guild for sale, when I get the time.[/spoiler][/spoiler] [/QUOTE]
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