by spoodermonkey478
Have the GM read “The Riversnake to NeuroNexCon” section aloud.
The party is a group of trainee adventurers from the last traditional adventuring academy in the Realm. Their professor Anya Sharma has booked a field trip to the NeuroNexCon, NeuroNexus’ biggest technomancy innovation convention in the world. They are riding to the conference via The Riversnake, a hypertrain juxtaposed right above a river that is said to be a current of raw, everflowing magic in the realm of Morient. A journey that would take a week on foot or horseback will take only a long afternoon aboard this shuttle
The Riversnake is zooming through the expanse of Valdae Arches and Baurins Delta, an endless mountainscape that reaches hundreds of feet toward the sky transforming into whimsical plains that are rich in magical flora and fauna. The train is a dualheaded automobile that can change direction at will as long as it follows the river's path. The vessel is bound for the Prosperity to the conference.
.
During the journey, the train is attacked by smugglers looking for a contraption in the cargo hold, and the party helps fight them off. For their bravery, the train’s co-conductor offers the group a series of coupons to be used at the Hotel’s gift shop or restaurant.
This adventure would play rather nicely in a loosely Motherboard-inspired campaign frame.
The party has been brought on this “Field Trip” as a research study into what is said to be the next ‘Age of Adventuring Academia’. Anya Sharma, the chaperone of this escapade and Professor of these students, gathers them in a circle at the central station in Mourient to warn them of the expectations they have on this field trip. The danger that technomancy and these inventions can hold within the conference.
You may read this part aloud to the party or set a new scene and describe it yourself.
As the time for the hypertrain's arrival draws near, a magical hum intensifies, a subtle vibration that resonates deep in your bones. The very air feels charged with anticipation, a silent testament to the extraordinary journey that awaits. The Prosperity-bound hypertrain will soon arrive. With its arrival Professor Sharma brings you together for one last lesson in the dangers of Adventuring that each of you have signed up for. ‘We're headed to the NeuroNexCon. For those of you who haven't been keeping up with the latest advancements in neuro-technology, it's... unlike anything you've ever experienced. Cutting-edge, experimental, sometimes a little bit chaotic. You're going to see things that will challenge your understanding of the brain, of consciousness, of what it means to be humanoid.’ With that a slender locomotive glides to a stop and the edges of the contraption glyph open as people state freely moving within and with while two conductors August Creel and Everett Laul on each side step out and greet the people headed towards Prosperity. The interior walls are paneled with rich, dark wood, polished to a deep sheen, offset by exposed brass piping decorating the interior. The seats are grouped high-backed benches upholstered in durable, deep green velvet, worn smooth in places from countless journeys. Each set of benches features a small, hinged table that folds out for food or drink. Overhead, oil-burning lamps, encased in ornate glass fixtures, cast a warm, flickering glow, while slender, glowing lines of faintly blue light. The physical presence of magic moving the train. While the passengers are enjoying the lavish amenities that don't normally come from a dormitory, there is a commotion as, an hour in, the train abruptly comes to a stop. This sends the vessel back and forth tugging from each conductors’ side. A suave passenger waits for a patrol to walk past to offer service to the other compatriots and stiffs him with a concealed weapon in his jacket. Demanding he open the cargo door or else. |
Fear rings out as you hear screams of the other passengers getting threatened the same way. If these amateur heroes don't step up, the Riversnake and the conference could be in big trouble.
When running this encounter I suggest to really think about the proximity of the players in correlation to the cargo hold that holds the gadgets and inventions. and the limited space that comes with being on a train. For the lackeys I used an assortment of minions and bandits in the SRD as well as a Homebrewed Smuggler Leader that will be located below.
For this encounter you can also use The Riversnake environment located below as it will add an extra dynamic into combat in the hostile takeover of the smugglers.
Loading adversary...
Loading adversary...
The most important thing to note about these smugglers is that this is a coordinated attack organized by someone important to retrieve a magical conduit in a box with NeuroNexus’ logo engraved on the box. While they aren’t opposed to causing chaos, they don't want to kill anyone. If their plan is going awry, these people aren’t above tucking tail to save their own skin.
The lead smuggler would be the first to act who would start off likely getting his back up moving with the Tactician ability. It is recommended to use a variety of different roles of adversaries. This encounter works best with the smuggler, two Bruisers, and a Support to give the players a dynamic combat. These adversaries are going to be protecting the Leader and subdue the passengers as they try to make their way into the cargo space where many of the conference's inventions are being held. Start a Progress Countdown at a d8 to give the players time to fight through enemies. Anytime the smuggler uses their action to attack or defend themselves, there in no movement to the countdown.
Together these adversaries can make this a challenging combat, but this combat should not lead to death moves. Use the passengers on the train and their objective as leverage and assess the needs of the party before using the smuggler’s Sick ‘em ability.
There is limited space within the train, with the walkway really only being considered 2 squares wide. Each box in the train is considered to be about 30ft by 80ft (6 squares by 16 squares for the ease of movement in Daggerheart).
The goal of this battle is to help the players get into the action, use their abilities, and step into the narrative to fend off the smugglers.
With the smugglers dealt with or gone and the Crew dispelling the magic to get them back on the trip to Prosperity, the PCs meet the co-conductors of the vessel. August Creel, a lime green Orc with a bubbly attitude almost as big as his bushy mustache, and Everett Laul, a peculiar human with dark tan skin and jewels embedded in their hands.
Read the following aloud:
Oh, my! What mighty fine work you have made of yourself. This was supposed to be a commercial trip. Looks like our security didn’t pan out too well. I presume that Adventuring Academy is worth its weight in stardust. Maybe NeuroNexus will be able to help keep it afloat after all. If you plan to use the hotel, please take these. It's our treat for saving our skin. Normally, we save them for children, but sometimes the gift shop at the hotel keeps extraordinary things for you, adventuring type, too! Things should start back up again. Please enjoy the rest of your trip on the Riversnake and take your time to rest. We will be at our stop in about three hours. |
The Hotel Maudeline is only a couple of hours away in the big city of Prosperity. This
leaves the PCs with time for a short rest.
During a short rest, a PC may choose up to two of the following options (They may choose the same option twice.)
TEND TO WOUNDS
Describe how you temporarily patch yourself up and clear
1d4 Hit Points. You may do this on an ally instead.
CLEAR STRESS
Describe how you blow off steam or pull yourself together,
and clear 1d4 Stress.
REPAIR ARMOR
Describe how you spend time quickly repairing your armor
and clear 1d4 Armor Slots. You may do this to an ally’s
armor instead.
PREPARE
Describe how you are preparing yourself for the path ahead and gain a Hope. If you choose to Prepare with one or more members of your party, you each gain two Hope.
While the PCs take this short rest, you can seed in some
of the following questions to give the players prompts for roleplay and to establish some details about their journey:
Why do you think the smugglers wanted an invention? Who sent them?
Have any of you traveled on the Riversnake before? Besides its speed, how is this freighter different? What’s a landmark or sight you’re hoping to see on the journey?
One of you has heard stories about a dashing pirate crew that sails these skies, led by a Firbolg named Calliope Crimson. What rumors have you heard about Calliope and her crew?
Have any of you attended a formal military dinner before?
While the PCs are resting, gain a Fear as your downtime action, then review the environment and NPC write-ups for Act
Two.
What Secrets lie in store for your heroes at the grand Hotel Maudeline. Full of intrigue and exploration in yet another property owned by NeuroNexus. Embark with us by checking out the full adventure on Patreon below.