13 - Last Train to Red Moon Canyon

by ffwydriad

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Last Train to
Red Moon Canyon

Credits

Last Train to Blue Moon Canyon is a computer game published by HER Interactive based on the Nancy Drew book series by Carolyn Keene. This module adapts the premise, setting, and select puzzles for 5e D&D. Characters and names have been altered.

Maps included in this module are created using DungeonDraft with assets from 2-Minute TableTop.

Cover image is by Denis Vdovin via Unsplash. Character art and handouts produced by the author.

Thanks to Artsyerin, Rozowa, and Theswerd Riverstone for the playtest feedback, and Alex for additional feedback before publishing.

Level Recommendations

Playtest of this adventure was with a group of 4 level 5 player characters. However, due to the optional nature of combat, this module is not set for any specific level range. All puzzles are designed to be solved without the use of spells, however magic, especially at higher levels, can subvert many of the puzzles, and should be treated with caution.

All traps have damages that change based on tier of play. No statblocks are provided, but suggestions are made in the Endgame and Appendix: Optional Encounters sections as to what may fit at each tier.

As this was adapted from a single player game, no puzzle requires multiple players to work, and can easily be run as a Duet game. The author recommends that this is done at a higher level to reduce the chance of skill checks locking out parts of the module and to better balance combat, or to more greatly emphasize the assistance that can be provided by NPCs.

Setting

This adventure is designed so that it can be placed in any setting, requiring only a level of arcane or technological advancement for a train to be around a hundred years old. In the original game, this was set in the United States, with the town in Colorado and the mine in Nevada.

The playtest of this game was run in the Exandria setting, placing both town and canyon in the Hellcatch Valley of Marquet, hence the name "Red Moon Canyon". In the Forgotten Realms, this may be set in X. In Eberron, this may be set in Y.

Adventure Hooks

Everyone onboard was invited by Lirella Giran, a prominent socialite who is best known for outlandish, attention getting stunts, including faking her own kidnapping a few years back. She has invited what she believes to be the best investigators around, which may include the party, if their exploits have earned them enough fame.

If not quite that popular, the party may be hired on by her human father, Nikos, A serious, down to earth man, he chose his guests not on fame but on merit - perhaps from previous work the party had done for him or his associates.

Alternatively, this adventure can be run without the presence of the NPCs, with the party acquiring the letter and/or the train and seeking after this treasure themself.

Table of Contents

  • Intro...............................................................................................3
  • Mystery Overview........................................................................4
  • Train Maps
    • Dining Car........................................................................5
    • Sleeping Car....................................................................6
    • Parlor Car.........................................................................7
    • Study Car..........................................................................9
    • Lab Car...........................................................................11
    • Caboose..........................................................................12
  • Copper Gorge............................................................................14
  • Halley's Mine.............................................................................15
    • Endgame .......................................................................17
  • Appendix: Optional Encounters........................................18

All maps, handouts, character art, and tokens can be found: drive.google.com/drive/folders/1f4mwzCaCN2OKqivWq9nJeMcsRo8vQGHO

Last Train to Red Moon Canyon

The Mad Artificer Jako Halley was one of the pioneeres of the lightning rail, both an adventurer and an explorer. Legends say that his artifice was made possible by his secret mine, full of some powerful arcane crystals.

But Halley disappeared mysteriously - leaving behind his personal train, abandoned in Red Moon Canyon, with only the engineer aboard, dead in the cabin, locked from the inside. The mine remained undiscovered, and the train locked away in storage - until heiress and socialite Lirella Giran had it restored.

Lirella has now invited a group of investigators and adventurers to join her on journey out to the Red Moon Canyon in the hopes of uncovering the mystery of what happened to Jako Halley - including the group of you.

Welcome Party

Three other guests are present - Charlie, a female tabaxi writer; Johann Argent, a male human spiritualist, and Tivan Balderos, a male half-elf/half-orc city guard.

"Thank you all so much for coming!" Lirella says cheerfully, clasping her hands in front of her. "As you all know, I'm Lirella Giran, and I'm so excited to get everything under way."

"Johann Argent, thank you for taking time out of your busy touring schedule. The work you do with seances? Just incredible. We couldn't have a better ghost expert aboard.

"And Charlie, your books are so detailed and rich and well researched - you're truly the best person to talk to about the train and this era and the tragic love story between the Halleys.

"Of course, Tivan, everyone knows you're a hero after helping to solve those bank heists! I'm so glad that you've joined us to help solve this mystery with us. And...

After introducing the other guests, Lirella will introduce the party. If her father invited them, she will be dismissive, downplaying achievements and using the wrong names.

"I'm certain you're wondering where we're going. Well, we're headed to Copper Gorge. Why? To solve the mystery of what happened to Jako Halley, the man who owned this train. One day, a hundred years ago, his train - this train - was found in the Red Moon Canyon, out in the middle of the desert. The only person on board was the engineer, and he was dead. Jako Halley? He had disappeared from the face of the earth.

Oh, and two more things. Before he disappeared, he was rumored to have found a mine full of some sort of magic crystals, that he used to power the trains. And the train he owned - this train? His wife, Cecile, died on it, and it was rumored to be haunted."

Lirella stands up dramatically - and as she does, there is a crackle of energy as the entire car goes black. Piercing through the sudden darkness, you all hear the sound of her scream - and when the light returns, she has vanished.

Lirella Vanishes

Roll for initative!

There are no enemies or active threats present - instead, the party and the three guests get the opportunity to act in order to investigate what has happened and uncover clues.

What happened to Lirella?

Lirella used a bonus action to activate the secret door bookshelf, and then cast Dimension Door, teleporting herself to the Caboose.

What will the Guests do?

Johann Argent will cast detect magic, but find nothing.

Tivan Balderos will use his first turn to look at the spot where Lirella stood and pick up the metal slug left behind if no one else has already removed it.

Charlie will roll her eyes and return to her writing.

Clues

  • Wisdom (Perception - hearing) on the scream & sounds in the dark
    • DC 15 - you heard the sound of wood moving
    • DC 25 - very muffled, but just as the lights returned, you thought you heard Lirella's voice again (as she cast Dimension Door)
  • Wisdom (Perception - sight) or Intelligence (Investigation) on where Lirella was standing
    • DC 10 - you notice a small metal object, the size of a coin, on the floor (the "7" slug)
    • DC 15 - you notice a few scrape marks on the wood
    • DC 20 - you find a small section of the floor that is indented, like a button.
  • Wisdom (Insight) on Lirella
    • DC 20 - something seems off about the scream. Like it was practiced or rehearsed.
    • DC 25 - you remember seeing Lirella moving to rise - and realize that she had crushed a small object before the darkness had hit.
  • A DC 10 Wisdom (Insight) on other guests determines that they are surprised by the disappearance.

What comes next....

After determining there is no more available information (and leaving initiative order) the guests will settle into the spaces they will inhabit for the remainder of the trip - Charlie in the bar area of the dining car, Johann Argent beginning his ritual in the parlor car, and Tivan Baldero at the desk in the study.

The party is now free to act as they wish and begin to explore the train - still speeding down the tracks toward its destination, even with its missing host.

Mystery Overview

Finding Lirella

All signs point to Lirella remaining on the train - however quickly adventurers will find that only four of the six cars are currently accessible.

The scales unlock the door leading to the Lab, with the missing weight necessary found on the ground or picked up by Tivan Balderos.

Alternatively, enterprising adventurers may choose to circumvent the doors by climbing over the train car rooves (requiring a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to avoid falling off) or by flying. The Lab and Caboose doors are unlocked, but the back door of the Study Car must be unlocked via the scales.

Operating the Map Machine

In order to find the Halley's mine, the map machine needs to be repaired. The diagram for the machine can be found in the Lab car, and the letter Lirella gives has clues to what is needed and each piece's location.

Shortly after finding Lirella - when the adventurers have solved most of the puzzles in the train cars or hit a dead end - the train will stop in Copper Gorge, allowing access to Bull's Store and Cecile's Tomb.

Pickaxe + Lantern

The pickaxe and lantern can be found in Halley's locked chest, located in Bull's store.

Opening the box requires Halley's Key from the study and the code from Cecile's tomb.

Telescope

The telescope is hidden in the leg of the piano in the parlor, unlocked by playing the tune from the music box.

Gemstones

The Orrery requires six gemstones to be placed in it as according to the rhyme found in the hidden compartment of the oven, opened by the Square and Duck symbols on the scales (7 on right and 1 and 2 on left for Square, 3 on left for Duck). The missing slugs can be found in the Doll Cabinet.

The Eagle painting s opened by activating the Eagle symbol on the scales (10, 6, and 3 on right; 7, 8, and 2 on left). The missing slugs can be found in Halley's chest in Bull's store.

Gemstone Placement Hidden Location
Tiger's Eye Starfish Locked cigar box in study
Zircon Talons Behind dining car Eagle painting
Amethyst Fin Side of cat statue in study
Citrine Beak Within Cecile's tomb
Tourmaline Tentacle Doll cabinet in the caboose
Peridot Hoof Mounted head in sleeping car

Correct Map

The code to the map is encoded in the four pillars of Cecile's tomb. Each virtue is translated to a symbol by the book in the parlor or a DC 15 Charisma (History) check, and the symbols to numbers via the sampler on the wall in the parlor.

Entering the Lost Mine

After activating the map machine, Lirella will restart the train heading to the location. She will drop the party off at the entrance of the canyon - giving them a "head start" as they were the ones to solve the mystery - and once they have disembarked, the train will leave.

After opening up the entrance (potentially using the cannon), the party can explore the mine. Halley's key will spin as they progress, leading them down the correct path to the final chamber.

The passage leading to the heart of the mine is blocked by a series of supports, each marked by symbols. In order to prevent a rockslide, they must be removed in the order of the symbols carved in various side chambers.

Final Encounter with Lirella

After entering the heart of the mine, finding Halley's body, and uncovering the locket, Lirella will enter the scene, taking the locket, and revealing it was her real goal all along, not the legend of the mine's treasures.

Lirella is not interested in sharing credit for this discovery, wanting to finally prove her intelligence to the world. As such - she intends to place herself as the sole person to unearth the mine - with the party's own stupidity leading to a tragic cave in accident. Lirella will attempt to either kill the party or trap them via a cave in.

Dining Car

Kitchen

This area doubles as the food preperation area and access to some of the mechanisms of the train. A set of steam pipes dominates one wall, and the sending stone to communicate with the engineer is on the wall next to the stairs to disembark.

The door is not locked but has a bar over it to prevent accidental opening while the train is in motion.

Oven

The iron oven has a small, locked door on the spout with the symbols of a square and a duck.

Using the scales in the study car, this door can be unlocked, revealing an engraved plate with the following rhyme:


  • The Eye of the Tiger is fixed on a Star.
  • Zircon lies in Fingers that Scar.
  • Amethyst floats in a Hand from the Deep.
  • Citrine is what the Fowl Mouth shall keep
  • Tourmaline by a Soft Arm is ensnared
  • Peridot rests at the Foot of the Mare

Pipes

The pipes can be turned on, providing energy to the machine in the lab. If the map machine has not been repaired, then the pipes will overheat, causing 7 (2d6) fire damage to everyone within 5 ft.

The Engineer

The engineer is under orders from Lirella to not stop the train until it arrives at its location, no matter what, and does not react to her disappearance. Gruff and annoyed, he stops talking.

Dining Room

Chest

The chest is locked, DC 10 to open. Inside is a collection of old plates and silverware wrapped in colorful blankets to prevent chipping.

Painting

A painting of an eagle is built into the wall next to the chair.

Using the scales in the study car, this painting can be unlocked, revealing the pale yellow Zircon gemstone.

Bookshelves

The bookshelves are full of tomes that Halley collected during his life. While many are related to his research both in artifice and the surrounding landscape, others are leisure books and contemporary records collected by him and Cecile.

History checks made using the books in the library to learn about Halley, the train, and the era are made with advantage.

Secret Door

The bookshelf next to the trunk is a secret door, activated by a small button in the floor. It rotates around to behind the bar.

Bar

This chamber is mostly empty, taken up by a large bar in the corner, shelves of bottles behind it and several bar stools magnetized to the floor.

While none of the original bottles remain from Jako Halley, Lirella has made sure this is stocked with alcohol for the trip.

The secret door bookcase in the Dining Room opens up behind the bar.

Charlie can usually be found sitting here, writing.

Sleeping Car

Sleeping Car

Entering into this car, there are two doors before the hallway bends to the left, empty save for a taxidermied animal head mounted on the wall across from the entrance.

Moving further, there is one door in the center of the car and two more mirrored on the opposite end of the carriage.

The four rooms are all more or less identical and sparsely furnished, save for the "master bedroom" with the double bed. This door is locked, DC 15, as Lirella has claimed it for herself. A suitcase with several changes of clothes is set up, but there are no signs she has been here since her disappearance.

As the trip is not intended to last for longer than a day, the only other guest who brought luggage is Johann Argent - the supplies he now has set up in the Parlor, and the other rooms are unlocked and unclaimed. However, the player characters may have items stored in these rooms - if they arrived seperately, note this down.

Mounted Head

On the wall across from the door to the Dining Car is the taxidermy, mounted head of a deer. Characters with a passive Perception score of 15 or who investigate the sleeping car with a DC 15 Wisdom (Perception) or Intelligence (Investigation) check notice that one of the eyes has been replaced by a green gem. If the character is aware of the gems needed for the Orrery, the DC is lowered to 12.

A DC 12 Intelligence (Nature or Jeweler's Tools) check identifies it as Peridot, one of the six gemstones needed for the Orrery.

Charlie P.

Charlie is a historian who specializes in writing elaborately detailed historcal romance novels. Invited for her expertise in the area and knowledge of Halley, she is not interested in the search for the mine and instead is using the library in the dining car as background for her current novel.

Charlie is unconcerned with Lirella's disappearance - she assumes this is yet another publicity stunt, and has no wsh to be caught up in it.

Eager to avoid a deadline that grows closer and closer, Charlie is willing to talk about the history of
Halley, the train, and any other background
or lore information. She can assist on History
checks.

Charlie is a noncombatant who prefers
to avoid arguments in sake of rolling her
eyes and providing sarcastic comments.
If a statblock is required, use the Sage
statblock. Alternatively, Charlie may
be a Monastic Operative - in which
case her lack of combat is a choice.

Convincing Charlie to leave the
train - and her writing - requires a
DC 20 Charisma check. She reacts
negatively to continued interruption
unless the questions are research in
nature - she is prone to procrastinating
on her writing by researching only barely
relevant topics.

Parlor Car

The Parlor

Entering into this car, a hallway stretches down the full length, the door at the far end.

A single room, a parlor. In the far end, furniture has been pushed aside as Johann Argent is setting up some sort of ritual. The piano remains unbudged, as does the table with a small music box set up on it. To the left of the door, an embroidered sampler hangs on the wall.

Music Box

A small music box sits on the table in the parlor car. When activated, it plays a jaunty tune and a mechanical horse springs to life. By pressing a button at the front of the box, the horse jumps over sprung up barriers in tune with the music.

A DC 12 Dexterity (Performance or Sleight of Hand) check times the jumps correctly to avoid the barriers. Three consecutive checks has the horse jump all barriers, and the top of the music box opens, providing the sheet music.

Piano

Playing the tune of the music box unlocks the piano leg, revealing the telescope. If attempting to copy the music by ear, this is a DC 15 Intelligence (Performance) check. If using the sheet music from the box, this is a DC 12 Dexterity (Performance) or Charisma (Performance) check.

Johann will complain at any use of the piano interrupting his delicate casting. A DC 15 Charisma (Persuasion, Deception, or Intimidation) check can convince him to allow it or leave the car temporarily. The use of magic (such as Silence) will also avoid his complains.

The piano does not lock after a failed attempt, but Johann will return to the car after one attempt, and the DC will raise to convince him to allow further attempt.

Johann Argent

Johann is a famous mage and necromancer known for his traveling shows where he communes with spirits and puts them to rest. While Johann does have some magical abilites, he is more performer than spiritualist, and has little to no experience with serious or dangerous hauntings.

Johann is convinced the ghost of Cecile Halley spirited Lirella away, and spends his time attempting to commune with her. Cecile died onboard the train of an unknown illness a year before Jako met his own end. The various rituals have some sort of effect, but if he is communing with Cecile, she is yet to impart any practical information.

Johann can cast detect magic and
identify at will, and can assist in
Arcana and Religion checks.

Johann is the Traitor

While Johann may have magic, and
ghosts may be real, most of his persona
is put on for audience appeal, and he
has no innate talent at summoning or
speaking to the dead.

Johann may be trying to regain
falling popularity through a new
exploit - such as a haunted train.
As such, he may summon forth
the spirits of the dead to make the
trip more 'exciting'.

This may or may not be Cecile's
ghost, or simply spirits called forth
by Johann's magic. Either way, they
escape from his control and begin to wreak
havoc aboard the train.

Johann will prefusely deny involvement if this
happens, instead trying to play the hero in
dealing with the ghosts, which may or may not
be effective.

Sampler

The embroidered sampler shows a set of symbols along the outer edge, numbered 1 to 28. In the center is an image of the train, mountains behind it, and Cecile's name.

A DC 12 Intelligence (History or Weaver's Tools) check recognizes the symbols as being a common trend in embroidery, each associated with a concept, typically a virtue.

The corner table has a locked box with a sewing kit and a book on embroidery that lists the corresponding virtues. The four virtues from Camille's Tomb are Purity (Harp 3), Eternity (Crown 6), Widsom (Owl 7), and Charity (Dove 9)

1 Duck Marriage 2 Eagle Pride
3 Harp Purity 4 Square Nature
5 Star Bravery 6 Crown Eternity
7 Owl Wisdom 8 Dog Loyalty
9 Dove Charity 10 Cherry Departed
11 Lion Strength 12 Bell Joy
13 Horseshoe Good Luck 14 Butterfly Beginnings
15 Shell Fortune 16 Olive Peace
17 Hourglass Time 18 Ring Unity
19 Chair Domesticity 20 Key Fidelity
21 Bee Hope 22 Apple Love
23 Ribbon Secret 24 Rabbit Gentle
25 Daisy Humility 26 Cat Idleness
27 Pineapple Hospitality 28 Heart Beloved

Cecile's Ghost

Roll a d20 when the party moves through this car or the Parlor car hallway. On a 20 (during the day) or a 18-20 (during the night), characters with a passive perception of 12 or higher notice a series of strange floating lights outside the window, moving alongside the train, as if dancing. These last for one round before vanishing.

Johann Argent will describe this as Cecile's ghost, trapped along with the train. Charlie will note that the train is powered by magic, and its interaction with the surrounding desert can produce many visual effects.

Interacting with Cecile's ghost (if it is indeed her) may trigger the Haunted Train optional encounter. Alternatively Cecile may assist the party on some puzzle in which they are stuck, hoping that her dear husband may finally be put to rest.

Cecile in Life

Cecile was a noblewoman of an ancient lineage; she fell in love with Halley when he came abroad to secure funding, enraptured by his intellect and sense of adventure. She followed him out here to the desert - and found herself ill-suited to the climate, falling sick and passing on after only a few years of marriage

An artist, dancer, and musician, Cecile strived to bring joy to everyone she met. Jako constructed many trinkets for her, including the music box. Cecile influenced Jako into his love of puzzles, enjoying riddles herself, and is responsible for much of the perplexing layout of the train.

Study Car

The Study

Like the parlor car, a long hallway stretches the length, a door on the near end.

Inside the study is richly decorated with more bookshelves. A globe of Exandria sits near a table with a chess set, and among the shelves is a small roll table with various items across it. Tivan Baldero is sitting at the desk in the back before a mostly empty display case; he stops fiddling with a cat statuette as you enter.

Cigar Box

The small box sitting on the writing desk has a mechanism on the lid, a six pointed star or flower, in each branch a button with a different color. Carved into the lid are the letters TRA.

There is a 2 in 100,000 chance of opening it through random combination (a roll of 99,999 or 100,000 on a d100,000 - rolling all 9s or all 0s on 5d10).

Entering the colors in the order of the slip of paper found in the lab toolchest (orange, blue, green, red, purple, yellow) will unlock the box and allow the mechanism - Halley's Key - to be removed. Inside is a Tiger's Eye gemstone and a set of dance steps.

Cat Statue

The Amethyst needed for the Orrery is embedded into the side of the cat statue on the desk and is easily removed.

Tivan will not allow anyone to break or remove the gemstone in his presence. A DC 16 Dexterity (Sleight of Hand) check of can remove it, and a DC 14 Charisma (Persuasion, Deception or Intimidation) check can convince him to leave the room, or a DC 18 to allow it's removal.

Desk

The drawers of the desk are empty of anything worthwhile; Tivan has checked and double checked them.

The case behind the desk holds the imprints of the pickaxe and lantern needed and the fuel needed to light up the lantern.

Tivan Baldero

Tivan rose to fame after solving a series
of improbable robberies. In truth, he
accidentally knocked in to them mid-
get away and barely apprehended them.
Enamored by his new fame, he is taking
his secret incompetence to the grave.

If Tivan picked up the "7" slug, he doesn't
know its purpose and will part with it
willingly - suggesting the asker takes it
as a souvenir. He spends his time going
through Halley's notes - making
pencil rubbings of missing pages -
but finding little.

Tivan can assist in Invesigation
checks.

Tivan is the Traitor

Tivan may not simply be incompetent -
he may also be malicious, a crooked cop
suddenly stuck in the limelight (or brought
to new lows trying to maintain his fame).

As the traitor, he may be working for
Lirella, assisting her in the final fight and
covering up the deaths of the party.

He may also be working with outside
forces, believing (correctly or not) the
train has some treasure aboard and acting
as the inside man for the Hijack! encounter.

As the traitor, Tivan is reluctant to assist the
party in any way he believes will incriminate
himself, and will actively try to frame Johann
as involved in nefarious schemes, such as
the Hijack attempt or pulling the brake and
nearly crashing the train.

Scales & Locked Door

At the end of the hall, you see a cabinet built in to the wall with an elaborate set of scales. The door to the next car is locked, and has an Owl and pair of cherries engraved on it.

The scales have ten images with crystals. A weighted slug with a "3" sits on the table in front.

When a slug is placed on either scale, a small ticker moves forward one - so that when the first slug is placed it is under the Owl, the second under the Cherries, and so on until the tenth, the key.

When a slug is placed on the right scale, it adds to the value (starting at zero). When placed on the left, it subtracts. If the total value equals the number associated with the symbol the ticker is currently under, it will light up. The values are found on the sampler in the Parlor car.

It is recommend to have some sort of visual representation of where the ticker is and what crystals are lit, such as dice or tokens, to make the mechanics of the puzzle easier to comprehend.

Conjuration magic or an Intelligence (Artisan's Tools) check may be used to create, alter, or replace a slug.

In order to open the door, both the Owl and Cherries must be lit at the same time. Placing the 7 slug on the right lights up the Owl, as there is one slug, and the value is 7. Placing the 3 slug on the right lights up the Cherries, as there are two slugs and the value is 10.

The door on the oven has a Square and a Duck on it. Placing the 7 slug on the right and the 1 and 2 slugs (found in the Doll Cabinet in the Caboose) on the left lights up the Square, as there are three slugs and the value is 4. Placing the 3 slug on the left lights up the Duck, as there are four slugs and the value is 1.

The eagle painting unlocks when there are 6 slugs placed and the total value is 2. There are multiple ways to do this.

Values

Owl 7 Cherry 10 Square 4 Duck 1 Bell 12
Eagle 2 Star 5 Crown 6 Horseshoe 13 Key 20

Solutions for the Eagle are:

Left Right Left Right Left Right
6, 8 1, 2, 3, 10 // 1, 3, 10 2, 6, 8 // 3, 6, 8 2, 7, 10
6, 10 1, 2, 7, 8 // 1, 7, 8 2, 6, 10 // 1, 2, 3, 8 6, 10
7, 10 2, 3, 6, 8 // 2, 6, 8 1, 7, 10 // 1, 2, 6, 7 8, 10

Other loot may be hidden throughout the train via the scales, behind other paintings or the like. The Bell and Star can be activated with the slugs available; the rest need other slugs, which may be hidden throughout the train or constructed.

Solutions for the Bell are:

Left Right Left Right Left Right
6 1, 2, 7, 8 // 10 1, 6, 7, 8 // 2, 6 3, 7, 10
7 1, 2, 6, 10 // 1, 3 2, 6, 8 // 2, 7 3, 8, 10
7 2, 3, 6, 8 // 1, 6 2, 7, 8 // 3, 8 6, 7, 10
8 1, 2, 7, 10 // 1, 7 2, 8, 10 // 1, 2, 3 8, 10
8 1, 3, 6, 10 // 2, 3 1, 6, 10 //

Solutions for the Star are:

Left Right Left Right Left Right
1,7,8 2,3,6,10 // 2,6,8 1,3,7,10 // 3,6,7 1,2,8,10
1,2,3,10 6,7,8 // 1,2,6,7 3,8,10 //

Lab Car

The Lab

Entering into the lab, you see the whole floor is metallic, and most of the car is filled with a strange contraption. A large panel is near the door with dials and slots, and a many armed device in the center, a table on the far end. Overhead are shelves full of rolled up maps. To the right is a cabinet of files, and by the opposite door is a small control panel with a lever.

Toolchest

In addition to various tools, there are blueprints to the machine, the "8" slug, and a slip of paper reading: Transmute- orange, blue, green, red, purple, yellow.

Machine Controls

The machine controls have currently red dials - which will turn green when the steam power is on, and slots for the various items.

The pickaxe and lantern can be found in Halley's box at Bull's store; the telescope is hidden within the Piano.

Personal inventory cannot replace these items as they are specifically sized to operate the machinery, but conjuration magic may be used to recreate them.

Orrery

Spreading out from the Orrery are six arms, each with a brass carving (a star, a hoof, a tentacle, a beak, a fin, and talons) and a place to slot in a small object.

The poem from the oven reads:


  • The Eye of the Tiger is fixed on a Star.
  • Zircon lies in Fingers that Scar.
  • Amethyst floats in a Hand from the Deep.
  • Citrine is what the Fowl Mouth shall keep
  • Tourmaline by a Soft Arm is ensnared
  • Peridot rests at the Foot of the Mare

So the correct configuration is: Tiger's Eye in the starfish, Peridot is in the hoof, Tourmaline is in the tentacle, Citrine is in the beak, Amethyst is in the fin, and Zircon in the talons.

Identifying what each gemstone is requires a DC 12 Intelligence (Nature) check.

An Intelligence check can be used to solve the puzzle; DC 10 determines one clue, DC 15 two, DC 20 three, DC 25 determines four, and DC 30 all six.

Map Selection

A small pedestal to the left of the door has a four dials, each in one quarter of a metal circle (the top left, the top right, the bottom left, and bottom right), which go from 1 to 10.

The inscriptions on the pillars within Cecile's tomb give four words that correspond to these dials - Wisdom, Charity, Eternity, and Purity. The sampler in the parlor car links these to four symbols - the Owl, Dove, Crown, and Harp - and therefore four numbers - 7 9 6 3.

When the dials are set and the lever pulled, the apparatus begins to move - pulling out a scroll from overhead and rolling it out across the table, a map of the desert canyons.

Activating the Machine

When the pickaxe, lantern, telescope, and six gems are in place, and there is power from the pipes in the kitchen, the machine is ready. Pulling the pickaxe lever activates it.

There is the whirring, hissing sound of steam as you begin see the machine begin to move. The beam of light from the lantern shines through the telescope, hitting the center of the orrery, which moves faster and faster, the light refracting through the gemstones and creating a strange, multicolored mist.

The map table winches up, to a vertical position, and from the mist a single beam of light shoots out - marking a specific place on the map, just west of the Red Moon Canyon.

Caboose

Caboose

Entering into the caboose, you find a car decorated in rich plush fabircs, curtains draping from all of the walls - and on the couch that spans the whole back wall sits your missing hostess, Lirella Giran, curled up with a book.

Upon entering, Lirella congratulates any characters present for being the first to find her - she had expected it to be Tivan Baldero, but is still proud. She explains that her disappearance was a test to see who deserved the hint - a letter Halley left to his niece, guiding her to his hidden mine. Lirella found the letter crumpled in a wastebasket here in the caboose, presumably from the frustrated niece as the letter is mostly nonsense, but she still thinks it will be a useful clue.

Dance Platform

The center of the caboose is taken up by a large, slightly raised platform. A horizontal bar crosses one side, along with an elegant, if worn mirror. A Intelligence (Investigation) check notices the tiles are all pressure plates - and anyone can see this is designed to practice dance.

A DC 12 Dexterity or Charisma (Performance) check following the dance steps locked in the cigar box in the Study unlocks the doll cabinet.

Doll Cabinet

This cabinet has a selection of fine porcelain dolls visible through the glass panes. It is locked, with no apparent keyhole. A DC 15 Intelligence (Investigation) check reveals a secret compartment below the dolls, which is both locked and incapable of being forced open by mundane means.

When the dance steps from the cigar box in the Study are used on the Dance platform, this compartment opens up, revealing the "1" and "2" slugs for the scales as well as a pink and green gemstone. A DC 12 Intelligence (Nature) check reveals this to be Tourmaline.

Lirella Giran

Lirella Giran is a rich socialite who has never wanted for anything in her life - save for respect. Widely viewed as a petty and superficial person, he is notorious in certain circles for various schemes and attempts to garner up attention, including previously faking her own kidnapping. However, none of these schemes have earned her more than slight infamy and vague derision from her peers.

More intelligent than most take her
for, Lirella's fatal flaw is impatience,
unwiilling to stick with a plan
or use her skills long enough
to make any lasting impact.
Instead, she relies on manipulation
to get others to do her work for her.

After discovering the letter, Lirella
attempted to solve the mystery on
her own, but quickly grew frustrated
and gave up. Instead, she decided
to bring inothers to help solve the
mystery for her, while stilll
allowing her to take the credit.

Having already made this plan,
Lirella is relaxing and enjoying
her ride, curled upon the couch
with one of Charlie's novels.

While Lirella could offer aid
with many of the puzzles, she isn't
willing to - not wanting to show
her hand to soon. However, if the
party seems truly out of leads, she
may swoop in with the assist, although
most likely in a backhanded way.

Lirella will do everything she can to
avoid anyone finding out her true plan -
and that she has already considered
betraying the less-famous party if they do
uncover Cecile's Locket.

Halley's Letter

Dear Ruth,

I know that we've never met, but now that your father (my estranged brother) is gone, you are my only living relative. I am writing to tell you about my mine before I, too, depart from this Earth and its location is lost forever. I cannot tell you outright where it is, lest this letter fall into the wrong hands, but with the information that follows and with my train (which shall be yours upon my death) I promise that you'll be able to find it.

First, you will need a map. To obtain it, listen to my beloved Cecile. She has four words for you - words which, when translated into numbers, will guide the way. But alas, she's taken them with her to her grave. So go to Copper Gorge to pay your respects.

To locate the mine, you will need my projector. Only a few pieces are missing from it - I have marked them out upon my blueprints to help guide your way. My axe and lantern I left with a dear friend, who watches over the hopes of those poor gold-seekers who followed the same path as me. The spyglass lies where my heart is at rest, with my Cecile's favorite song. For the placing of the stones, they were crafted by they who were the warmest of souls - and I've hidden that guide accordingly. If you find yourself lost, my Key will lead the way - so let its colors guide you on your path.

I promised Cecile that this train would always be her home. In return, she promised to never leave, and indeed, she never has. People say I'm crazy, but I've seen her, and heard her, and feel her presence on the train even today, twenty years after her untimely death. So above all else, my dear niece, let nothing happen to my train. It holds wonderful things.


  • Kindest regards,
  • J.H.

Copper Gorge

Bull's Store

The general store is in the same family it was in Halley's time - and is currently run by a tall female minotaur named P. Bull. She sells general items in addition to making her own saltwater taffy.

The store also acts as somewhat of a museum of the town's history, with various artifacts and items from the founding set up in a display in the corner.

Halley's box

Among the items displayed is a chest bearing the seal of Jako Halley. Instead of a keyhole, it has a starshaped indentation and the letters DIV carved into it. Adventurers who have retrieved Halley's key can see it is the the correct shape.

Bull will not allow anyone to touch the items on display. To open the box discreetly, a DC 16 Dexterity (Sleight of Hand) check is required, and DC 18 to remove the items within. A DC 16 Charisma (Deception) check can convince Bull to temporarily leave the storefront, allowing one time access to the box. A DC 16 Charisma (Persuasion) check can convince Bull to allow you access to the box. This check is with advantage if you obtain an autograph or paraphenilia from Charlie - Bull is a huge fan.

Using the color code for Divination, the box opens, and reveals Halley's lantern, pickaxe, and the "6" and "10" slugs.

Cecile's Tomb

Cecile's tomb is located in the Copper Gorge graveyard. The door is locked, DC 12, but the key can be acquired from the crypt keeper with a DC 13 Charisma (Persuasion, Deception, Intimidation) check.

Heading through the old graveyard, you arrive at an elegant tomb - Cecile Halley's.

Climbing down the stairs, you enter in to a large, mostly empty crypt. On the far side is a tomb with a stained glass window set above it. Four pillars mark each corner, engravings on all sides that have been worn away with time.

Stained Glass

The stained glass mosaic over the stone coffin shows a series of 6 colors, each next to three letters. A DC 10 Intelligence (Arcana) check recognizes the eight schools of magic.

School Colors
Abj. Purple Yellow Green Red Orange Blue
Con. Red Green Blue Orange Yellow Purple
Div. Orange Blue Purple Yellow Green Red
Enc. Yellow Purple Orange Blue Red Green
Evo. Green Red Purple Yellow Orange Blue
Ill. Red Green Yellow Purple Blue Orange
Nec. Blue Orange Red Green Yellow Purple
Tra. Orange Blue Green Red Purple Yellow

These are the other combinations for Halley's key from the cigar box in the Study. The combination for Transmutation removed it and unlocked the box; the combination for Abjuration opens the secret compartment in the tomb, and the combination for Divination opens the box in Bull's shop.

Tomb

On top of the stone coffin is a star shaped indentation. Adventurers who have retrieved Halley's key can see it is the the correct shape for it.

Using the color code for Abjuration, a small drawer pops out from the tomb, containing a Citrine gemstone.

Pillars

Four pillars stand at each corner of the tomb. Each has an elegant circular design, now mostly faded. Each has also has one very faded word, in either the top left, top right, bottom left, or bottom right of the circle.

A DC 20 Wisdom (Perception) check can be used to determine what one word says. Alternatively, adventurers can make a rubbing using a sheet of paper or parchment to get a clear reading, no skill check required.

The word in the top left is Wisdom, the top right Charity, the bottom left Eternity, and the bottom right Purity.

Halley's Mine

"Alright," Lirella says, puling you aside. "Because you all were the ones who found the map, I thought it was only fair that you get a head start exploring the mine."

You step off the train in to a small section of rocky red canyon, the cliffs high around you. As you do, you hear the sound of the train pulling you away, leaving you behind.

Stepping onwards, through the rocks, you find yourselves in a small clearing. While mostly empty, there are the signs someone has been here before, an old cart and some scattered mining supplies, and an iron cannon. At the end of this clearing, you see a large pile of rubble - what seems to have once been an entrance, but has now caved in.

Entrance

The entry to the mine is blocked by a cave in. The rocks are heavy; it takes a DC 20 Strength (Athletics) check to clear by hand, and even that will take over an hour.

The cannon is still functional. Roll a ranged attack, +6 to hit, at the wall. On a 10 or higher, the cannon impacts the rubble, blowing it away and clearing the path forward. Anyone within 30ft of the entry (to the side or in front of the Cannon) must make a DC 15 Dexterity Saving Throw or take bludgeoning damage (half on a success) as it blasts open.

Low Mid High Epic
14 (4d6) 28 (8d6) 56 (16d6) 84 (24d6)

Tunnels

The mine is home to various brightly colored crystals that give off a faint glow in different colors. Halley's key is set such that it will lead to the heart of the mine, pointing to the color of the crystals in the correct path to the heart of the mine. A character with Halley's Key and a passive Perception score of 15 or higher can feel it move from their pocket.

Symbols and Side Paths

Orange Path

This path ends at a natural spring. A board sticks out from the rocks with a cloud carved on it.

Green Path (Fireplace)

This path ends in a small chamber with an old, fallen over chair and the rocks for a fireplace. The rocks have symbols carved on them, each with a number. By the chair is a plank of wood with a music note carved on it.

1 Cactus Lowest level
2 Campfire Here
3 Snake Orange path boards
4 Boulder on Rope Elevator
5 Fish Orange path pool

Blue Path

The first path leads to a dead end and a small amount of rubble, with a hole looking into the chamber.

Blue Path (cont)

The second blue path on the upper level ends at a hole, that can be climbed down to the purple path on the lower level. No check is needed to climb down, but a DC 15 Strength (Athletics) check is needed to climb back up

Purple Path

A DC 15 Strength (Athletics) check can be used to climb through a hole in the ceiling to the blue path.

Orange Path

Here on the lower level, this path is uneven with some holes but covered with planks. Halfway through, a DC 15 Wisdom (Perception) check notices a plank of wood with a snake carved on one side and a snowflake on the other.

Green Path

This path slopes downwards, first slowly then dramatically. Creatures entering this tunnel must make a DC 15 Strength Saving Throw or be knocked prone and slide down the tunnel to the bottom area.

The lower level is small cavern with a stone cactus, a plank of wood carved with a diamond next to it, and a path leading to the lowest stop on the elevator. Climbing back up to the green path requires a DC 25 Strength (Athletics) check.

The Elevator

A simple lift, the elevator is big enough to carry a mine cart up and down between the different levels (6 Medium sized creatures, or 2 Large creature). It operates on a rope pulley system, with a lever labeled "up" and "down" controlling the movement. A lever by the lift recalls it. The elevator has three stops, with the entry stop being the highest. Pushing the lever only raises or lower it by one stop.

In combat, it takes an action to pull the lever, and the elevator will begin to move, and the lever puller will have 1/2 cover. At the start of their next round, they will be out of sight from the room above and below. At the start of the round after that, it will have arrived, and they are free to exit.

On the upper level, by the counterweight (a large rock bound in rope), there is a plank with the symbol of a flower carved on to it.

Red Path

At the end of the tunnels, before the heart of the mine, the way is blocked by a set of supports holding up a loose ceiling. Each support has a different symbol carved into it.

No check is required to see that pulling the wrong support will cause a cave in - and that they must be pulled in a certain order. The order is on the stones of the fireplace in the upper green passage. The symbols are hidden throughout the mine.

It is possible to see through to the other side in order to teleport. If the ceiling caves in, anyone next to the supports must make a DC 15 Dexterity Saving Throw or be hit by the rocks, taking bludgeoning damage (half on a success).

Low Mid High Epic
14 (4d6) 28 (8d6) 56 (16d6) 84 (24d6)

If they fail the saving throw, they are knocked prone and partially buried in rubble, requiring assistance to stand up, and i takes an hour to remove the rubble from the entrance.

Heart of the Mine

This large cavern is centered around a massive crystal that glows blue. Scattered around it are boxes, crates, and workspaces - with the skeletal form of Jako Halley curled up to one side, long dead.

Halley spent much of his life hoping to refine these crystals into something of use, but they are nothing more than simple quartz with a small amount of energy caught amid the matrix, allowing them to glow. While not completely worthless, they certainly aren't the fortune that rumors claim to be.

Inspecting Halley's body reveals that he has, clutched in one hand, a metal locket. Inside is a picture of his wife, Cecile. The locket is magical, and incredibly old, an artifact passed down through Cecile's family. It may be the sign of lost royal line, a powerful magical item and protective charm, a macguffin for a future plot point, or simply old and valuable - certainly more valuable than the mine or the crystals.

Lirella Returns

"Oh, wow - you actually found him!" You all turn to see a figure by the entrance to the room, as Lirella Giran makes her way into the chamber, not a hair out of place. "Can I see that?" She gestures towards the locket you hold.

Lirella has arrived, alone, and intends to take the locket for herself. She will confirm any facts the party may have uncovered through checks and confirming its worth, and ask whoever has it to hand it over for her to inspect.

If the party hands it over, she will proceed to monologue, discussing how she had found out in her research this item had been Cecile's, and that Halley had always kept it on his person after her death. She knew that if she found the mine, she would find his body, and this locket - her real goal all along.

Cheerfully, Lirella will exclaim that she'll finally be famous - good famous - with this discovery under her belt... but she can't trust the party not to keep their involvement secret. At this point, she will trigger combat - attempting to escape from the mine and either kill the party or leave them caved in.

If the party interrupts her monologue or attempts to take the locket back, Lirella will refuse and start combat. If the party never handed over the locket, Lirella will grow more insistent, before initiating combat and trying to obtain it via force. If Lirella obtains the locket she will then try to flee, leaving her elementals to deal with the party.

Fighting Lirella

At low levels, Lirella is a noble, with the ability to summon a number of dust mephits to assist her in combat. She may also have spellcasting, with mage hand, prestidigitation, and mage armor, and the Arcane Blast attack.

Otherwise, Lirella is conjurer wizard, but may be able to use her Summon Elemental feature to summon more than one Elemental for higher level parties. She summons Earth elementals, made partially of the glowing crystals, who will attempt to block off or cave in the paths behind her.

Lirella's main tactic is to flee, using her teleportation ability if available. Not having explored other passages, she will make her way to the elevator. It takes an action to flip the elevator switch, and it rises slowly, not out of visual range from the lower floor until the start of her next turn, and not at the floor above until the start of the turn after that.

If Lirella makes it to the entrance, she will either use the cannon or a fireball to collapse the cave after her. Removing the rocks by hand takes a DC 20 Strength (Athletics) check and an hour - at which point the train and Lirella will have already departed, and must be dealt with later.

Lirella won't fight to the death - she's barely interested in fighting to injury. Unless the party seems to be on death's door, the moment it seems like escape is impossible (her elementals are gone and the party has caught up with her) she will resort to trying to bribe her way out of the situation.

Escape!

If the supports at the entrance to the Heart of the Mine collapse (perhaps due to the attacks of an Earth Elemental), there is another way out. To the northwest of the chamber is a hidden passage - mine carts leading outside.A DC 16 Dexterity (Land Vehicle) check can navigate the cart out quickly enough to catch Lirella as she flees the mine. On a failure, they arrive after Lirella has already had time to explain her story to everyone outside - and on a natural 1, a wrong turn lead to a crash; anyone in the cart tumbles out into rubble, taking bludgeoning damage from the impact.

Low Mid High Epic
14 (4d6) 28 (8d6) 56 (16d6) 84 (24d6)

A DC 10 Wisdom (Survival) check following the crashed cart will lead the party outside before Lirella and the train have left, but still after she has explained her story to the remaining guests.

Endgame

If the party defeated Lirella or beat her outside, the train has returned to the entrance and the guests have exited towards the entry area.

If Lirella was killed, a DC 15 Charisma (Deception) or Charisma (Persuasion) check must be made to convince Tivan Baldero not to arrest the party for the crime. This check is made at disadvantage if Lirella is killed in front of the group, but at advantage if they saw her attempt to kill the party.

If Lirella is still alive, a contest of the party's Charisma (Persuasion) versus Lirella's Charisma (Deception) determines what side the guests take, with Lirella's check at disadvantage if she was defeated. On a success, the other guests will help to contain her (Tivan Balderos arresting her), and agree to share the true version of events.

On a failure, Johann Argent and Tivan Balderos will assist Lirella in containing or defeating the party, but Charlie will remain a noncombatant.

Optional Encounters

Train Combat

Halley's train moves 30ft at initiative counts 20, 10, and 0 for a total movement of 90ft per round.

Any creature moving on the roof of a train car must make a Dexterity (Acrobatics) check to avoid falling. A creature that falls off the roof can make a Dexterity Saving Throw to grab on to the side.

Did I build this section purely because I believe it is unfair to run a oneshot on a train and not give the option for a fight while standing on the roof of that train? Perhaps!

The Author recommends that these optional encounters be used if the party seems to be progressing quickly through the puzzles, or to expand in to a twoshot or mini-arc.

Hijack!

A train is a tempting target for a heist, and not every place you pass through is as civilized. Raiders may see it as easy prey - or be hired by Tivan Balderos.

Raiders may be riding on Infernal War Machines (most likely Devil's Ride) or Skirmish Crawlers (link to Exandria GM Discord) or use other mounts fast enough to keep pace with the train. The Raiders themselves may be Bandits, Pirate Crew, Berserkers, or Gladiators, or similar, of an appropriate number for the party.

Raiders may attempt to board the train by jumping onto the platforms and entering the doors, or remain mounted and attempt to slow or stop the train in its tracks (or derail it, if destruction is their goal) via ranged attacks.

Combat may be drawn to an early close as the train passes over a canyon - the thin tracks the only bridge - leaving the Raiders (and anyone not aboard) behind.

Haunted Train

Johann Argent is convinced that the ghost of Cecile Halley remains bound to the train from her untimely end - and he may be correct!

Cecile's ghost may attack the party and the guests on the train after something specifically important to her is disturbed, such as the piano in the parlor or the doll cabinet. She may also be summoned by Johann Argent if he is a traitor (as could other spirits, Cecile herself instead being a calm ally.) The Specter, Ghost, or Shadow Assassin statblockmay be used for these spirits.

Due to their incorporeal nature, ghosts may fly through the walls of the cars and travels outside of and alongside the train. They disregard the train's movemenent as a character standing on it would. Ghosts will attempt to possess characters to fling themselves off of the train car; possessed characters falling off the car may still make a Dexterity Saving Throw to grab onto the edge.

Crypt of the Dead

The ghost of Cecile's - alongside other ghosts risen from the graveyard - may be encountered in her tomb. This may be triggered by disturbing her casket by opening it (not including the secret compartment via Halley's Key) or simply by entering into the tomb itself.

Alternatively, if Johann Argent is the traitor, he may summon forth the ghosts to deal with the party.

As an optional puzzle, 4 spirits (Shadows, Specters, Ghosts, or Shadow Assassins) rise from the pillars. Only once the spirit has been defeated do the words reveal themselves.

Monsters in the Mine

Halley's mine has been left abandoned to the elements since his death - no person has found it, but there are plenty of monsters that call the mountains in the desert their home in need of safe caves to hide in.

Alternatively, playing with the variant that Halley's mine had something of magical value, his experiments may have run amock. Crystal elementals and golems (Glasswork Golems or Crystal golems) may be found throughout or within the Heart of the Mine.

 

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