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. |