Eberron Airship/Lightning Rail Random Encounter Tables

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Eberron Travel Random Encounters

Lightning Rail

Whenever your party begins travel on the lightning rail, roll a d6 for every border crossed. On a 5 or lower, nothing happens. On a 6 however, you can roll a d20 on the following tables to decide what happens. You cannot have more than two random encounters in this way per travel.

d20 Result
1 The track is obstructed by a natural obstacle such as a fallen tree or the aftereffects of a mudslide. The train will stop at the next station and take the necessary time to clear the track before continuing.
2 Several sections of track have become altered due to damage. Roll a d6. On a 1 or 2, the train slows down due to resistance from the track. On a 3 or 4, the train is not affected. On a 5 or 6, the train's speed increases exponentially as the broken track accelerates it.
3 A careless conducter skips a stop, leading some passengers to become agitated.
4 A beast that was being carried aboard the train escapes containment.
5 A noble, official, or other high ranking person loses a valuable object somewhere onboard.
6 Someone is robbed aboard the train. The victim escapes, and the guards seek the culprit.
7 Robbers appear on the train, taking hostages.
8 A group bearing the dragonmarks of a specific house halt the train, demanding that an individual be delivered to them or else.
9 A radical political group attacks the train, demanding payment for "past sins."
10 A member of House Thrashkk seeks the help of capable individuals to capture a fleeing criminal who is hiding onboard.
11 Two dragonmarked individuals begin fighting on the train, disregarding the safety of the passengers. The guards don't intervene for fear of drawing the ire of their respective houses.
12 A passenger aboard the train is revealed to be a changeling. The guards believe he/she must be trying to steal something and attempt to apphrehend him/her
13 A party member witnesses a Changeling switching forms.
14 The party are robbed by thieves aboard the train. If the train reaches the station, they're belongings are gone with the wind.
15 Important documents belonging to a Dragonmarked House member are lost on the train.
16 A warforged charged with war crimes is found aboard the train. The guards attempt to apprehend him.
17 A powerful creature attacks the train, breaking several key parts in the process. The train is left stranded at it's current location.
18 Several dozen people aboard the train are robbed blind that night.
19 The material plane and one other plane become coterminous for a moment, causing the plane to slip into another plane for several minutes to an hour before slipping back.
20 A creature of myth (A Mournland abomination of incredible power, a dragon, etc) decends on the track, or the train. If it isn't dealt with, the train and it's passengers will be destroyed.
 

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