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THE PHANTOM TRAIN
Written by Peter J. Schroeder
Additional writing and ideas by Hal GreenbergLayout and Editing: Peter J. Schroeder
DESIGA!I" "# P$"D%&! IDE!I!': The game name Castles & Crusades, the campaign setting name Bluffside, and the NPC Walnd.
DESIGA!I" "# "PE GA(E &"!E!: All other text.
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ABLE OF CON EN S
IN RODUC ION 1
NO ES FOR CK 1
HE RAIN
CAR #1: CABOOSE 2
CAR #2: BAGGAGE CAR 2
CAR #3: PASSENGER CAR 2
CAR #4: PASSENGER CAR 2
CAR #5: PASSENGER CAR 2
CAR #6: PASSENGER CAR 2
CAR #7: PASSENGER CAR 2
CAR #8: DINING CAR 2
CAR #9: SLEEPING CAR 2
CAR #9B: SLEEPING UAR ERS 2
CAR #1!: SLEEPING CAR 3
CAR #1!B: SLEEPING UAR ERS 3
CAR #11: PASSENGER CAR 3
CAR #12: PASSENGER CAR 3
CAR #13: PASSENGER CAR 3
CAR #14: PASSENGER CAR 3
CAR #15: PASSENGER CAR 3
CAR #16: SLEEPING CAR 3
CAR #16B: SLEEPING UAR ERS 3
CAR #17: SLEEPING CAR 3
CAR #17B: SLEEPING UAR ERS 4
CAR #18: ENGINE CAR 4
LOCOMO I"E 4
APPENDI 1: MONS ERS 5
HAUN 5
HAUN $ POL ERGEIS 5
SKELE ON$ ANIMAL 5
APPENDI 2: SPELLS 7
GORGE 7
GREASE 7
IRRESIS IBLE DANCE 7
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IN RODUC ION
When our loved ones pass on, it is sometimes difficult for them to find their way to
the afterlife. It is for this reason that the Phantom Train exist. It carries the lost to
their final destination. The few that know of it's existence, do not know where it
comes from. The train itself does not know this either., it has always existed. The
train is neither good nor evil, it's sole motivation is completing it's task.
Your group of friends and family are working your way ack to !luffside after a
weekend adventure, all of you are new to this and en"oy the time to go out and
make a name for yourself, as you eat y the camp fire a think fog rolls in, Who is
going to take the first watch#
$s the others lay down and the first watch volunteer is trying to keep an eye out
for anything suspicious, he hears a deep guttural rattle. Walking to see where the
noise is coming from, he trips over a mound in the dirt. $t closer inspection the
mound reveals a corpse, rutality murdered. $s he gets up to wake the others
tracks start forming on the ground in front of him. They look like ice or fog and
give off a faint glow, he runs ack and wakes his companions. %ooking at where
the tracks came from, the noise gets louder, you see a faint light, you prepare for
the worst and the noise and light get more intense.
NO ES FOR CK
The living is not allowed to arrive where the train stops. The PCs have
hour to defeat the train. !f the" do not succeed the" all die and #ecome
s$eletons #ound to the train. There is no chance of ressurection even if a
wish spell is used. The hour is not in realtime, it is in game time which would
#e % rounds.
All e'uipment is stripped from the PCs when accidentil" #oarding the train.(ver"thing #ut magic items can #e refound in the #aggage room.
The windows on the train are #rea$a#le with a strength chec$ C) *. !f a
window is #ro$en it creates a vacuum and will suc$ the PCs out of the train
and into the void where the" will #e stuc$ forever. (ach PC is allowed a
dexterit" chec$ to prevent #eing suc$ed out the window #" gra##ing on to
something near#". +exterit" chec$s must #e made each round till the PCs
move to the next room and close the door.
HE PHAN OM RAIN 1
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HE RAIN
CAR #1: CABOOSE
The Party wakes up in a &() room with all their e*uipment stripped. The walls
are made of steel and show signs of rust. The floor under you seems to e ouncing
up and down. %eaning on the northern wall is a skeleton clutching a note see
note on previous page-. You may e thinking how cliche, ut after you read the
note that will no longer e what is on your mind.
There is a door to the west.
CAR #2: BAGGAGE CAR
This room is filled with traveling #ags and #oxes. The walls are and floors are
made of wood. anging on the walls are various sort of weaponr". !f the PCs
search the luggage, the" will find various sorts of armor.
There are doors to the east and west.
CAR #3: PASSENGER CAR
There are ten rows of doule seats on each side of the room with a window next to
each seat. $ lue cotton carpet lays stretched out threw the center of the room. In
the seats are ghostly passengers. $s the party walks y they stare lankly at them.The don't look to e hostile.
/ixed upon the ghosts are * s$eletons with hooded ro#es that will 0ump out
and attac$ the PCs right #efore the" reach the west door. !t is not
recommended that the part" attac$s the ghosts, as the" are + monsters.
!f one is attac$ed d% more will assist the attac$ed ghost.
There are doors to the east and west.
)* S+eleton: This neutral creature+s vital stats are - (d(, $/ (0, P 1. Its
primary attriutes are physical. It attacks with a longsword for (d1 points of
damage.-
CAR #4: PASSENGER CAR
There are ten rows of doule seats on each side of the room with a window next to
each seat. $ lue cotton carpet lays stretched out threw the center of the room. In
the seats are ghostly passengers. $s the party walks y they stare lankly at them.
The don't look to e hostile.
/ixed upon the ghosts are 1 fresh 2om#ies that will 0ump out and attac$ the
PCs right #efore the" reach the west door. !t is not recommended that the
part" attac$s the ghosts, as the" are + monsters. !f one is attac$ed d%
more will assist the attac$ed ghost.
There are doors to the east and west.
,* -obie: This neutral creature+s vital stats are - d1, $/ (, P (). Its
primary attriutes are physical. It attacks with a slam for (d1 points of damage.
They are slow, always acting last each round.-
CAR #5: PASSENGER CAR
There are ten rows of doule seats on each side of the room with a window next to
each seat. $ lue cotton carpet lays stretched out threw the center of the room. In
the seats are ghostly passengers. $s the party walks y they stare lankly at them.
The don't look to e hostile.
!t is not recommended that the part" attac$s the ghosts, as the" are +
monsters. !f one is attac$ed d% more will assist the attac$ed ghost.
There are doors to the east and west.
CAR #6: PASSENGER CAR
There are ten rows of doule seats on each side of the room with a window next to
each seat. $ lue cotton carpet lays stretched out threw the center of the room. In
the seats are ghostly passengers. $s the party walks y they stare lankly at them.
The don't look to e hostile.
/ixed upon the ghosts are * s$eletons with hooded ro#es that will 0ump outand attac$ the PCs right #efore the" reach the west door. !t is not
recommended that the part" attac$s the ghosts, as the" are + monsters
!f one is attac$ed d% more will assist the attac$ed ghost.
There are doors to the east and west.
)* S+eleton: This neutral creature+s vital stats are - (d(, $/ (0, P 1. Its
primary attriutes are physical. It attacks with a longsword for (d1 points of
damage.-
CAR #7: PASSENGER CAR
There are ten rows of doule seats on each side of the room with a window next to
each seat. $ lue cotton carpet lays stretched out threw the center of the room. In
the seats are ghostly passengers. $s the party walks y they stare lankly at them.
The don't look to e hostile.
/ixed upon the ghosts are 1 fresh 2om#ies that will 0ump out and attac$ the
PCs right #efore the" reach the west door. !t is not recommended that the
part" attac$s the ghosts, as the" are + monsters. !f one is attac$ed d%
more will assist the attac$ed ghost.
There are doors to the east and west.
,* -obie: This neutral creature+s vital stats are - d1, $/ (, P (). Its
primary attriutes are physical. It attacks with a slam for (d1 points of damage.
They are slow, always acting last each round.-
CAR #8: DINING CAR
2pon entering the room, music can e heard at an acceptale level coming from a
device in the corner of the room. 2nlike the previous rooms, the P/s feel safe andcontent here. In the center of the room is a large dining tale sitting on an ornate
green carpet. $ fully cooked turkey sits in the middle of the tale ready to e
carved along with corn, loafs of read, ottles of wine and miscellaneous fruits and
vegetales.
3pon entering this room, ever" part" mem#er must roll a wisdo sa/ing
throw or #e effected #" irresistile dance for * rounds.
!f the part" decides to eat the food, the" must ma$e a wisdo sa/ing throw
or #e effected #" the spell gorge see $ppendix 3 4pells-. !f the" pass the
saving throw the food will heal all damage that the" have received including
an" diseases, curses, or level drains. !f further helpings are consumed, no
effects ta$e place. !f an"thing in the room is destro"ed #" the PCs a ghost
waiter will appear and attac$ the PCs.
There are doors to the east and west.
CAR #9: SLEEPING CAR
$ hallway stretches east to west with a room located to the north. 5loral painting
hang on the walls, along with removale candles.
There are doors to the north, south, east, and west.
CAR #9B: SLEEPING UAR ERS
This room is lined with three narrow rows of unk eds. There is not much room
to move around in here. There is a large trunk on the south wall containing
HE PHAN OM RAIN 2
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various articles of clothing.
There is a door to the south.
CAR #1!: SLEEPING CAR
$ hallway stretches east to west with a room located to the north. 5loral painting
hang on the walls, along with removale candles.
There is a poltergeist haunting the hallwa" see $ppendix (3 6onsters-. !t will
follow and attac$ the part" up to the engine car. !f the part" moves #ac$
east, it will follow up to the dining car. The poltergeist attac$ #" throwing
o#0ects at the PCs each round causing point of damage. The PCs get adexterit" chec$ to avoid the damage. The poltergeist cannot #e $illed it
resides within the walls of the train itself.
There are doors to the north, south, east, and west.
CAR #1!B: SLEEPING UAR ERS
!$7899 !$7899
Two 4$eleton +ogs come fl"ing out the door and immediatel" attac$ the
PCs.
This room is lined with three narrow rows of unk eds. There is not much room
to move around in here. There is a large trunk on the south wall containing
various articles of clothing.
There is a door to the south.
0* Anial S+eleton1Dog2: This neutral creature+s vital stats are - (d&,
$/ (, P :. Its primary attriutes are physical. It attacks with claws or ite
for (d; points of damage.-
CAR #11: PASSENGER CAR
!efore entering the room completely the P/s notice that there is no floor. Where
the floor should e is void space. There are ten rows of doule seats on each side of
the room with a window next to each seat. In the seats are ghostly passengers. $s
the party makes their way y they stare lankly at them. The don't look to e
hostile.
!t is not recommended that the part" attac$s the ghosts, as the" are +
monsters. !f one is attac$ed d% more will assist the attac$ed ghost.
Although there is no floor, the room can #e crossed as if there is one. The
PCs can choose to wal$ over it or the" can hop across the vacant seats. A
dexterit" chec$ is re'uired for each seat hopped. !f a PC fails the dexterit"
the" fall on to a sitting ghost, causing the ghost to #ecome angr" and attac$.
There are doors to the east and west.
CAR #12: PASSENGER CAR
There are ten rows of doule seats on each side of the room with a window next to
each seat. $ lue cotton carpet lays stretched out threw the center of the room. In
the seats are ghostly passengers. $s the party walks y they stare lankly at them.
The don't look to e hostile.
/ixed upon the ghosts are * s$eletons with hooded ro#es that will 0ump outand attac$ the PCs right #efore the" reach the west door. !t is not
recommended that the part" attac$s the ghosts, as the" are + monsters.
!f one is attac$ed d% more will assist the attac$ed ghost.
There are doors to the east and west.
)* S+eleton: This neutral creature+s vital stats are - (d(, $/ (0, P 1. Its
primary attriutes are physical. It attacks with a longsword for (d1 points of
damage.-
CAR #13: PASSENGER CAR
There are ten rows of doule seats on each side of the room with a window next to
each seat. $ lue cotton carpet lays stretched out threw the center of the room. In
the seats are ghostly passengers. $s the party walks y they stare lankly at them.
The don't look to e hostile.
/ixed upon the ghosts are * s$eletons with hooded ro#es that will 0ump out
and attac$ the PCs right #efore the" reach the west door. !t is not
recommended that the part" attac$s the ghosts, as the" are + monsters
!f one is attac$ed d% more will assist the attac$ed ghost.
There are doors to the east and west.
)* S+eleton: This neutral creature+s vital stats are - (d(, $/ (0, P 1. Its
primary attriutes are physical. It attacks with a longsword for (d1 points of
damage.-
CAR #14: PASSENGER CAR
There are ten rows of doule seats on each side of the room with a window next to
each seat. $ lue cotton carpet lays stretched out threw the center of the room. In
the seats are ghostly passengers. $s the party walks y they stare lankly at them.
The don't look to e hostile.
!t is not recommended that the part" attac$s the ghosts, as the" are +
monsters. !f one is attac$ed d% more will assist the attac$ed ghost.
There are doors to the east and west.
CAR #15: PASSENGER CAR
There are ten rows of doule seats on each side of the room with a window next to
each seat. $ lue cotton carpet lays stretched out threw the center of the room. In
the seats are ghostly passengers. $s the party walks y they stare lankly at them.
The don't look to e hostile.
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HE RAIN
scurrying across the floor.
There are doors to the north, south, east, and west. The door to the west is
loc$ed. !f the PCs inspect the walls the" will find 1 levers on #oth the north
and the south wall. All the levers must #e pulled simultaneousl" to open the
loc$ed door. !f the part" does not contain enough mem#ers to pull all the
levers, the" can approach Walnd and he will come out to pull a lever. The
part" can also wal$ #ac$ to /ar =(: and as$ the smiling ghost to come #ac$
with them and pull a lever.
)* Anial S+eleton1$at2: This neutral creature+s vital stats are - (d&, $/
(, P (. Its primary attriutes are physical. It attacks with claws or ite for
(d; points of damage.-
CAR #17B: SLEEPING UAR ERS
This room appears to e for someone of great importance. $ single ornamental ed
resides on the west wall which contains a resting human. $ small furnace is
located on the northern wall elow a window. To the south is a ookshelf lined
with classic literature, and to the east is a tale with a royal purple tale cloth with
gold trim.
The resting human is Walnd. e fought his way this far solo and is resting from his
wounds. Waldn's current P is at 0). e will answer any of the P/s *uestions
aout the train ut will not "oin their party. e purposely oarded the train hoping
to defeat the train into sumission, forcing it to drop him off to his home plane.
There is a door to the south.
Walnd: e is a *th level fighter, chaotic5neutral, human. is vital stats are
d67 +, * P, AC 7 6 +(8, 69 full chain suit-, /: 1 ft.
is primar" attri#utes are strength, constitution, charisma. is attri#utes
are strength 79; manual of gainful exercise 6%-, dexterit" *, constitution
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APPENDI 1: MONS ERS
HAUN
". E&"%!E$ED:
SI-E: /edium
HD: * d
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twice for d9 or #ite for d9. Fuadrupedal creatures will mainl" use the two5
claw attac$, while avian and inverte#rate creatures will rel" on the #ite. !n
all things, the @/ should #e the final ad0udicator in the t"pe of attac$ for
unusual creatures.
HE PHAN OM RAIN 6
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APPENDI 2: SPELLS
GORGE
LE3EL: Wi2ard <
&AS!IG !I(E:
$AGE: Touch
D%$A!I": 7d% rounds
SA3IG !H$"W: Wisdom negates
SPELL $ESIS!A&E: Ges
&"(P"E!S: :
This spell causes the target to eat uncontrolla#l". The victim will
continuousl" eat until the spells duration expires. !f there is no food
availa#le, the victim will eat an"thing around them, dirt, cloths, etc. A
wisdo sa/ing throw is allowed each round of the spells effect to stop the
eating. !f the victim does not pass a saving throw #" the end of the spells
duration, the victims stomach explodes and the victim dies.
GREASE
LE3EL: Wi2ard
&AS!IG !I(E:
$AGE: 7* ft.6* ft.E lvl.
D%$A!I": rd.Elvl
SA3IG !H$"W: +exterit" partialSPELL $ESIS!A&E: No
&"(P"E!S: :, 4, /
With the utterance of the arcane tongue, this spell fills a ft. #" ft. area
with a slim" slipper" grease. The summoned grease ma$es $eeping oneHs
footing almost impossi#le and re'uires an" #eings on foot attempting to pass
through the area to ma$e a de*terity sa/ing throw to avoid losing their
footing or falling. !ndividuals ma$ing their saving throw ma" onl" move at
half speed.
Alternatel" the spell ma" #e cast on a single o#0ect, such as a sword, wand,
staff or other such weapon, ma$ing the o#0ect impossi#le to hold onto unless
a successful de*terity sa/ing throw is made. A successful 4ave must #e
made each round in order to efficientl" wield the greased weapon or held
item.
The material spell component for this spell is a pinch of lard or a slice of
fatt" undercoo$ed #acon.
IRRESISTIBLE DANCE
LE3EL: Wi2ard <
&AS!IG !I(E:
$AGE: Touch
D%$A!I": d96 rounds
SA3IG !H$"W: None
SPELL $ESIS!A&E: Ges
&"(P"E!S: :
The living su#0ect feels an undenia#le urge to dance and #egins doing so,
complete with foot shuffling and tapping. The spell effect ma$es itimpossi#le for the su#0ect to do an"thing other than caper and prance in
place. The effect imposes a 59 penalt" to Armor Class and a 5 penalt" on
dexterit" saving throws, and it negates an" AC #onus granted #" a shield the
target holds.
HE PHAN OM RAIN 7
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8/9/2019 R1 the Phantom Train
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