The Joys of Train Hopping

erian_7

First Post
Hi all, long time browser, first time poster. I've been working on some module ideas for Eberron, and it led me to consider several situations where current d20 rules aren't exactly explicit. I originally posted these thoughts over at Eberron Yahoo!Group. Any feedback/ideas/comments are welcome. Thanks!

Eric

Original text:

One of the things I like to do when writing a mod is think about unusual situations that might come up and give the judge/DM some direction on handling this (rather than the fellow having to make it up/research in-game). I take info like this and summarize the mechanics in the Development section of relevant encounters for reference (or use a Sidebar). Basically nail down the mechanics and get them out of the way so the real fun, roleplaying, can flow more smoothly.

Thinking along these lines and considering what it might be like to play an adventure on or featuring a Lightning Rail (or any train) I came up with a scenario that features a few standard cinema train maneuvers then wrapped the standard d20 Skills (or combat rules) around it. Let me know what you think!

Scene:

Bad Guy is running away from Good Guy after stealing X. The two move as quickly as they can down the narrow corridor in a sleeping car(1). Being somewhat skilled at saboutaging mechanisms, he jams the door(2) leading out of the train car to slow down his pursuer. Good Guy halts at the door and (depending on what kind of hero he is) either wriggles through the 1' crack in the jammed door(3) or pries the door apart(4). Bad Guy uses the time he's bought to climb double time up the ladder to the roof of the next train car(5) and walks carfeully down the center of the train about 15'(6) before preparing to cast a spell(7) when Good Guy appears. Clearing the jammed door, Good Guy also double times it up the ladder(5) but is interrupted as Bad Guy casts his spell. As three crackling bolts of force slam into Good Guy, he clings to the ladder to keep from being swept of the train(8). His luck (and grip!) hold, so Good Guy clears the top of the ladder and charges Bad Guy(9) in an attempt to knock him off the train(10). Bad Guy staggers from the blow(11) but remains on his fit (he's an agile fellow!) and runs as fast as possible away from Good Guy(12), leaping from one train car to the next(13). And the chase continues...

Game Mechanics:
1 - Squeezing (corridor is 2.5 feet wide): each Move counts as if it were two squares; -4 penalty on attack rolls, -4 penalty to AC
2 - Standard Action, Disable Device DC 10
3 - Move Action, Escape Artist, DC 30--can't attack, -4 penalty to AC, loses Dex bonus to AC
4 - Standard Action, Strength check DC 20, crowbar or similar adds +2 bonus
5 - Part of a Move Action, Climb DC 5, must cover 15' moving at 1/2 speed (-5 DC (it's easier) to move 1/4 speed)
6 - Part of a Move Action, Balance DC 5 moving at 1/2 speed (would have been DC +2 along the left/right side, DC +2 in the rain, and/or DC +5 in icy weather)
7 - Ready Action, Concentration check DC 10+spell level when Action is triggered due to motion of the train.
8 - Reactionary Check, Climb DC 5
9 - Part of Special Attack: Charge, Balance DC 10
10 - Part of Special Attack: Charge, +2 to attack roll, opponent is flat-footed if he doesn't have 5+ ranks in Balance
11 - Reactionary Check, Balance DC 5 (failure by 5 or more results in a fall)
12 - Part of a Move Action, two Balance checks at DC 10 moving at full speed
13 - Part of a Move Action, Jump DC 10 (would be DC 20 without 20' running start)


Eric

P.S. Realized I left one option out for Good Guy. He might also try to unjam the lock (Standard Action, Disable Device DC 10).
 
Last edited:

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RangerWickett said:
Nice. If I may add: Carriage Chases

Interesting stuff. I'm assuming that's original work (i.e. not from an external source)? The "climbing the sides" and "climbing underneath" sections are particularly relevant to train scenarios. Also reminds me that there may be some stuff in that Dragon mag with the "vehicles" article (have to look that one up) and also in the Arms and Equipment guide. Anyone know of other sources that might be useful? Perhaps some of the d20 Modern or steampunk books (don't own any of those). Thanks!


Eric
 

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