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| + | ====== Train Fulgurant ====== | ||
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| + | < | ||
| + | La vie en ville vous déprime? Admirez les vues pastorales entre Sharn et Wroat dans la région de la rivière de la Dague. | ||
| + | Besoin de vous concentrer sur votre pétition aux Douze? La traversée des morts offre le summum de la paix et de la tranquillité, | ||
| + | |||
| + | Flottant cinq pieds au-dessus d'une ligne de pierres conductrices fabriquées par Bombardier et propulsé par un élémentaire de l'air suffisamment rapide pour distancer un dragon affamé, le Train Fulgurant est LE service de voyage de premier plan à travers Khorvaire. Un héritier Orléans sert de conducteur, supervisant un effectif complet pour garantir que votre voyage soit aussi agréable que confortable. Des gardes spécialement engagés par la Guilde des Épées Certifiéess sont vigilants, prêts à vous isoler de la nature au-delà de votre fenêtre, tandis qu'un artificier de la Guilde des Fabricants maintient le train dans une performance optimale. Découvrez les merveilles du monde dans un confort rivalisant avec celui d'un hôtel Normandin. | ||
| + | |||
| + | Le train fulgurant Orléans : rapide, sûr et à votre service. | ||
| + | Nouveauté avec le Désolation Express, passage d'Atur à la rive sud du Lac Cyre en seulement deux jours ! | ||
| + | < | ||
| + | </ | ||
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| + | {{Lightning_rail.png|The front side of a Train Fulgurant in motion.}} | ||
| + | The [[House|Orléans]] operated **Train Fulgurant** is an international, | ||
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| + | {{Lightning_rail.png|La face avant d'un Train Fulgurant en mouvement.}} | ||
| + | Le **Train Fulgurant** exploité par [[Maison|Orléans]] est une ligne de train internationale et magique reliant de nombreuses grandes villes du [[Khorvaire]]. À bien des égards, le Train Fulgurant ressemble et fonctionne comme les trains du Far West, mais au lieu de suivre des rails, le Train Fulgurant suit un chemin de pierres conductrices. Les pierres conductrices, | ||
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| + | Le Mournland Express est le dernier ajout au service de train éclair de House Orien. L' | ||
| + | Alaria d' | ||
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| + | The Mournland Express is the newest addition to House Orien’s lightning rail service. The Express makes weekly trips from Atur in Karrnath to the edge of the Mournland, just north of Valenar’s fort Griffonclaw, | ||
| + | Alaria d’Orien championed the establishment of this route, and she has assembled a small but dedicated crew to staff the Express. Dalus d’Bombardier is in charge of maintenance and repair, the famed cook Traven of Sharn concocts the meals, and Elkavar d’Garda oversees a rotating complement of guards from the Épées Certifiéess Guild. | ||
| + | |||
| + | The Crew | ||
| + | The significant crewmembers of the Mournland | ||
| + | Express are detailed here. | ||
| + | Alaria d’Orien, Conductor | ||
| + | He’s out there, waiting for me. I know it in my heart. You’re asking me to give up hope while there’s still breath left in my body. I won’t do it. | ||
| + | Alaria d’Orien Level 8 Controller | ||
| + | Medium natural humanoid (human) XP 350 | ||
| + | Initiative +6 Senses Perception +12 | ||
| + | HP 86; Bloodied 43 | ||
| + | AC 22; Fortitude 19, Reflex 20, Will 21 | ||
| + | Speed 6; see also teleportation savant | ||
| + | m Dagger (standard; at-will) ✦ Weapon | ||
| + | +13 vs. AC; 1d4 + 4 damage. | ||
| + | R Disrupting Warp (standard; at-will) ✦ Force, Teleportation | ||
| + | Ranged 10; +12 vs. Will; 2d6 + 6 force damage, and Alaria | ||
| + | teleports the target 1 square. | ||
| + | R Painful Jaunt (standard; recharge 5 6 ) ✦ Teleportation | ||
| + | Ranged 10; +12 vs. Will; 3d8 + 6 damage, and Alaria | ||
| + | causes the target and one ally within range to swap | ||
| + | positions. | ||
| + | A Temporal Disruption (standard; encounter) | ||
| + | A rea burst 1 within 10; +10 vs. Will; the target is dazed | ||
| + | and slowed (save ends both). Aftereffect: | ||
| + | slowed (save ends). | ||
| + | Teleportation Savant (minor; encounter) | ||
| + | A laria gains a teleportation speed equal to her current | ||
| + | speed until the end of her next turn. | ||
| + | Dimension Leap (standard; recharge 4 5 6 ) ✦ | ||
| + | Teleportation | ||
| + | A laria teleports 5 squares and gains a +2 bonus to all | ||
| + | defenses until the start of its next turn. | ||
| + | Alignment Unaligned Languages Common | ||
| + | Skills Arcana +14, Endurance +10, Insight +12 | ||
| + | Str 13 (+5) Dex 14 (+6) Wis 16 (+7) | ||
| + | Con 14 (+5) Int 20 (+9) Cha 13 (+5) | ||
| + | Equipment dagger | ||
| + | For Alaria, the Day of Mourning was the day she was to wed lightning rail conductor Jarick d’Orien. Standing atop the bluffs of Gatherhold at the edge of Lake Cyre, the Hand of Orien was waiting for Jarick’s train to round the edge of the lake, when she witnessed the cataclysm that ended the Last War. Alaria vanished that day, reappearing four years later at House Orien’s headquarters in Passage, Dalus d’Bombardier at her side, a request to become a lightning rail conductor, and a plan for the Mournland Express in her hands and mind. | ||
| + | Jarick’s loss haunts Alaria. Her desire to establish a route near or through the Mournland is singularly linked to the hope that she might someday find her lost love. She often uses her powers to disappear from the train for hours at a time, searching the nearby Mournland for a clue to Jarick’s fate. Although she is outwardly calm and composed, her every action is weighed against how it might affect her quest. This focus has had an unexpected side effect however. Through some conduit of grief and pain, Alaria has forged a bond with the train’s elemental. | ||
| + | Hook: Runaway Train | ||
| + | Alaria has vanished into the Mournland on another search for her beloved. Unfortunately, | ||
| + | Hook: Detour | ||
| + | Mysterious agents approach Alaria, promising a reunion with Jarick if she is willing to take the train down the conductor stones into Metrol. Can the PCs convince Alaria to turn around or, failing that, keep everyone alive through the length of the detour? Can the characters find out who the agents are and whom they serve? | ||
| + | Traven, Head Chef | ||
| + | More salt. That’s not salt, that’s arseni-! Ah, how can I help you? | ||
| + | Traven is one of Khorvaire’s premier chefs. He’s also a | ||
| + | changelin, as well as a freelance information broker | ||
| + | and spy. When the news of a renewed route along | ||
| + | the Mournland was leaked, Traven applied for the | ||
| + | position of head chef. His position on the Mournland | ||
| + | Express has made Traven invaluable for the rapid | ||
| + | transit of sensitive information between Karrnath | ||
| + | and Valenar, as well as a source for information about | ||
| + | events on and around the route. Traven’s maintains a | ||
| + | pleasantly foppish demeanor in his human chef persona, | ||
| + | though he is, in truth, careful and calculating. | ||
| + | Hook: Missing Missives | ||
| + | A set of secret documents has been stolen from the | ||
| + | Traven’s possession. He asks the PCs to search the | ||
| + | train and recover the documents before the lightning | ||
| + | rail arrives at its next stop. | ||
| + | Hook: Protecting Traven | ||
| + | Being so valuable to various factions has quickly | ||
| + | become a curse for Traven. He is no warrior, but | ||
| + | demands increase with every trip. The changelin | ||
| + | has to refuse someone who might hold a deadly | ||
| + | grudge, or already has refused someone who is now | ||
| + | out for blood. Traven needs allies who can provide | ||
| + | him an out or pull off the job for him. | ||
| + | Dalus d’Bombardier, | ||
| + | Explain? There’s no point. You can’t possibly understand. | ||
| + | Dalus d’Bombardier Level 7 Artillery | ||
| + | Medium natural humanoid, human XP 300 | ||
| + | Initiative +5 Senses Perception +5 | ||
| + | HP 61; Bloodied 30 | ||
| + | AC 19; Fortitude 20, Reflex 19, Will 18 | ||
| + | Speed 6 | ||
| + | m Mace (standard; at-will) ✦ Weapon | ||
| + | +14 vs. AC; 1d8 + 2 damage. | ||
| + | r Wand Spark (standard; at-will) ✦ Fire, Implement | ||
| + | Ranged 10; +12 vs. Reflex; 2d4 + 8 damage. | ||
| + | R Magewright’s Fiery Wand (standard; at-will) ✦ Fire, | ||
| + | Implement | ||
| + | Ranged 10; +12 vs. Reflex; 1d4 + 4 fire damage, and each | ||
| + | enemy adjacent to the target takes 4 fire damage. | ||
| + | A Alchemical Explosion (standard; recharge 5 6 ) ✦ Fire | ||
| + | A rea burst 2 within 10; +12 vs. Reflex; 1d6 + 4 fire | ||
| + | damage and ongoing 5 fire damage, and the target is | ||
| + | knocked prone. | ||
| + | C Lightning Sacrifice (immediate reaction, when an enemy | ||
| + | enters an adjacent square; encounter) ✦ Lightning, | ||
| + | Teleportation | ||
| + | Close burst 2; +12 vs. Fortitude, 4d6 + 4 lightning damage, | ||
| + | and Dalus takes half that damage himself and teleports 5 | ||
| + | squares. | ||
| + | Elemental Affinity (minor; at-will) | ||
| + | Dalus can change the damage type of any one of his | ||
| + | powers to one of the following: acid, cold, fire, lightning, | ||
| + | or thunder. The change lasts until the end of Dalus’s next | ||
| + | turn. | ||
| + | Alignment Unaligned Languages Common | ||
| + | Skills Arcana +12 | ||
| + | Str 16 (+6) Dex 14 (+5) Wis 14 (+5) | ||
| + | Con 13 (+4) Int 20 (+8) Cha 12 (+4) | ||
| + | Equipment wand | ||
| + | An inventor whose genius with cutting edge elemental | ||
| + | binding borders on insanity, Dalus was once a | ||
| + | prominent member of the Fabricators Guild. Dalus | ||
| + | chafed at the ethical limitations placed upon his | ||
| + | experiments. He set off into the Mournland to find | ||
| + | a secret Bombardier laboratory. En route, Dalus came | ||
| + | across Alaria near collapse as she wandered the | ||
| + | wastes. Her beauty charmed him, so he brought her | ||
| + | to Stillwater Station. | ||
| + | While Alaria recovered, Dalus had the opportunity | ||
| + | to study Hana Aurora d’Bombardier’s work with | ||
| + | using conductor stones to create a barrier, and he | ||
| + | postulated he could adapt it to a moving lightning rail | ||
| + | coach. Dalus and Alaria travelled to Passage under | ||
| + | the protection of Elkavar d’Garda, and there sold | ||
| + | House Orien on developing an experimental engine | ||
| + | that could survive threats from the Mournland. | ||
| + | Although the task of perfecting the engine has | ||
| + | finally given Dalus freedom from oversight, it has | ||
| + | simultaneously revealed faults in his theories. Dalus | ||
| + | created and installed the experimental engine, but | ||
| + | the elemental he chose has proven all too willful. | ||
| + | When not devising new experiments, | ||
| + | improves the Express. He loves Alaria from afar, and | ||
| + | so it’s likely to remain until Jarick’s fate is resolved. | ||
| + | Hook: Elemental Madness | ||
| + | Dalus has numerous plans for elemental weapons | ||
| + | and devices. To power a ritual experiment, he needs | ||
| + | a series of lightning strikes to hit the train at precise | ||
| + | times. He asks the PCs to help with this secondary | ||
| + | ritual, and to then guard him until he can bind the | ||
| + | summoned elemental to his will. What could go | ||
| + | wrong? | ||
| + | Elkavar d’Garda, Guard | ||
| + | Captain | ||
| + | You do whatever’s necessary to protect the passengers, even | ||
| + | if it means your life. Don’t worry, I’ll be right there with | ||
| + | you. | ||
| + | Elkavar d’Garda Level 7 Soldier (Leader) | ||
| + | Medium natural humanoid, human XP 300 | ||
| + | Initiative +3 Senses Perception +11 | ||
| + | HP 78; Bloodied 39 | ||
| + | AC 23; Fortitude 20, Reflex 18, Will 19 | ||
| + | Speed 5 | ||
| + | m Longsword (standard; at-will) ✦ Weapon | ||
| + | +14 vs. AC; 1d8 + 7 damage. | ||
| + | M Seize the Good Ground (standard; encounter) ✦ Weapon | ||
| + | +14 vs. AC; 2d8 + 7 damage, and Elkavar shifts 3 squares to | ||
| + | a space adjacent to the target. | ||
| + | M Shifting Tactician (standard; recharge 4 5 6 ) ✦ Weapon | ||
| + | +14 vs. AC; 1d8 + 7 damage, and Elkavar and up to two | ||
| + | allies adjacent to the target can immediately shift up to 2 | ||
| + | squares. | ||
| + | Spot the Flaw | ||
| + | A llies making melee attacks against a target Elkavar is | ||
| + | adjacent to gain a +3 bonus to damage rolls. | ||
| + | Alignment Unaligned Languages Common | ||
| + | Skills Athletics +13, Bluff +13, Intimidate +8 | ||
| + | Str 20 (+8) Dex 10 (+3) Wis 13 (+4) | ||
| + | Con 14 (+5) Int 16 (+6) Cha 16 (+6) | ||
| + | Equipment chainmail, heavy shield, longsword | ||
| + | Elkavar was born to an esteemed dragonmarked | ||
| + | family of House Garda, but he never developed a | ||
| + | dragonmark like those of his siblings. This shamed | ||
| + | him, and Elkavar set off into the Mournland, theorizing | ||
| + | that stress and heroism might bring out a mark. | ||
| + | He met Dalus and Alaria while resupplying in Stillwater | ||
| + | Station, and quickly became fast friends with | ||
| + | the Bombardier inventor. When Dalus and Alaria left for | ||
| + | Passage, Elkavar offered his company, even though | ||
| + | no dragonmark had yet appeared. Rather than return | ||
| + | to civilization in disgrace however, he had a fake | ||
| + | dragonmark tattooed onto his body and lied about its | ||
| + | manifestation to house authorities. | ||
| + | Elkavar is the one permanent guard from House | ||
| + | Garda on the Mournland Express. He rides the | ||
| + | coach out of friendship and the secret hope that his | ||
| + | dragonmark might yet manifest. He also does so to | ||
| + | avoid his house’s scrutiny by remaining far away | ||
| + | from major Garda holds. Afraid of discovery, he | ||
| + | overcompensates with shows of bravado and foolhardy | ||
| + | courage. By some luck, his secret has yet to be | ||
| + | uncovered. | ||
| + | In spite of generous pay, the guards under Elkavar’s | ||
| + | command never stay for long. The dangers of | ||
| + | frontier travel and passing so close to the Mournland | ||
| + | can be taxing on the hardest warrior. Elkavar is | ||
| + | always looking for reputable mercenaries to fill out | ||
| + | the ranks. | ||
| + | Hook: Marked for Blackmail | ||
| + | Someone is blackmailing Elkavar, and he needs help. | ||
| + | He employs the PCs to help him uncover his blackmailer | ||
| + | without revealing his secret. If the PCs find | ||
| + | out anyway, do they reveal Elkavar’s lies to House | ||
| + | Garda? What if his blackmailer is another Garda | ||
| + | scion? | ||
| + | Carts of the | ||
| + | Mo urnland Express | ||
| + | The carts presented here represent the configuration | ||
| + | of the Mournland Express as it thunders along the | ||
| + | borders of Old Cyre. Due to the modular nature of | ||
| + | the lightning rail, all the carts found on the Express | ||
| + | might be found on other lines. | ||
| + | Engine Cart | ||
| + | At the very front of the train, beyond a locked door | ||
| + | and up a steep set of stairs, the helm platform stands | ||
| + | buffeted by the barely leashed winds of Aino, the | ||
| + | train’s bound air elemental. Broad windows open out | ||
| + | past the stabilizing vanes and onto the surrounding | ||
| + | lands. Metal grating creaks underfoot. A crackling | ||
| + | loop of electricity—the lightning reins—hangs limp, | ||
| + | awaiting the next person who dares set his or her will | ||
| + | against the bound elemental. | ||
| + | Although confined to the engine, Aino has gained | ||
| + | limited awareness of the train and has occasionally | ||
| + | been known to exert control. For the time being, | ||
| + | Alaria and Aino have come to a power-sharing agreement | ||
| + | over the running of the train. | ||
| + | Behind the helm is a series of simple rooms, space | ||
| + | enough for a bed with simple linens and a few pieces | ||
| + | of integrated furniture, to house the crew. The bulk | ||
| + | of the crew’s baggage, several replacement conductor | ||
| + | stones, and supplies for emergency repair are in the | ||
| + | storage compartments at the back of the cart. | ||
| + | An experimental engine pulls the Mournland | ||
| + | Express, making it faster and more versatile than the | ||
| + | average lightning rail coach. As long as it moves, the | ||
| + | engine taps into the power of the conductor stones to | ||
| + | create a repulsion field around the train. This field | ||
| + | wards off living spells and other creatures that occasionally | ||
| + | emerge from the Mournland. | ||
| + | Hook: Broken Bindings | ||
| + | A creature or mage on the train is determined to | ||
| + | release Aino from bondage. Do the PCs further or | ||
| + | oppose this plot? What are the consequences of | ||
| + | unleashing Aino? Given its state of symbiosis with the | ||
| + | train and relationship to Alaria, does Aino even seek | ||
| + | freedom? | ||
| + | Hook: Breakdown | ||
| + | The train has broken down at the edge of the Nightwood. | ||
| + | Is this a normal maintenance problem or | ||
| + | sabotage? The PCs must look into the problem and/or | ||
| + | secure the area while the train is being fixed. Perhaps | ||
| + | the train needs parts, and the PCs must explore the | ||
| + | area to locate materials for Dalus to use in the parts’ | ||
| + | fabrication. | ||
| + | First-Class Cart | ||
| + | Plush chairs, a writing desk, and dining table on | ||
| + | one side, feather beds and private bathrooms on the | ||
| + | other, the first-class cart is a veritable suite of rooms | ||
| + | for distinct, discerning groups of passengers. A maid | ||
| + | and butler watch over up to twelve of these well-to-do | ||
| + | customers, ensuring that their needs are met for the | ||
| + | duration of the journey. The guards keep a special | ||
| + | watch on the cart. | ||
| + | Hook: First-Class Villainy | ||
| + | One of the PCs’ enemies has taken passage in the | ||
| + | first-class cart. The characters have to find a way to | ||
| + | confront the villain without harming innocents or | ||
| + | face the consequences of reckless action. Perhaps the | ||
| + | scoundrel has a plot involving the Mournland Express | ||
| + | itself. | ||
| + | Gambling Cart | ||
| + | This luxurious cart is lushly carpeted, filled with soft | ||
| + | lighting, and set with gambling and dining tables. | ||
| + | A well-appointed bar rounds out the lavish décor. | ||
| + | Unless a visitor has an invitation or privileges to come | ||
| + | here, proof of the intent and capability to gamble are | ||
| + | required for entry. Others cannot make it past the | ||
| + | scrutiny of the guards who eye all comers through eye | ||
| + | plates in the heavy doors. Those who can’t enter must | ||
| + | take the walkway that extends around the car. | ||
| + | The burly minotaur twins Dagar and Ragad | ||
| + | keep the peace here. Under a separate contract with | ||
| + | House Garda, the minotaurs have duties that end | ||
| + | at the doorways of the gambling cart. They are little | ||
| + | inclined to act upon anything outside their purview | ||
| + | unless it directly threatens them. | ||
| + | Hook: Noble Informant | ||
| + | Balas ir’Krag rides the Express back and forth, | ||
| + | gambling away his time and fortune. He knows everything | ||
| + | there is to know about the train, but he only | ||
| + | talks with those he plays, and he only plays the best. | ||
| + | The PCs need to prove themselves if they want to get | ||
| + | anything from Balas. | ||
| + | Hook: Heirloom Recovery | ||
| + | Erwin Calanshire, a young merchant, gambled away | ||
| + | a valuable family heirloom early in the trip. He no | ||
| + | longer has the money to return to the cart and win it | ||
| + | back. So he asks the PCs to retrieve the item for him, | ||
| + | promising a substantial reward once they reach their | ||
| + | destination. | ||
| + | Galley Cart | ||
| + | Flames leap, knives fly, and meat sizzles as Traven | ||
| + | oversees a staff of five sous-chefs in the preparation of | ||
| + | food for the Express’s passengers. The kitchen, with | ||
| + | its hanging pots, hot burners, and long countertops | ||
| + | takes up fully half the cart. In the other half are a | ||
| + | pantry, cold storage, and sleeping quarters for the | ||
| + | galley staff. Traven doesn’t take kindly to uninvited | ||
| + | guests in this cart. | ||
| + | Dining Cart | ||
| + | Long wooden tables and benches run the length of | ||
| + | this cart, and diners from the standard passenger | ||
| + | cart rub elbows and more as they devour the fare that | ||
| + | comes out of the galley. A staff of five normally serves | ||
| + | those in the dining cart. | ||
| + | Hook: Murder on the Mournland | ||
| + | Express | ||
| + | Somebody has been murdered late at night in the | ||
| + | dining car, and a number of passengers and crew is | ||
| + | suspect. Lacking an alibi, perhaps the PCs investigate | ||
| + | to exonerate themselves. Or maybe the characters | ||
| + | discover the victim was important to them in some | ||
| + | other way. | ||
| + | Ghost Cart | ||
| + | Sages have said that the Day of Mourning weakened | ||
| + | the barriers between the world of the living and the | ||
| + | dead. Others proclaim that Dalus’s alteration of the | ||
| + | conductor stones is a draw to restless spirits, especially | ||
| + | in the haunted land of Karrnath. Whatever the | ||
| + | cause, when the moon is full and mists gather near | ||
| + | the borders of the Mournland, some passengers find | ||
| + | themselves passing through a cart that wasn’t there | ||
| + | earlier. Sometimes such passengers are never seen | ||
| + | again. | ||
| + | Hook: Missing Persons | ||
| + | The brother of one of the missing passengers asks the | ||
| + | PCs to ride the Express and find out what happened | ||
| + | to his sibling. The characters have to board the ghost | ||
| + | cart and rescue the lost passengers. Who knows what | ||
| + | else they might find within? | ||
| + | Hook: Haunting Witnesses | ||
| + | The ghost cart is a remnant from the Day of Mourning, | ||
| + | filled with eyewitnesses to the cataclysm. What | ||
| + | secrets might be teased from them before the cart | ||
| + | fades away? Could it be that one of these passengers is | ||
| + | related to a PC? | ||
| + | Hook: Visitation | ||
| + | One of the ghosts asks the PCs to help it find a way to | ||
| + | its eternal rest. This might involve investigating the | ||
| + | circumstances surrounding the ghost cart’s destruction, | ||
| + | gathering testimony from any survivors of the | ||
| + | crash, or even recreating the events leading up to the | ||
| + | crash and ensuring they work out differently. | ||
| + | Standard Passenger Cart | ||
| + | Doors on either side of this cart lead to identical compartments. | ||
| + | Each has cushioned benches, room for | ||
| + | six—just enough to stretch if you’re friendly—overhead | ||
| + | racks for baggage, and windows. A standard cart has | ||
| + | twelve compartments and seventy-two seats. | ||
| + | Hook: Protection Duty | ||
| + | The PCs have been contracted to guard an important | ||
| + | passenger, such as a witness on his way to a trial or a | ||
| + | diplomat on the way to one of the rail’s stops. Are the | ||
| + | PCs up to the task? Who aboard wishes to bump off | ||
| + | the characters’ charge? | ||
| + | Sleeper Cart | ||
| + | This cart contains a long, narrow hallway with washrooms | ||
| + | at both ends and a series of heavy doors in | ||
| + | between. Beyond the doors are bunk beds, each bed | ||
| + | with clean sheets, pillows, and a wool blanket. This | ||
| + | cart has enough room for every passenger in the standard | ||
| + | passenger cart to bed down. | ||
| + | Steerage Cart | ||
| + | Row after row of hard wooden benches and harder | ||
| + | metal flooring furnish all the comforts of this cart, | ||
| + | allowing up to two hundred persons to be packed | ||
| + | within. Depending on the number of passengers, | ||
| + | Elkavar assigns up to four guards to watch over the | ||
| + | mob and keep them from disturbing the passengers | ||
| + | in standard and first-class carts. Making trouble | ||
| + | enough for the guards to wade into the press after you | ||
| + | is a sure way to spend the rest of the trip one car back, | ||
| + | in confinement. | ||
| + | Hook: Rail Robbery | ||
| + | Bandits have taken passage on the steerage cart. They plan to stop the train in the wilderness so their cohorts can ride in and rob the passengers. Can the PCs thwart the plot or, failing that, drive off the bandits while minimizing passenger casualties? | ||
| + | Containment Cart | ||
| + | Rattling chains, the stench of fear, a dagger to the throat, and a barked warning often greet entrants to this cart. Sometimes dangerous creatures or valuable artifacts need to be moved long distances. This cart can be modified to hold anything from hardened criminals to captive wyverns. Whatever the cargo herein, Elkavar takes no chances while this cart is occupied. He tries to keep at least five guards on duty at all times, and they don’t welcome curious visitors. | ||
| + | Hook: Escape! | ||
| + | The captives have escaped. The PCs must apprehend the escapees before they wreck the train, simply flee into the wilds or the settlement at the next stop, or accomplish some other evil. | ||
| + | Cargo Cart | ||
| + | This cart can carry anything from excess baggage to trade goods. Truly valuable objects are more likely to ride in the containment cart, but the cargo carts are usually locked. An elevated walkway allows crew members to move around the cart as needed. It also provides space for the guards who keep watch on the back of the train. | ||
| + | Hook: Rail Tax | ||
| + | A Valenar warclan has decided to charge for passage along the border of the Blade Desert, and its members have set up a toll across the lightning rail. They prefer livestock and the like instead of money. Can the PCs negotiate a compromise or show the elves that the Mournland Express is not without fierce defenders? | ||
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| + | {{mournland_express.jpg}} | ||
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| + | Lightning Rail | ||
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| + | Lightning Rail Passenger Cart: The lightning rail runs along lines of conductor stones built between certain set destinations. The rail cannot go anywhere else; a cart taken off the line simply falls to the ground, inert. House Orien runs a regular schedule, departing from most stations once per day and from major stations more frequently. Almost all passengers on the lightning rail are fare passengers, paying a set amount for their trip. Three classes of travel are available, depending on your budget. | ||
| + | By booking standard passage on the lightning rail, you are entitled to a seat in any standard passenger cart. Seating is not assigned, and can be switched en route should the spirit move you. Modest meals are provided in the galley cart and fancier fare is available for additional cost. At night, you are assigned a bunk in one of the sleeper carts. While not terribly comfortable, | ||
| + | First-class lightning rail passengers enjoy the most luxurious ground travel available, and are treated to plush couches in their passenger carts and feather beds in their sleeper carts. The most exquisite foods and wines are available upon request, as are a selection of books to read and a healer from House Brunet to provide long-term care. Security in fi rst-class carts is tight, and unticketed passengers are simply not permitted to ruin the atmosphere of luxury with their presence. Each day of fi rst-class fare travel counts as one day of full bed rest for the purpose of natural healing (assuming no stressful activity takes place to interrupt your relaxation). With the aid of the resident healer, you can regain 4 hp per character level per day riding the lightning rail fi rst-class. | ||
| + | The less fortunate (or those simply looking to save a few coins) can travel steerage class. A steerage cart has bench seating for as many passengers as can cram into it—up to two hundred per cart. They do not have access to either sleeper bunks or meal service; passengers are expected to sleep in their seats and bring their own rations. Still, the price is diffi cult to beat. House Orien also maintains a number of lightning rail carts available to be chartered. These unused carts are stored at major stations across the Five Nations, and can be linked up to the next lightning rail coach on only a few hours’ notice. The carts are fairly confi gurable and can carry passengers, cargo, or a mix of both. Meal service is not provided to chartered carts as part of the charter fee, but can be purchased separately. | ||
| + | While standard carts are designed to carry either passengers or cargo (but not both), a privately owned cart can be confi gured however the owner wishes. Most are built so that one-third of the cart carries cargo, while the rest of the cart is maintained with passengers in mind. The given price for owning a lightning rail cart is for a standard cart (see page 18). Different layouts are possible, but might increase the price. Lightning Rail Crew Cart: A lightning rail crew cart houses the coach’s crew and the primary elemental chamber that powers the coach. Crew carts are usually only chartered when a destination is not one often serviced by House Orien. Customers chartering a crew cart also get one additional cart (passenger, cargo, or custom) for the given fee; chartering additional carts costs extra. | ||
| + | Purchasing your own lightning rail crew cart is very expensive, but it can be done. The lines of conductor stones needed to run the crew cart are maintained by House Orien and you must obtain their permission before your cart can make use of them. Keeping your cart stored at an Orien facility also requires a rental fee. The crew cart does not include a set of lightning reins, which must be purchased separately if needed. Most people fi nd it far more convenient (and less expensive) to leave the crew carts to House Orien and simply purchase a private cart (see above). However, for certain lightning rail destinations—including the Mournland—owning your own crew cart is the only option. | ||
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| + | ====== Point to Point Lightning Rail Distances ====== | ||
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| + | ===== Western Line ===== | ||
| + | |||
| + | Station | ||
| + | Distance from [[sharn|Sharn]] | ||
| + | Time From [[sharn|Sharn]] | ||
| + | Distance From Previous Stop | ||
| + | Time From Previous Stop | ||
| + | [[Brelande|Brelande]] Stations | ||
| + | — | ||
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| + | [[wroat|Wroat]] | ||
| + | 212 miles | ||
| + | 7 hr. | ||
| + | 212 miles (Sharn) | ||
| + | 7 hr. | ||
| + | Hatheril | ||
| + | 947 miles | ||
| + | 1 day 7.5 hr. | ||
| + | 735 miles (Wroat) | ||
| + | 1 day 0.5 hr. | ||
| + | [[sword-keep|Sword Keep]] | ||
| + | 1,131 miles | ||
| + | 1 day 13.75 hr. | ||
| + | 184 miles (Hatheril) | ||
| + | 6.25 hr. | ||
| + | [[starilaskur|Starilaskur]] | ||
| + | 1,219 miles | ||
| + | 1 day 16.5 hr. | ||
| + | 1,007 miles (Wroat) | ||
| + | 1 day 9.5 hr. | ||
| + | [[sterngate|Sterngate]] | ||
| + | 1,615 miles | ||
| + | 2 days 6 hr. | ||
| + | 396 miles (Starilaskur) | ||
| + | 13.25 hr. | ||
| + | [[vathirond|Vathirond]] | ||
| + | 1,534 miles | ||
| + | 2 days 3 hr. | ||
| + | 315 miles (Starilaskur) | ||
| + | 10.5 hr. | ||
| + | [[thrane|Thrane]] Stations | ||
| + | Aruldusk 1,876 miles 2 days 14.5 hr. 342 miles (Vathirond) 11.5 hr.\\ | ||
| + | Sigilstar 2,040 miles 2 days 20 hr. 164 miles (Aruldusk) 5.5 hr.\\ | ||
| + | Flamekeep 2,510 miles 3 days 11.75 hr. 470 miles (Sigilstar) 15.75 hr.\\ | ||
| + | Thaliost 2,874 miles 3 days 23.75 hr. 620 miles (Fairhaven) 20.75 hr.\\ | ||
| + | Aundair Stations\\ | ||
| + | Marketplace 1,462 miles 2 days 0.75 hr. 331 miles (Sword Keep) 11 hr.\\ | ||
| + | Passage 1,793 miles 2 days 11.75 hr. 322 miles (Marketplace) 10.75 hr.\\ | ||
| + | Fairhaven 2,254 miles 3 days 3.25 hr. 461 miles (Passage) 15.5 hr.\\ | ||
| + | Zilargo Stations\\ | ||
| + | Zolanberg 1,875 miles 2 days 14.5 hr. 260 miles (Sterngate) 8.75 hr.\\ | ||
| + | Korranberg 2,146 miles 2 days 23.5 hr. 271 miles (Zolanberg) 9 hr.\\ | ||
| + | Mournland Stations\\ | ||
| + | Eston* 2,164 miles 3 days 0.25 hr. 630 miles (Vathirond) 21 hr.\\ | ||
| + | Metrol* 2,244 miles 3 days 2.75 hr. 710 miles (Vathirond) 23.75 hr.\\ | ||
| + | +++ | ||
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| + | {{LightningRailWest.png}} | ||
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| + | Train Fulgurant | ||
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| + | {{tag> | ||