| Post/Author/DateTime | Post |
|---|---|
| CitizenErased10-25-04, 10:06 PM | Hi, I don't have my Eberron book right here with me at work but I have just found out that I need to run something in place of our regular session tonight. What I want to do is start with an incident on a Lightning Rail journey that results in some rooftop fighting. Is there anything in the book relating to this? Like DCs for climbing on top of a carriage, moving along them, or jumping from carriage to carriage? Also how fast does a lightning rail move at full speed? Thanks Tony |
| Master of shaarat'khesh10-25-04, 10:56 PM | Well, on pg. 125-126 of th ECS it states that the Lightning Rail travels at a speed of 30 miles per hour. As far as the rest, I can't really help other than to say to check out page 132, there is a picture of what appears to be the Lead carriage of the LR. It might help give an idea of the hieght and footing they might encounter. I would think though, that it would move a little smoother than the "locomotive trains" on earth since it doesn't actually make any sort of physical contact; ie wheels to track. But, your still probablly looking at some balance issues when it comes to the centrifugal force of a curve at that speed. So, your Difficulty Checks should variable but depending on the location of the travel could and should be very steep. And oh man have a contingency plan if they fall off. It seems to ride pretty high, so a fall could be bad, not to mention that if they get up and try to get back on. If it were me I'd plan it out rather than run it on the spur of the moment, but hey sometimes the spur of the moment can be the best game sessions. |
| Flack Jack10-25-04, 11:44 PM | My one helpful hint would be to look in the DMG for 30 mph wind effects. |
| Gurv10-26-04, 12:17 AM | I hope this post comes in time for your game. I hope you have a printer. I hope you click right here (http://www.dundjinni.com/info/images/lightning_rail.jpg). I hope you have a good game. |
| CitizenErased10-26-04, 12:38 AM | Thanks all for your help. I still have time before the game, another 2 hours or so. The session won't be completely by the seat of my pants, I have a page of notes I scribbled down while reading the Forgotton Forge adventure and wanting a different start to it. Thus mine will start with the party in the same cabin as Bonal Geldem and after some intro roleplaying, the lights will go out and Cutter will smash through the window and haul Bonal out onto the roof. Thats the plan so far anyways. After making characters and explaining a bit of the world, that might be enough for one night. I looked up the DMG table in the SRD and also the floorplans are awesome thanks :) I had been preparing a player handout going over stuff from the ECB so I didn't have to explain much, but of course thats unfinished and at home *sigh* Oh and my plan for if they get knocked/fall off? I was thinking a reflexes roll to grab hold of the side of the train? I figure with this happening the train will come to a stop so the authorities can find out whats going on, which will help those who fail the roll. |
| ENHenry10-26-04, 12:52 PM | This might or might not come in time for your game, but I'll post my thoughts anyway, in case it inspires anyone else running a lightning rail adventure. One thing I stressed was the smooth ride of the lightning rail - given the distance and the air elemental assistance, it is likely to be even smoother than a modern day mag-lev rail, kind of like the sensation as an elevator stops and starts as it handles elevation changes over terrain. Another thing would be the constant snapping and popping of the railcars as it travels, and the lightning plays across it. Inside a railcar, the snapping and popping is muted, but still detectible. As it stands still, I would imagine it having a constant lightning arc between the ground-stones and the train, but in motion the lightning interplay would form more of a translucent or opaque "tunnel" which it travels down. In my campaign I positioned the conductor stones on the railcars on TOP of the railcars, on a small gantry, so that the "lightning tunnel" mentioned in the book would make more sense. I included a low crawlspace of about 6 or 7 feet from the top of the railcar to the lightning, so that there could be fights on top of railcars, and include the possibility of someone getting knocked off and flash-fried. I set travelling through the lightning tunnel (by falling or being knocked off the cars) at 3d6 lightning damage, reflex save for half, and the dirt-darting of plowing into the ground at 30 mph at another 3d6 falling damage. Most normal beings won't survive this, but the players and villains will, likely, and be scratched up - perfect for cinema. I also put a small catwalk between the front/back of each car, with two hinged lynchpins on them, for connection purposes. My players really enjoyed their "Orien Express Moment", and I did as much as I could to make the train come alive for them. |
| m15a10-26-04, 01:10 PM | is this the first adventure? 1st level? wuh-oh! better make sure everyone is comfortable using action points. :-) |
| Iron_Weasel10-26-04, 01:14 PM | One thing I stressed was the smooth ride of the lightning rail - given the distance and the air elemental assistance, it is likely to be even smoother than a modern day mag-lev rail, kind of like the sensation as an elevator stops and starts as it handles elevation changes over terrain. Another thing would be the constant snapping and popping of the railcars as it travels, and the lightning plays across it. Inside a railcar, the snapping and popping is muted, but still detectible. As it stands still, I would imagine it having a constant lightning arc between the ground-stones and the train, but in motion the lightning interplay would form more of a translucent or opaque "tunnel" which it travels down. In my campaign I positioned the conductor stones on the railcars on TOP of the railcars, on a small gantry, so that the "lightning tunnel" mentioned in the book would make more sense. I included a low crawlspace of about 6 or 7 feet from the top of the railcar to the lightning, so that there could be fights on top of railcars, and include the possibility of someone getting knocked off and flash-fried. I set travelling through the lightning tunnel (by falling or being knocked off the cars) at 3d6 lightning damage, reflex save for half, and the dirt-darting of plowing into the ground at 30 mph at another 3d6 falling damage. Most normal beings won't survive this, but the players and villains will, likely, and be scratched up - perfect for cinema. I also put a small catwalk between the front/back of each car, with two hinged lynchpins on them, for connection purposes. My players really enjoyed their "Orien Express Moment", and I did as much as I could to make the train come alive for them. :thumbsup: Very cool - I think I'm going to ... "borrow" some of your ideas for the Lightning Rail portion of Whispers of the Vampire's Blade. Cheers! |
| CitizenErased10-26-04, 09:40 PM | Thanks a lot for all the help here. Luckily I had a reprieve last night and won't need to start the game until next week. Gives me a bit of time to flesh out this part of the adventure better. It's looking likely that I will have 6 players to deal with, so I am thinking to add another barbarian level to Cutter and make her Barb 2. Her accomplice on the train who cuts the lights will be Saber, but he won't get involved with the party just yet. I liked your ideas ENHenry, will just have to see about all that damage to level 1 characters ;) |
| Useless10-26-04, 10:34 PM | I hope you click right here (http://www.dundjinni.com/info/images/lightning_rail.jpg). Is that a Tavern Car on the train there? Sweet. |