Post by DM Onesie Knight on Sept 8, 2020 18:12:54 GMT
1. The Smoker's Car 2. There are only three places on the train where smoking is allowed: in a private cabin, outside, and in the Smoker's Car. The richest passengers usually favor their lavish cabins. The economy passengers go to the gaps between cars, or even on the roof of the caboose. Most of the middle class professionals and business travelers favor the Smoker's car.
The Smoker's Car is tastefully carpeted and has many small armchairs facing outwards so that passengers can watch the landscape whoosh by. There are a few booths and card tables as well, each one with an enchanted crystal ashtray that glitters and shifts color. Above each table and armchair is a small enchanted fan which projects a magical field that contains smoke in such a way as to maximize the smoker's convenience: there is no detectable breeze, so matches never blow out and the smoke hangs in those aesthetically pleasing wisps and clouds. The magical field, however, prevents the smoke from billowing around the room or into walkways. As the smoke rises, it is gently channeled towards the windows and vented out.
3.There is a female Zil tobacconist named Glendolina selling at inflated prices (your fault for not stocking up before you got on the train). There is also a small bar manned by a very clean-cut half-orc with a muttonstache and waistcoat; his name is Germund and he always knows the perfect Brelish whiskey, Q'Barran rum, or Aundairian wine to pair with whatever's in your pipe or paper. Germund's position and gentlemanly demeanor let him overhear lots of juicy gossip from careless drunken businessmen; Glendolina gives him free samples of top shelf tobacco in exchange for interesting secrets she can pass along to the Trust.
When the players are on the train, they are trying to make contact with a Morgrave University professor who is the foremost expert on the lost dwarven empire of Mror, as well as a pipe tobacco connoisseur. Unfortunately, some Daelkyr-tainted agents from Clan Soldarak are interested in his work as well...
4. This is perfect for a Murder on the Orient Express type of mystery and intrigue adventure. The Smoker's Car is best used, I think, for a social encounter on the adventure. Mysteries and rumors feel heavier when you gesture with your cigarette, pontificate with your pipe, and force a dramatic pause take a puff between thoughts.
Maybe the party finds, to their horror, that the Professor they came to see is dead in his room, throat slit and bag missing. Now the players need to figure out who the assassin is and recover the research notes before the train reaches its next stop and all hope of securing that knowledge is lost.
5. In the shady underworld of spycraft, the Smoker's Car is the unofficial official neutral ground for spies of various nations and organizations. It's one of the few places in the entire world of Eberron where a Karrnathi spy can bum a cigarette off a Thrane inquisitor while they talk shop about how unreliable city goblins are as informants. Spies of the established nations and Dragonmarked houses will never kill each other here, and while they make jokes and keep an eye out for slips of the tongue, it is frowned upon to conduct actual interrogations/operations in the car. You can never assume that everyone in the Smoker's car is who they say they are.
6. We all know how frivolous and mass marketed magic can be in Eberron; Glendolina sells magical mouthpieces which can change the color, smell, and shape of smoke blown through it. You can buy one that does Gandalf's smoke ship through the ring trick.
I am not very familiar with Eberon. I did a bit of flavor with background and tried to ad some tech, but probably not canon (FYI, you know in case a blood stone is something completely different). 1. What is the name of the train car? Sick bay or Medicine car. 2. What is the key feature of the car? Provide treatment for ill or injured passengers. No magic healing, just first aide, medicine, and potions. 3. Who is in the car currently? 2 Tabaxi apothecaries, Tales of the Trees (Tales) and Soil Song (Song). Both served as battlefield medics in the war, they did not serve side by side but Song saved Tales as they were climbing up a cliff face with a group escaping a forest fire post-invasion of a large military camp they were both stationed at. They have been friends ever since. Tales has a below the knee amputation, uses a cane around the car and a crutch out of it. They are out to see the world.
4. What adventure hook could a player find here? If someone is not feeling great, they probably came or will come here. If there is trouble on the train, then there may be some kind of sabotage on this car. Maybe a poison resin on a certain plant or tampered potions for a murder mystery sort of thing. Or perhaps the victim is lying on the lavender scented bed, despite treatment they are fading fast. If a PC is nocked unconscious, this is where they will wake up.
5. What secret does this car hold? Under the floor boards (13 investigation) is a dark moist mushroom garden and Song’s friend Mushy the Mud Mephit. Song deals in mushrooms of all varieties (from culinary to magical, dipping into poisons). Tales provides experimental medicines too hard to treat ailments.
6. You do you! The train car smells like rain, damp earth and breathing plants. The air is humid and warm. You hear trickling water from a small brook hidden in one of the cabinets. The floor is hard wood with moist dirt all over, not covering the floor but collecting thickly in less used areas. The roof is clear glass, thick and treated not to break; looking up at it is enough to make you dizzy, and you already weren’t feeling well. In the center of the room is a small wooden table fixed to the floor with 4 rather uncomfortable chairs. During the night, a single candle in the table is the only light. To either side are wooden desks with herbalist kits and alchemist supplies as well as small brass ear-trumpet (functionally a stethoscope), leather blood pressure monitor (sphygmomanometer- had to look that up), blood stone (can be used to assess blood flow to limbs- functionally an oximeter, vibrates in tandem with pulse at varying intensity reacting to oxygen concentration in blood … may also be used as a massager of well circulated areas), an ITS (Internal Temperature Stone- glows varying brightness depending on temperature- functionally a thermometer), as well as a heat rod (magical Bunsen burner); one desk is noticeably tidier. They both have very solid stone stools in front which are actually far more comfortable then the chairs. Here the Tabaxi sit, mixing medicine, potion, or salve (spread over broad leaves and laid over cuts) specifically for you while you wait, free of charge (complimentary). However, if you are in a hurry they do carry a few generic antitoxins and healing potions (sorry no tamper proof seals, just clean vials) for only slightly inflated price (though open to trading for interesting items of uncertain value). Tales talks to patients, telling stories and listening to others in turn. Song sings in a weird, off putting, language (Primordial/ Terran, but they can’t pronounce all the sounds perfectly), to the ants and plants. If visitors or patients show discomfort with Song’s song, Tales will sing along in Silvan (which also isn’t perfect due to mispronunciation). The two songs complement each other perfectly and seem to vibrate through wooden floor, cabinets, and dirt (as the plants, ants, and Mushy hum along along) creating the effects of a calm emotions spell. The walls are lined with wooden cabinets each with a label scrawled in white paint. The label is written in hieroglyphic Tabaxi script and reads the Tabaxi name for the plant. Opening them, each one contains a plant planted in the shelf. Your attention shifts to movement behind it, looking through open space right out of the train (plants need light), the landscape flies past (make a constitution save to not get dizzy).
In each of the 4 corners is a very comfortable heather mattress, with its own potpourri pillow of different scents (spearmint, lavender, sage, coffee). These are for patients only.
The car is also inhabited by a colony of small brown mud ants which work in tandem with the apothecaries and do a lot of hidden work to keep the cars ecosystem clean, tidy, and pest free.
1. What is the name of the train car? The Luggage (living) car
2. What is the key feature of the car? The car is where travellers are required to store any luggage that is living. There are several large reinforced metal compartments a magically warded area and a large tank for aquatic creatures, as well as some stabling areas for mounts and pets.
3. Who is in the car currently? Currently only one of the reinforced metal areas is in use and a loud thumping can be heard against the doors, outside is a gnome in an unusual helmet reassuring the train crew there is nothing to worry about in regards to the thumping.
4. What adventure hook could a player find here? A dent starts to appear in the metal door, it looks like whatever is inside is getting very close to breaking out
5. What secret does this car hold? The water in the tank is a gelatinous cube, its been there a while and has absorbed several train staff, pets and crew. No one has noticed yet.
6. You do you! The staff keep a record of all the animals that have travelled in the room and their owner’s names. The train company holds these animals at the owner’s own risk and takes no responsibility for them. The train is always kept at the back of the train, so that it can be decoupled in case of emergency
1: What is the name of the Train Car? Prestigious Propulsion (Restaurant/Food Car)
2: What is the key feature of the car? Everyone needs to eat! Having to accommodate a large majority of passengers and staff alike, Prestigious Propulsion is one of the longest cars on the train. Split into three different sections: Dining Lounge, Employee Lounge and Kitchen. The Dining Lounge is quite lavish, with elegant construction and artistry. Obviously constructed for the richest of passengers, Prestigious Propulsion makes the greatest cuisine on the train. The Employee Lounge is a very small derelict room in the back portion of the car. Unlike the Dining Lounge the Employee's is nothing but copper and brass framework and surprisingly cold. Cold enough, there is a portion of this area used to store raw meats. The Kitchen is a metallic wonder even within the train itself, bright shiny metals adorn all the surfaces. Behind its beauty this section of the car is an assault on the senses of fire and aroma.
3: Who is in the car currently? A Gold Dragonborn Bartender who goes by Luther Price can be found in the Dining Lounge. Luther is never seen out of his crisp violet three piece suit and takes the biggest pride in his appearance, claiming he cleans his scales at least 3 times a day. Luther is overtly flirtatious with any passenger, of whichever race or gender. Being a married man this is just how Luther makes his "gold". Luther hears everything that passengers say when they are at his bar and is willing to give that information out for a price. Luther loves song and wishes for anyone who wants information to sing for car in a glorious performance. The Dining Lounge has a built in pop-up stage for just such occasions.
An motley assortment of individuals can be found in the Kitchen. The Kitchen is headed by Orso Corvo, a female Firbolg who takes the greatest care in all her cooking to the highest degree. A surprisingly calm individual and always smiling Orso seems out of place in such an establishment, but she rules with an iron fist. Not afraid about picking up and throwing; literally; one of her cooks around the Kitchen. Orso is missing the ring and pinky finger on her right hand. The right hand man of the entire operation is Horace Sawyer, an overly muscular gnome with a staring problem. Horace doesn't talk very often and resorts to head nods, but when he does most are taken aback because his voice is one of the deepest around. Horace's hair always looks a bit haphazard as if it's always partially getting lit on fire. The three remaining individuals are Grace and Gideon Nottle, Halfling fraternal twins and their adoptive Goblin brother Archibald Nottle. Grace and Gideon are a set of foul mouthed twins who are constantly yelling and screaming at each other about absolute nonsense. Usually resorting in a fist fight. Regardless of their arguing, the twins are one of the strongest duos around and would do anything to help each other. Their adoptive brother Archibald is one of the smartest people you would every meet in such an odd place. Archibald is responsible for keeping the twins in line as much as possible and trying not to get punched in the process. He's also a damn good cake maker.
A young elven girl named Ezra Fielding can be found in the Employee Lounge. She's quite short for an elf and doesn't like it being brought up. Ezra is the hostess for Prestigious Propulsion. Being a face she has a wonderful bubbly personality...upfront. In private Ezra has more of the leave me alone or I'll stab you kind of personality. She can always be spotted by the distinct sequence of earrings in her left ear.
4: What Adventure Hook could a player find here? Luther has been extremely busy as of late and hasn't been able to step away from Prestigious Propulsion long enough to refill his alcohol supplies. There is a car at the end of the train that is used for private storage, where Luther keeps his very expensive brands. Upon arrival to storage; even with Luther's permission; they aren't able to get into the storage car. Upon returning to Luther, he politely asks if they can watch the car well he goes and gets his supplies. As they tend the bar; on a decently busy afternoon; several of the passengers begin to vomit and fall over dead. The new individuals tending the bar are blamed for this occurrence. Luther believes it wasn't them, if they can find out what really caused the deaths then they will be free from the blame.
5: What Secrets does this car hold? Grace and Gideon hold a fight club in the kitchen in the wee hours of the morning every 5 days. The defending champion is a Kenku named Reeves.
6: You Do You! I just You Do You'd that whole thing, but I'll add in one more just for good measure. Luther keeps an entire setup for a jazz band in the pop-up stage in the Dining Lounge. He has never gotten to use it once, but he wishes for the day that he can.
I don't know the Eberrron setting, but from description a steampunk feel sounds ok.
1. What is the name of the train car?
"Lavatory car five" or "LC5" She likes to be referred to as Elsie.
2. What is the key feature of the car?
Elsie is a sentient (INT 10), bio-mechanical train car. Elsie's organic parts are primarily to digest any organic material from the train. Elsie has a eight individual unisex toilet rooms, and discrete pipes to other train cars to collect waste. Elsie's secondary function is to convert the waste into fuel for the train.
As a passenger enters Elsie, they notice the clean tiles lining floors of the hallway and rooms. The walls are covered in an off-white textured wallpaper that radiates warmth. The entire car is well lit by electric lights. Note there are no switches, handles, or anything to turn anything on or off inside Elsie. As the door to a toilet slides open, the passenger is greeted by the fresh scent of lavender and pleasant music playing in the background. The fixtures include side table with plush towels, a toilet and bidet, and a washbasin with running warm water.
Once the door closes, Elsie will personally greet her guest and adjust lighting, airflow, warmth to the beings personal preference. Then she will politely say " I will leave you to your business, please call when you wish to exit."
3. Who is in the car currently?
A number of passengers and the maintenance gnome, Connor. 3 of the toilets are occupied by guests. Conner, his blue hair, and smart russet brown overalls, covered in grease and fluids is tryng to fix a problem with toilet room 3.
4. What adventure hook could a player find here?
1. One of the party have gone to the toilet, and have not come back after 20 minutes. The lights in the train car begin strobbing. Conner has injured himself. and has been knocked unconscious The damage in toilet room 3 is due to an infestation of a fungus, it has spread to damage Elsie. Elsie cannot speak and is trying to signal her distress by fluctuating the power., She is also holding onto guests in the hopes that someone will investigate. 2. An over-important passenger has dropped something into Elsie. They want an adventurer to go into Elsie's digestion tanks to retrieve it. Once there they discover a partially digested body. Did Elsie murder someone? Did someone try to dispose of a body.
1. Kumiseum (combination of Kumite from Bloodsport and Coliseum)
2. The Kumiseum is a venue run by the Shadar-Kai in which the greatest of fighters or adventurers come from all the realms to test their mettle. There are four rules. a. no magic - this is a test of physical prowess. b. no weapons - these can easily be imbued with poisons or magics. It's best to keep them out. c. you fight alone - there is no such thing as teamwork here. d. there are 4 ways to win. 1) Knockout (unconscious) 2) Opponent falls off the platform. 3) Opponent claims "mila" (Romanian for mercy) 4)Death of opponent
The car consists of two doors, one on each end. four large sets of bleachers set in an elongated diamond shape that surrounds a concave platform. The design of the platform is to encourage fighter movement toward each other (or the middle) at all times. The bleachers consist of seats of various design and number. They accommodate fighters of all races, their entourage, and high ranking officials, or special guests in a variety of ways including small booths, benches, and tables. Few of the seats are standard.
There are two bookie booths on either end. Mostly to accommodate more transactions instead of the one. Banners of variegated colors, shapes, and symbols hang around the walls and from the ceiling representing nations, factions, or gods from Eberron, Faerun, and countless other corners of the realms. The only uniform decoration is the meticulously-kept white trim that frames the doorways, the edges of the room, the booths, bleachers, and most importantly the platform. It is a symbol of the purity of the matches held here.
3. Cirio, the bookie is a gnome trickster rogue who uses his skills to not only increase his earnings, but persuade parishioners to open their wallets and purses just a little bit more. Primus, Secundus, and Tercius Banks are Loxodon brothers and accountants at rival investment firms. Their competitive nature to win is evident in anything that they do. And is especially elevated when the competition is between each other. Often times the tension within the car between the three becomes so palpable, that they have to be asked to leave by the Orog bouncer, Zeg. He has one pierced ear, the other one has been ripped half off. His fists hit as hard as a double headed war hammer. His counterpart, a Griff, goes the name of Hipsto. He has a strong propensity for explosives. Where he works, means that he has to make an extreme effort to quell that desire.
4. An adventurer could have received a secret invitation to enter the ring as a fighter. Or a small group of adventurers is paid to provide protection to some noble or merchant. The party has been tasked to recover a "stolen" item worn/won by a the third banker.
5. It is secretly the way that the shadar-kai eliminate their more aggressive prisoners with the promise of riches and freedom should they win. Too often, they fight no more than twice. The first win is usually a farce. The second fight is usually their death, or crippling injury. The purpose of this car is considered illegal in most (if not all) provinces, and must therefore remain a secret to any who enter or leave. Only those with the current passphrase are granted admission therein. The actual space within the car is its own pocket dimension. To those who know not the passphrase, all they see as they pass from door to door are the discarded vestments of failed contestants hanging and strewn about the car in a halfhazard fashion. Cirio, the bookie rarely leaves the car as he is wanted for gambling debts in almost any province. One debt is as high as 3400 gold... an amount few should pass up, if they knew about it. Some may have and probably even tried to collect on it. But no one really knows.
6. You do you! Fortunes are made and lost here... as well as lives. For the wealthy, oftentimes even slight disagreements are resolved on the platform through their chosen champion.
A Shrine to Saint Hylena, Dispenser of Rest. For an appropriate offering, travelers can opt to pass their time of idle travel in dreamless slumber in a private wooden niche, under the unmoving gaze of the onyx-masked maiden.
3. Who is in the car currently?
A wealthy gnomish magnate. A young married couple with dark dreams. A thief. Someone who hasn't left their niche in months.
4. What adventure hook could a player find here?
Discovering a dead body. Stopping (or perpetrating) a theft.
5. What secret does this car hold?
The 'statue' of the masked saint isn't a statue of all. It's a Jackalwere Monk sleepgazing willing victims who come into her 'shrine' to worship. Her name is Lydmilla, she like apricot brandy, and she'll totally get involved when things go down.
6. You do you!
Inside one of the sleeping enclosures, someone has scrawled a few crude lines of poetry
Post by tigrannosaurus on Nov 14, 2020 6:47:33 GMT
1. What is the name of the train car? The Car of Quietitude. A claustrophoic necrotic cold store
2. What is the key feature of the car? It is a mortuary car used for transporting the remains of the dead back to their home cities. The car is silent, secuce and shudderingly cold. The vibe is of disquiet and claustrophobia. The car is unlit save for a pale and sickly blue glow of luminescent coolant moving through glass pipes that run through all the mortuary drawer units. Only the wealthy and powerful can afford the luxury of having their mortal remains so nobly and carefully returned home. Who knows what secrets travel with the dead. Who knows that all who lie here are truly dead?
3. Who is in the car currently? Silent and methodical Fridge Maintenance Unit 801, a neutral warforged warlock / cleric serves as the lone occupant and keeper of the car. Their faceplate is a blank but has inscribed upon it "All who have fallen are equal to me". They communicate telepathically. They are non violent, concerned mainly with respectful carriage of the dead and the efficient running of the coolant pipes that keep the car so cold. They only allow passengers with access chits to specific remains to enter. They will strongly resist any untoward interference with their chargesor the machinery that keeps them in pristine condition. (Model them as a robotic version of the Igor's from Discworld.)
4. What adventure hook could a player find here?
One of the names on a mortuary drawer is the clear hook here. Is one the same name as a favourite NPC they know to be alive, or is the name of someone they just met in the last town, or is it the name of the person they are on their way to meet?
Perhaps one of the party members knows FMU801 or a similar unit from the War?
5. What secret does this car hold?
Two things spring to mind:
One drawer is suspiciously warm to the touch and is transporting a live occupant as part of an ongoing secret Faction transport network.
One or more drawers are extra cold and those occupants arent just dead they are Undead! Ice vampires anyone?
6. You do you! I love the roleplay opportunity of the warforgred here. They are an ex serviceperson who served as corpse transport during the war and viewed that, rightly, as a sacred duty. And now they have found a new place in civillian life doing the same. Guarding people on their final journey home. I'd richly reward a party who stayed and spoke to FMU801 with information about who has died recently, how and what that means for the machinations on your campaign. It's amazing what creatures who are deemed "beneath notice" can learn and overhear. Especially those who know Speak with Dead...
2. What is the key feature of the car? There is a small shrine and effigy of each god, with the more prominent ones being larger, that has a holy symbol on a chain hung from each. These are spaced out across the walls of the train car so that passengers might find a moment of solace with their faith.
3. Who is in the car currently? A chaplain, faithful to a few gods and willing to help all as best he can. A mother on a trip to meet a long lost daughter. A figure with a dark hood at the Patron god of trickster's alter
4. What adventure hook could a player find here?
The mother proudly tells that her daughter is a Harper (or equivalent) and has been on a case to break up a large gang in the city but they are having trouble finalising the capture. So much so they are considering outside help...
5. What secret does this car hold?
The chaplain is secretly a Zhentarim (or equivalent) spy who listens to the prayers of the faithful.
6. You do you!
There is a cat, Steam, that belongs to the train. originally, Steam helped catch mice and other critters on the train and still does but she has grown so much more since then. No one working on the train now was around when Steam was a kitten and as the crew change now and then, Steam remains. Long ago she has took to sleeping in the Engine Room as the thaumaturlogical thrum of the artifice soothed her to sleep like an arcane purr. Every week, once a week, starting at midnight, Steam walks into the Holy Roller and sits, staring at the shrine of the patron god of the lost for ten minutes.
Time and again while scrying arcane airwaves that offered mental exercises, I heard the siren call of a sea witch, imploring me to come take part in the communal scribing. I hope the party isn't too far along but you know what they say about wizards being late...
Magically yours from the last continent, WizzardofAus