TEXT: Murder on the Eberron Express 
   
   
  
   
  Murder on the Eberron Express 
   
   
  CREDITS 
  Writer: Orla ní Dhúill 
  Cover Artist: Laura Boland 
  Cartographer: Laura Boland 
  Editors: Matthew ‘Regitnui’ Booth and Hugo Boylan 
  Interior Illustrations: Laura Boland, DMsGuild Creator Resource Art 
  Proof-reading: Eric M 
  Play-testers: Sam Keaveney, Dave Fennell, Laura Boland, Jensen Bhroin, and Alan Dooley.  
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s 
  Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product 
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and 
  their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast. 
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 
  31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK 
  
  1 
   
  Contents 
  Introduction ................................... 2 
  RUNNING THIS ADVENTURE ............................. 2 
  MANAGING SECRETS ....................................... 3 
  STORY OUTLINE ............................................... 4 
  EGAN BAKKER .................................................. 4 
  BAKKER’S PISTOL.............................................. 5 
  Chapter 1 Character Creation ........ 6 
  BEFORE THE GAME BEGINS .............................. 7 
  MOTIVES FOR MURDER ................................... 7 
  CHARACTER EQUIPMENT ................................. 8 
  THE SCHOLAR .................................................. 9 
  If the Scholar is the murderer ........................ 10 
  THE FORMER BUSINESS PARTNER .................. 11 
  If the Business Partner is the murderer .......... 12 
  THE SECRETIVE LOVER ................................... 13 
  If the Lover is the murderer ........................... 14 
  THE SPOUSE ................................................... 15 
  If the Spouse is the murderer ......................... 16 
  THE LOST HEIR ............................................... 17 
  If the Heir is the Murderer ............................. 18 
  THE VETERAN CONDUCTOR ........................... 19 
  If the Conductor is the murderer .................... 20 
  THE ICE QUEEN .............................................. 21 
  If the Ice Queen is the murderer .................... 22 
  THE LOYAL RETAINER ..................................... 23 
  If the Loyal Retainer is the Murderer .............. 24 
  Chapter 2: Murder ....................... 25 
  SEARCHING CHARACTERS OR THEIR CABINS ... 26 
  LAYOUT OF THE TRAIN ................................... 27 
  Map of the 101 Lightning Express service ....... 28 
  SECOND-CLASS CAR ....................................... 29 
  THE CARGO HOLD ......................................... 30 
  BLUE SHIELD ................................................. 31 
  Chapter 
  3: 
  Complications 
  & 
  Conclusions .................................. 32 
  RED HERRINGS (OPTIONAL FLAVOR LORE) ..... 32 
  DAMAGE TO THE TRAIN ................................ 32 
  A SECOND MURDER ...................................... 33 
  CONCLUDING THE STORY .............................. 33 
  Appendix 1: The NPCs .................. 34 
  The Scholar ................................................... 34 
  The Former Business Partner ........................ 35 
  The Secretive Lover ....................................... 36 
  The Spouse ................................................... 37 
  The Lost Heir ................................................. 38 
  The Veteran Train Conductor ........................ 39 
  The Ice Queen ............................................... 40 
  The Loyal Retainer ........................................ 42 
  Swarm of Chickens ........................................ 43 
  Swarm of Bees .............................................. 44 
  Appendix 2: Magic Items .............. 45 
  Alchemy Jug .................................................. 45 
  Dust of Disappearance .................................. 45 
  Gem of Seeing ............................................... 46 
  Philter of Love ............................................... 46 
  Potion of Healing .......................................... 46 
  Potion of Sleep .............................................. 46 
  Sending Stones.............................................. 46 
  Slippers of Spider Climbing ............................ 47 
  The Survivors’ Jerkin ..................................... 47 
  Wand of Magic Detection .............................. 47 
   
   
   
  
  2 
   
  Introduction 
  Egan Bakker is a foundling from House 
  Cannith, 
  one 
  of 
  Khorvaire’s 
  powerful 
  Dragonmarked Houses, trying to make his 
  way into their good graces. Bakker is an 
  artificer on his way from Sharn to Fairhaven 
  with his family and a suspicious collection of 
  others. On the final day of travel, Bakker is 
  shot and killed with a newly invented firearm.  
  Murder on the Eberron Express in a 3-
  5 hour one-shot for level 6 characters that 
  gives you all the fun of a game of Clue, with 
  all the variety of Dungeons & Dragons Fifth 
  Edition. It is set in Eberron, an unusual D&D 
  setting, that is darker and with more pulp noir 
  aesthetics.  
  Stories 
  primarily 
  focus 
  on 
  the 
  continent of Khorvaire following the long and 
  destructive Last War. Much has been lost, but 
  Eberron 
  is 
  still 
  notably 
  technologically 
  advanced and blends artifice with arcane 
  magic.  
  The premise of the adventure is that 
  the characters must solve the murder before 
  they get to Fairhaven or the killer might 
  escape, and they might be blamed by the 
  Fairhaven guard. Also, the possibility that one 
  of them did it is always there. 
   
   
  RUNNING THIS ADVENTURE 
  It is strongly recommended that you read the 
  whole book before trying to run this 
  adventure. While most of the mechanical 
  effects and information required to run this 
  adventure is contained in this book, it is also 
  recommended that the Dungeon Master have 
  access to the Players Handbook and Dungeon 
  Masters’ Guide for spells and other effects we 
  might not have been predicted. 
  It would also be useful for the DM to have 
  access to Eberron: Rising from The Last 
  War or Wayfinders Guide to Eberron before 
  running this adventure. The most important 
  lore for your players to understand is that the 
  continent of Khorvaire has just emerged from 
  a war that lasted a hundred years. Very few 
  people remember life before the war and two 
  years of peace is not much time to readjust 
  your world view.  
  The Last War; a civil war that ripped the 
  kingdom of Galifar apart, ended just two 
  years ago with the Treaty of Thronehold 
  which recognized twelve nations. One of the 
  only constants from before the war, during it, 
  and now is the power of the dragonmarked 
  families and their Houses. These Houses 
  
  3 
   
  operate like neutral, independent entities 
  across all the countries and hold tight 
  monopolies over certain industries and fields.  
  Their power stems from the dynastic arcane 
  sigils that appear on the skin of certain family 
  members, granting them particular magical 
  skills. House Orien, for example, holds the 
  Mark of Passage which, among other powers, 
  allows them to control the lightning rail, 
  where this story takes place. 
   
  There 
  are 
  eight 
  ‘character 
  archetypes’ 
  supplied in the character creation section 
  numbered 1-8. Whatever roles go unfilled are 
  the 
  Non-Player 
  Characters 
  (NPCs) 
  that 
  populate the train. NPC stat blocks for each 
  role can be found in Appendix 1.  
             For each archetype, there is a printable 
  archetype sheet that gives the player 
  information, motivation and clues related to 
  their archetype. On the back of this sheet is 
  information as to how the murder would 
  happen if that character is the murderer.  
  For this adventure, it is necessary to allow 
  Player Characters to roll contested rolls 
  against each other, including social rolls.  
   
  Before the adventure begins the DM should: 
   Give the players access to the 
  archetype table 
   Let them choose their archetypes or 
  roll a D8.  
   Give them a chance to answer the 
  question on the archetype sheet and 
  discuss 
  any 
  possible 
  connected 
  backstory with other players 
   Then roll a D8 to determine the 
  murderer. 
   
  If the murderer is a Player Character (PC), let 
  them know and allow them the opportunity 
  to discuss the murder with another player if 
  their archetype sheet calls for it, such as the 
  Ice Queen and the Loyal Retainer. 
  If the murderer is NPC, then none of 
  the PCs should know who the murderer is to 
  begin with.  
   
  MANAGING SECRETS 
  There are many points at which the DM may 
  need to confer with the murderer or let one 
  PC know a piece of information that the 
  others should not know. When playing 
  around a table there are several ways to 
  manage this while building tension in the 
  game. 
  
  4 
   
             Whisper or pass notes to each player in 
  turn. Some of these notes may hold fairly 
  banal information but this will make it harder 
  for players to single out the murderer. 
  Continue to pass notes, sometimes asking 
  questions they must reply to encourage 
  players to pass notes back. This will give the 
  murderer cover to pass the DM information 
  as well, such as trying to hide an action or 
  move stealthily. 
   
  STORY OUTLINE 
  The game begins after the characters have 
  already spent 2 days on the train together. 
  The train is traveling from Sharn to Fairhaven. 
  There are 5 hours in-game time before the 
  train reaches Fairhaven and the murderer can 
  escape. The DM should use this time limit to 
  add tension at key moments. 
  Chapter One is Character Creation and 
  determining the murderer. Players can 
  choose an archetype from the table or roll a 
  D8 to select at random (re-rolling on repeats). 
  Race, class, and gender are for the player to 
  decide, except in the case of The Lost Heir 
  who must play a human, dragonmarked 
  human, half-elf or half-orc.  
  Chapter Two introduces the layout of the 
  train, the discovery of the murder scene, and 
  the encounter with Blue Shield, Bakker’s 
  warforged bodyguard.  
  Chapter Three gives details on how to 
  continue the investigation, a potential second 
  murder, red herrings, and secrets before 
  explaining how to bring the story to a 
  conclusion. 
   
  EGAN BAKKER 
  Egan Bakker has made his fortune in his home 
  city of Sharn, the City of Towers. He has the 
  Dragonmark of Making, but his mother was 
  an excoriate (a member of the house who 
  was banished) of House Cannith. The leader 
  of House Cannith in Sharn, Baron Merrix 
  d’Cannith, hated Egan’s mother so much that 
  he would not even accept Egan into the house 
  when he returned as an adult. 
  Egan has spent many years attempting to win 
  the good favor of the Baron Merrix d’Cannith, 
  but was continuously rebuffed, so now he and 
  his household are leaving Sharn and moving 
  to Fairhaven to meet with another Baron of 
  House Cannith, Jorlanna d’Cannith. She is a 
  rival to Merrix, and she has a competing claim 
  on the leadership of House Cannith. Traveling 
  with Bakker is his spouse, his loyal retainer, 
  his former business partner, his bodyguard, 
  
  5 
   
  his lover and a strange youth who claims to 
  be his long-lost child. 
  Egan Bakker is an artificer that specializes in 
  weapons. Recently he developed a new kind 
  of firearm that does not require arcane 
  training to use through its use of explosive 
  powder and makes hardly any noise when 
  fired due to a Silence enchantment. This 
  invention seems to have caught the interest 
  of quite a few people. 
   
  BAKKER’S PISTOL 
  Ranged weapon (range 35ft (90)) 
  Damage 1d10+Dex 
  Holds 4 rounds 
  A character must SUCCEED on a DC 18 
  Intelligence check to operate the pistol 
  without disadvantage. On their first attempt 
  to fire, a character that rolls below a 10, 
  misfires the pistol.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  6 
   
  Chapter 1 Character Creation 
  D8 Character Role 
  Description 
  1 
  The Scholar 
  You knew the victim socially of course, but not well. You are privileged, 
  well-educated, soft-spoken and a little snobbish. Egan Bakker once 
  humiliated you in public and you have never forgotten. 
  2 
  The Former 
  Business Partner 
  You worked together, sure, and no it didn’t end well, what of it? Just what 
  are they trying to imply? You helped Bakker when one else trusted him, 
  and he stiffed you. Now you’re stuck on a train for days with him and his 
  loudmouth habits… 
  3 
  The Secretive 
  Lover 
  You’re sexy and you know it. You don’t tell people where you’re from or 
  your history, because half the fun is the mystery right?  You’re sleeping 
  with someone on this train (maybe a few of them) but what did you really 
  think of Egan Bakker?  
  4 
  The Spouse  
  You’ve been estranged from Egan for some time. Perhaps you never truly 
  loved each other, perhaps you were once very in love. Either way, recently 
  Egan’s attention has been elsewhere. Was it an affair like you suspected? 
  Or did he know something terrible was going to happen? 
  5 
  The Lost Heir 
  You never knew your father until letters that your mother had kept led you 
  to Egan Bakker with proof. You confronted him, but he did not believe you. 
  Then a few days later, out of the blue, he asks you to come with him to 
  Fairhaven. Now that he’s dead, are you heartbroken not to have gotten 
  that chance or did you secretly hate the father who was absent from your 
  life? You certainly stand to profit now. 
  6 
  The Veteran 
  Conductor 
  Readjusting after the war has not been easy. Getting this job on the lighting 
  rail was the best thing that could have happened to you. But Egan Bakker 
  knows things about your past and is using them to get favors. You let him 
  sneak that stupid new invention of his onto the train because of it.  
  7 
  The Ice Queen 
  A cold personality, and no apparent connection to anyone there, but 
  maybe you knew Egan Bakker a long time ago before he made his money. 
  Maybe you have a debt to collect.  
  8 
  The Loyal Retainer Whether a personal servant, sidekick or mild-mannered friend of the 
  victim, you’ve been by Egan’s side for years. You seem to grieve for him the 
  most, but you also knew all his secrets and had to clean up after all his 
  messes all these years… Was he ever even grateful? 
   
   
  
  7 
   
  In Appendix 1 there are character sheets for 
  each of the archetypes to play as Non-Player 
  Characters (NPCs) if they do not get selected 
  by a player character or to use as pre-
  generated character sheets for the players to 
  speed up game preparation.  
   
  BEFORE THE GAME BEGINS 
  Before the game starts, make sure your 
  players have had time to read their archetype 
  sheets and either build a character or 
  understand the pre-generated one that they 
  were given.  
  Take a moment to introduce them by 
  their characters’ names and clarify the 
  relationships 
  between 
  characters. 
  For 
  example, The Spouse, The Former Business 
  Partner, and The Loyal Retainer all know each 
  other very well. The Scholar, The Lover, and 
  The Heir are newcomers to Bakker’s life. 
  This should be made clear on the 
  archetype sheet but there is also room for 
  characters to expand on what is written.  
   
   
   
  MOTIVES FOR MURDER 
  Each archetype has its own possible motives 
  for murder, but there is also the table below 
  where characters can roll a D6 for motives 
  that could apply to any of the character 
  archetypes.  
   
  D6 Motive 
  1 
  House Agent. You have the House 
  Agent background, and the house 
  you serve has sent you to kill Bakker, 
  steal his gun, and discover whether 
  he invented it alone or if he received 
  designs from somewhere else.  
  2 
  The Memories of War. You fought 
  the Last War, not like Bakker. You 
  understand how fragile the peace is 
  and better tools for assassinations 
  like this “pistol” risk everything.  
  3 
  Personal Revenge. Bakker wronged 
  you and it has become too much to 
  bear.  
  4 
  He is just the worst. Bakker is an 
  objectively awful person. He uses 
  those around him as tools and 
  Eberron is better off without him. 
  5 
  Business Rival. This new weapon has 
  the potential to be very profitable, 
  and better you than Bakker.  
  6 
  The Best Defense, is a good murder. 
  Bakker was a threat to you in some 
  way. Maybe it was what he knew 
  about you, maybe it was his new 
  invention, or what he planned to do 
  once in House Cannith; whatever it 
  was he had to die. 
  
  8 
   
   
   
  CHARACTER EQUIPMENT 
  Players can select one piece of advanced gear 
  (highly quality armor, +1 enchanted weapon 
  or other uncommon magic items) at the DM’s 
  discretion or roll on the table below.  
  However, all weapons and magic items will be 
  locked in the cargo hold at the start of the 
  game. In the game introduction, characters 
  can try to sneak a small item such as daggers 
  or amulets onto the train.  
  To successfully smuggle such an item onboard 
  they must succeed on a contested roll by the 
  Train Conductor searching them. The Train 
  Conductor has a Wand of Magic Detection, so 
  searches for magical items are made with 
  advantage. 
   
   
   
   
   
   
   
   
   
  D8 
  Item 
  Description 
  1 
  Alchemy Jug 
  You can use an action 
  and name one liquid 
  to cause the jug to 
  produce the chosen 
  liquid. 
  2 
  Dust 
  of 
  Disappearance 
   
  2d4 
  minutes 
  of 
  invisibility 
  for 
  everything 
  within 
  10ft. 
  3 
  Gem of Seeing 
  10 minutes of 120ft 
  truesight. 
  4 
  Philter of Love 
  Potion: 1 full hour 
  charm 
  5 
  Potion 
  of 
  Healing 
  2d4+2 
  hit 
  points 
  restored when drunk. 
  6 
  The Survivors’ 
  Jerkin 
  +1 
  Enchanted 
  Studded 
  Leather 
  Armor. 
  7 
  Sending Stones 
  Remote 
  conversations, 
  only 
  once a day. 
  8 
  Slippers 
  of 
  Spider Climbing 
  Climb speed equal to 
  your walking speed. 
   
   
   
   
   
   
   
   
  
  9 
   
  THE SCHOLAR 
  You are privileged, well-educated, soft-
  spoken and a little snobbish.  
   
  Your primary reason to take this train 
  journey is that the Lover told you it was 
  important to Bakker. You were going to try to 
  make the Lover publicly choose you over him 
  to humiliate Bakker.   
   
  What you know: 
   You think Bakker is a cash-grabbing 
  social climber who made his money 
  during the war as an arms dealer. 
   You met him at social events and 
  parties in the last few years. At one he 
  humiliated you and you’ve hated him 
  ever since. 
   You’ve been sleeping with The Lover, 
  who Bakker has had on his arm, for a 
  short while.   
   
  Who you know: 
   You hate Egan Bakker 
   You’ve met the Spouse once or twice 
   You’ve been sleeping with the Lover 
  for a short time. 
   
  At the time of the murder: 
   You were just waking up in your cabin 
  with The Lover. 
   They left shortly before you heard the 
  conductor yelling for help.  
   You are unlikely to want to advertise 
  you were with the Lover if you have a 
  choice, as it gives you another motive 
  to kill Bakker but if you are accused, 
  you’ll use them as an alibi. 
   
  The player must decide: 
   How did Bakker humiliate you? 
   How do you really feel about the 
  Lover? 
   
  Items in your cabin: 
   A lot of books, writing materials, and 
  ink 
   One of the Lover’s earrings under your 
  pillow 
   
   
  
  10 
   
  If the Scholar is the murderer 
  If the Scholar killed Bakker, it was on impulse. 
  After the Lover left your cabin you went into 
  the dining car and saw Bakker there 
  unconscious. His pistol was ostentatiously on 
  his hip, as always. Maybe when you picked it 
  up at first, you were thinking of stealing it, 
  just out of spite.  
  Then as you held it in your hand, 
  remember him boasting about how quiet it 
  was, you realized you can have him dead and 
  gone from your life.  
  You tossed the gun back onto the 
  table, burning your hand on the hot barrel. 
  Your nightshirt was covered in blood, you 
  pulled it off and hid it behind some seats 
  before running back into your room. The 
  conductor found Bakker’s body and started 
  shouting for help just seconds later.  
   
  What might get you caught: 
   The burn on your hand 
   The Lover left before the muffled 
  gunshot 
   The bloody nightshirt might not 
  identify you, but it narrows it down to 
  someone of your size. 
   
   
  A second murder 
  The Scholar will be reluctant to commit a 
  second murder but will panic if they feel 
  anyone is getting close to figuring them out. 
   
  If an NPC sees the burn on your hand, 
  the DM will pass you a note and you can 
  decide if it’s enough to kill them. If a PC looks 
  close to catching you, you can strike without 
  warning the DM.  
   
  
  11 
   
  THE FORMER BUSINESS 
  PARTNER 
  You have known Egan Bakker for fifteen years 
  or more and even helped him set up his first 
  workshop. At first, everything was split fifty-
  fifty, but then he squeezed you out of the 
  business right before he made it big.  
   
  What you know: 
   Egan Bakker is loud; a bully and he 
  loves money more than anything. 
   He does love his spouse in his own, 
  possessive way, but they are too good 
  for him. 
   He still owes you a hundred gold.  
   His inventions would have never been 
  bought during the War if not for your 
  hard work and as soon as they were, 
  he ditched you. 
   Recently he seemed interested in your 
  help again. You hate it, but you want 
  the money he owes you. 
   
  Who you know: 
   You’ve known The Spouse since they 
  met Bakker 
   The Loyal Retainer has known Egan 
  longer than you 
   The Ice Queen looks very familiar 
   
  At the time of the murder: 
   You were drinking together in the 
  First-Class Dining Car until he passed 
  out. 
   You left him sleeping it off on the table 
  and went to bed.  
   
  The player must decide: 
   How exactly did the partnership end? 
   How did you get involved in arms 
  dealing during the war? 
   
  Items in your cabin: 
   An old picture of you and Egan at a 
  party from when you first met. The Ice 
  Queen 
  is 
  just 
  visible 
  in 
  the 
  background. A coincidence? 
   A schema for a device very similar to 
  Bakker’s new pistol. 
   
   
  
  12 
   
  If the Business Partner is the 
  murderer 
  Bakker has owed you so much for so long. 
  Now he has the nerve to drag you all the way 
  to Fairhaven just to help him more. You both 
  knew he is going to double-cross you again, 
  but then he got so drunk that he just 
  admitted it.  
   
  You just lost your temper. Then he 
  was dead. You washed all the blood off your 
  clothes and hid them under your mattress.  
   
  What might get you caught: 
   You were known to be the last person 
  with him that night. 
   It’s well known that Bakker betrayed 
  you. 
   There’s a pile of wet clothes under 
  your mattress.  
   
  A second murder 
  You don’t want to kill anyone else, but to 
  protect yourself you will.  
   
  If an NPC is close to catching you, the 
  DM will pass you a note and you can decide if 
  it’s enough to kill them by passing a note 
  back. If a PC looks close to catching you, you 
  can strike without warning the DM. 
   
   
   
    
   
  
  13 
   
  THE SECRETIVE LOVER 
  You’re sexy and you know it. You don’t tell 
  people where you’re from or your history 
  because half the fun is the mystery right?  You 
  have been publicly on Bakker’s arm for a 
  while now, accepting his gifts, but what do 
  you really think of him?   
   
  What you know: 
   He was a greedy, selfish man, but 
  giving lavish gifts made him feel 
  important. 
   Bakker had no intention of ever 
  leaving his spouse for you. 
   Even though it was assumed the 
  House in Fairhaven would accept him, 
  he was still paranoid they would not. 
   The 
  Scholar 
  hated 
  Bakker 
  for 
  humiliating them at a party a year ago, 
  but you do not know much about it. 
   
  Who you know: 
   The Spouse (from a distance) 
   The Loyal Retainer from his waiting on 
  Egan 
   You’ve been sleeping with The Scholar 
  for a short time. 
   
   
  At the time of the murder: 
   You were waking up in the Scholar’s 
  cabin. 
   You crept from their room back to 
  your own before dawn.  
   You will claim to have been alone at 
  first, but if any accusations come, 
  you’ll admit where you were.  
   
  The player must decide: 
   Were you sleeping with Bakker? 
   How do you feel about the Scholar? 
   What is one secret that either Bakker 
  or the Scholar might know about you? 
   
  Items in your cabin: 
   Gifts from Bakker (jewelry, perfume, 
  etc.) 
   One of the Scholar’s notebooks 
   
   
  
  14 
   
  If the Lover is the murderer 
  If the Lover was the murderer, it was an 
  impulsive 
  decision 
  after 
  seeing 
  Bakker 
  unconscious in the Dining Cart after sneaking 
  out of the Scholar’s quarters.   
   
  After you shot him, there was blood 
  everywhere and you panicked. You ran into 
  the bathroom to clean yourself up, hiding 
  your glamerweave dress in the toilet cistern. 
   
  What might get you caught: 
   The Scholar might realize you left their 
  quarters too early to have an alibi for 
  the murder. 
   The bloody glamerweave dress will be 
  recognized if it’s found.  
   
  A second murder 
  The Lover will be reluctant to kill again but to 
  protect yourself, you will.  
   
  If an NPC goes looking in the cistern 
  the DM will pass you a note and you can 
  decide if you are willing to risk killing them or 
  not.  
   
  If a PC looks close to catching you, you 
  can strike without warning the DM. 
   
   
  
  15 
   
  THE SPOUSE 
  You’ve been estranged from Egan for some 
  time. Perhaps you never truly loved each 
  other, perhaps you were once very in love. 
  Either way, recently Egan’s attention has been 
  elsewhere.  
   
  What you know: 
   You married Egan ten years ago.  
   You fought in the War. He did not. 
   At first, his ambition was exciting, then 
  it was draining.  
   He’s been neglecting you for the past 
  three years. 
   His rejection by the Baron of House 
  Cannith South means that he takes 
  smaller rejections very badly.  
   He 
  was 
  blackmailing 
  the 
  Train 
  Conductor 
   Egan has already functionally been 
  accepted into House Cannith West 
   
  Who you know: 
   The Former Business Partner was still 
  good friends with Egan when you 
  married him 
   The Loyal Retainer has been living in 
  your house the whole time 
   You’ve seen The Scholar at parties 
   You know of The Lover. 
   You were surprised by the appearance 
  of the Lost Heir recently. 
   You’ve met the Conductor once or 
  twice. 
   Blue Shield is most devoted to Egan, 
  but they protect you too 
   
  At the time of the murder you were: 
   Asleep in your quarters. You had taken 
  your sleeping potion and didn’t realize 
  that Egan hadn’t come back.  
   You had mixed some of your sleeping 
  potion with Egan’s brandy  
   
  The player must decide: 
   Do you still love Egan? Were you 
  jealous 
  of 
  the 
  Lover 
  or 
  just 
  humiliated? 
   What do you feeling about the War? 
   
  Items in your cabin: 
   A chest filled with single doses of 
  Potion of Sleeping. 
   A letter to Egan from the Conductor 
  asking for the blackmail to stop, 
  begging that they had done enough. 
   A piece of your old military banner. 
  
  16 
   
  If the Spouse is the murderer 
  It’s always the Spouse, right? You have grown 
  to hate Egan. He refuses to love you and yet 
  refuses to leave you. You drugged his brandy 
  earlier in the night, thinking this would stop 
  him from being unfaithful but you saw the 
  Lover sneaking back into their room before 
  dawn and assumed that they had been with 
  Egan.  
  In a fit of rage, you killed him with his own 
  precious gun.  
   
  What might get you caught: 
   You are well known to have the potion 
  Egan was dosed with before he died. 
   People always assume it’s the spouse. 
   There was no one in your cabin to give 
  you an alibi. 
   You pulled a dressing gown on over 
  your blood-stained nightdress, but you 
  are still wearing it, so you don’t risk 
  leaving it around to be found. This 
  makes getting searched a risk.  
   
  A second murder 
  You have killed before many times during the 
  war. This is a life-and-death circumstance, so 
  you will do what it takes to survive until you 
  can leave this train.  
   
  If an NPC starts to figure it out, the 
  DM will pass you a note and you can decide if 
  you are willing to risk killing them or not.  
   
  If a PC looks close to catching you, you 
  can strike without warning the DM. 
   
   
  
  17 
   
  THE LOST HEIR 
  You never knew your father. That was until 
  letters that your mother had kept led you to 
  Egan Bakker with proof. You confronted him, 
  but he did not believe you. Then a few days 
  later, out of the blue, he asked you to come 
  with him to Fairhaven so he can get to know 
  you better.  
  Now that he’s dead, are you heartbroken 
  not to have gotten that chance or did you 
  secretly hate the father who was absent from 
  your life? You certainly stand to profit now. 
   
  What you know: 
   One day Bakker didn’t seem interested 
  in 
  knowing 
  you. 
  The 
  next 
  he 
  completely changed his mind. 
   He claims he had no idea you existed. 
   The night before the murder, you saw 
  the Spouse mixing something into the 
  brandy bottle that Bakker took to 
  drink 
  with 
  his 
  Former 
  Business 
  Partner.  
   
  Who you know: 
   You met The Spouse at the Bakker 
  home when you visited 
   You met the Loyal Retainer and Blue 
  Shield in the journey to the lightning 
  rail station 
   
  The player must decide: 
   The 
  Heir 
  must 
  be 
  a 
  human, 
  dragonmarked human, half-elf or half-
  orc. 
   Why do you even want Egan Bakker to 
  acknowledge you? 
   What do you think of him? 
   
  Items in your cabin: 
   A picture of Bakker and your mother. 
   Something you stole. 
   
   
  
  18 
   
  If the Heir is the Murderer 
  Did you hate him for abandoning you? Did 
  you just need him to acknowledge you so you 
  could inherit everything? 
   
  Whatever your reason, you saw the 
  Spouse drugging his brandy and you said 
  nothing. You waited until he passed out and 
  the others left so you could kill him.  
   
  What might get you caught: 
   You stand to inherit nearly half of 
  Bakker’s assets. 
   Everyone knows he was an absentee 
  father. 
   You pulled a tunic on over your bloody 
  shirt, but you are still wearing it, so 
  you don’t risk leaving it around to be 
  found. This makes getting searched a 
  risk. 
   
  A second murder 
  If an NPC starts to figure it out the DM will 
  pass you a note and you can decide if you are 
  willing to risk killing them or not.  
   
  If a PC looks close to catching you, you 
  can strike without warning the DM. 
   
   
   
  
  19 
   
  THE VETERAN CONDUCTOR 
  Readjusting after the War has not been easy. 
  Getting this job on the lightning rail was the 
  best thing that could have happened to you.  
   
  What you know: 
   You’ve known Egan Bakker since 
  before the War ended. 
   He knows things about you that he 
  enjoys 
  holding 
  over 
  your 
  head, 
  blackmailing you so you do him favors 
  whenever you’re in Sharn.  
   You even let him bring that stupid 
  pistol onto the train and he’s been 
  flaunting it. 
   
  Who you know: 
   You’ve seen The Loyal Retainer 
  hanging around Bakker, doing his 
  bidding too 
   You’ve met The Spouse, they were a 
  solider too, and you like them better 
  than Bakker. 
   You are aware of Bakker’s warforged 
  bodyguard, Blue Shield, in the cargo 
  hold.  
   
   
  At the time of the murder: 
   You were doing your last patrol of the 
  train and had locked up the galley. 
   You saw Bakker slumped over a table. 
   You went back to the staff quarters 
  and slept before finding him dead just 
  before dawn the next day.  
   
  The player must decide: 
   How affected by the War are you? 
   What does Egan Bakker know about 
  you? 
   What evidence of the blackmail might 
  exist? 
   
  Items in your cabin: 
   Wand of Magic Detection. 
   Keys for Engine and Cargo Cars. 
   Schema of the train. 
   
   
  
  20 
   
  If the Conductor is the 
  murderer 
  Egan Bakker was a bastard. He cheated 
  people. He was a terrible husband and it 
  looked like an even worse father. He never 
  had any intention of letting you live in peace.  
   
  Then he got so drunk he passed out 
  right in front of you. That stupid gun was right 
  there on his hip.  
   
  What might get you caught: 
   You searched each of the passengers 
  when they arrived for weapons. You 
  let Bakker take the pistol on board. 
   You were the last one to bed that 
  night and the first one up in the 
  morning to “find” the body. 
   The Spouse and the Loyal Retainer 
  know that Bakker was blackmailing 
  you. 
   Your bloodstained shirt is in your room 
  in the staff quarters. where the 
  passengers are not allowed access but 
  enforcing this rule might make you 
  look suspicious.  
   
   
   
  A second murder 
  You won’t kill again unless you are attacked 
  outright.  
   
   
   
   
  
  21 
   
  THE ICE QUEEN 
  A 
  cold 
  personality, 
  and 
  no 
  apparent 
  connection to anyone there, but maybe you 
  knew Egan Bakker a long time ago, twenty 
  years or more, before he made his money, 
  and you have a debt to collect. 
   
  What you know: 
   Egan Bakker is greedy, egotistical and 
  resentful.  
   He hates House Cannith as much as he 
  is desperate to be accepted by them. 
   Bakker secretly knew the Heir existed 
  this whole time, despite what he says. 
   You helped Bakker pay off the Heir’s 
  mother. 
   You know the Loyal Retainer well; they 
  have kept cleaning up after Bakker all 
  these years.  
   Bakker was not expecting to see you 
  on this train, but the Loyal Retainer 
  was. 
   House 
  Cannith 
  West 
  is 
  already 
  prepared to accept Bakker.  
   
  Who you know: 
   The Loyal Retainer is the only one who 
  has known Bakker long enough to 
  know you too 
   The Former Business Partner saw you 
  once but you don’t think he recognizes 
  you 
   You saw the Heir as a baby, they will 
  not recognize you. 
   
  At the time of the murder: 
   You were in your cabin with the Loyal 
  Retainer discussing Bakker’s debt to 
  you. 
   The nature of that conversation is 
  sensitive, and you will not share it 
  easily. 
   
  The player must decide: 
   What is your real business? 
   What deep secret does Bakker owe 
  you for? 
   What is your real relationship with the 
  Loyal Retainer? 
   
  Items in your cabin: 
   An old letter from Bakker thanking you 
  for your help and promising to pay you 
  back someday. 
   
  
  22 
   
  If the Ice Queen is the 
  murderer 
  If the Ice Queen killed Bakker, it was calmly, 
  with good reason and with the Loyal 
  Retainer’s help.  
   
  The Loyal Retainer saw The Heir 
  sneaking around watching the Spouse and 
  followed. They saw the Spouse drug Bakker’s 
  brandy and told the Ice Queen. The Ice Queen 
  decided it was the right time to strike. They 
  would only have to sow enough confusion to 
  make it as far as Fairhaven and then escape.  
   
  Make sure to communicate with the 
  Loyal Retainer. They will likely do as you say 
  and might even kill for you to keep this 
  covered up. 
   
  What might get you caught: 
   You are one of the few people in first-
  class without an explicit tie to Bakker. 
  None of the others know you and so 
  might be suspicious.  
   Your bloody clothes are in the Loyal 
  Retainer’s cabin, soaking in a tub of 
  water.  
   
   
  A second murder 
  You have no problem killing to survive but will 
  avoid the mess unless necessary.  
  If an NPC starts to figure it out, the DM will 
  pass you a note and you can decide if you are 
  willing to risk killing them or not.  
   
  If a PC looks close to catching you, you 
  can strike without warning the DM. 
   
   
   
   
   
   
  
  23 
   
  THE LOYAL RETAINER 
  Whether 
  a 
  personal 
  servant 
  or 
  mild-
  mannered sidekick of the victim, you’ve been 
  by Egan’s side for years. You seem to grieve 
  for him the most, but you also knew all his 
  secrets and had to clean up after all his 
  messes all these years… was he ever even 
  grateful? 
   
  You were very loyal to Bakker because 
  Bakker had helped you long ago and kept one 
  of your deepest secrets.  
   
  What you know: 
   Bakker used people then discarded 
  them.  
   You know that he knew that the Heir’s 
  mother had come to him and Bakker 
  paid her to go away.  
   He did not care that the Spouse is 
  unhappy, so long as they do not leave 
  him.  
   He 
  was 
  blackmailing 
  the 
  Train 
  Conductor 
  for 
  something 
  that 
  happened years ago 
   House Cannith West has already 
  accepted Bakker 
   
   
  Who you know: 
   You’ve been with Bakker longest, so 
  you know the Ice Queen 
   You have lived with Bakker for years 
  and so you also lived with the Spouse 
   You knew the Former Business Partner 
  but kept your distance.  
   You met the Conductor but kept your 
  distance.  
   You saw the Heir as a baby, but they 
  will not recognize you 
   You have seen the Lover but not 
  spoken to them 
   
  At the time of the murder: 
   You were in the Ice Queen’s cabin 
   
  The player must decide: 
   Who is the Loyal Retainer really? 
   What is the awful secret Bakker kept 
  for you? 
   What is your real relationship to the 
  Ice Queen? 
   
  Items in your cabin: 
   Egan and your clothes in a tub of 
  water 
   
   
  
  24 
   
  If the Loyal Retainer is the 
  Murderer 
  If the Loyal Retainer killed Bakker, it was hate-
  fueled, desperate and assisted by the Ice 
  Queen. Whatever protection you needed 
  from Bakker; they have promised to give you 
  now. 
   
  You saw The Heir sneaking around 
  watching the Spouse and followed. You saw 
  the Spouse drug Bakker’s brandy and told the 
  Ice Queen who told you that the time was 
  right. 
  Make sure to communicate with the 
  Ice Queen, if the Ice Queen is a player 
  character. 
   
  What might get you caught: 
  Your own bloody clothes are soaking in a tub 
  of cold water under your bed.  
   
  A second murder 
  You will be hesitant to kill again, but if the Ice 
  Queen tells you to, you will.  
  If an NPC starts to figure it out the DM will 
  pass you a note and you can decide if you are 
  willing to risk killing them or not.  
   
  If a PC looks close to catching you, you 
  can strike without warning the DM. 
   
   
   
  
  25 
   
  Chapter 2: Murder 
  As the game begins, ask the players if they 
  intend to smuggle a small item on board and 
  roll contested Dexterity (Sleight of Hands) or 
  Charisma (Deception) versus the Conductor’s 
  Intelligence (Investigation) or Perception 
  (Wisdom), whether they are an NPC or PC. 
  Then have those characters that succeeded 
  pass you a note that tells you what they snuck 
  on board.  
  Then ask the players how they think 
  they have spent the last two days aboard the 
  train up until the night before the murder 
  when all the first-class passengers had dinner 
  in the dining cart. Who sat with whom? Who 
  made conversation? After dinner, drinks were 
  served, and the players know where their 
  archetype was by midnight. 
  The next morning the Conductor finds 
  Egan Bakker’s body. If the Conductor is a PC, 
  ask the player how they respond. If the 
  Conductor is an NPC, they shout for help until 
  someone appears.  
  Ask the players who enters first and how they 
  react to Bakker’s death until all the players 
  are included in the scene.  
  It is clear that Bakker has been shot 
  twice in the back. There is a mostly empty 
  bottle of brandy on the table beside the body. 
  Let the players direct how the action happens 
  next.  
  A character that succeeds on a DC 15 
  Intelligence (Medicine) check can tell that 
  Bakker has been dead at least an hour but no 
  more than five hours, putting the time of 
  death between midnight and five in the 
  morning. 
  A character that succeeds on a DC 14 
  Intelligence (Investigation) check can tell that 
  Bakker was shot twice in the back by 
  someone standing directly over him, while he 
  was slumped forward on the table.  
   
  There are two bullet holes in the table 
  under Bakker’s body with the bullets lodged 
  inside. 
  After a short while, one of the NPCs 
  will suggest getting Bakker’s bodyguard, Blue 
  Shield, from the cargo hold as an extra layer 
  of protection and as one of the only people 
  among them who physically could not be the 
  murderer 
   
   
   
   
   
  
  26 
   
  SEARCHING CHARACTERS 
  OR THEIR CABINS 
  It is likely that characters will call for 
  passengers or their cabins to be searched. 
  Most characters likely entered the Dining Car 
  when the Conductor started shouting, still 
  wearing pajamas or nightclothes.  
   
  There 
  are 
  certain 
  items 
  that 
  archetypes have concealed in their rooms, 
  whether they are the murderer or not. There 
  are two ways the DM could determine what is 
  found.  
   
  One is to set DCs for Intelligence 
  (Investigation) checks based on how well the 
  archetype is likely to have hidden something. 
  For example, small personal items such as 
  clothes, a hairbrush or shoes are likely to be 
  out for anyone to see. Valuables like jewelry 
  or money would have a DC of 12 and private, 
  embarrassing or incriminating items would 
  have a DC of 15 or higher.  
   
  Another way is to have players write a 
  list of things they have hidden in their rooms 
  and then roll an Intelligence check. That check 
  becomes the DC for how well hidden those 
  items are.  
   
   
  Items in the Scholar’s cabin: 
   A lot of books, writing materials, and 
  ink 
   One of the Lover’s earrings under your 
  pillow 
   
  Items in the Former Business Partner’s cabin: 
   An old picture of you and Egan at a 
  party from when you first met. The Ice 
  Queen 
  is 
  just 
  visible 
  in 
  the 
  background. A coincidence? 
   A schema for a device very similar to 
  Bakker’s new pistol. 
   
  Items in the Lover’s cabin: 
   Gifts from Bakker (jewelry, perfume, 
  etc.) 
   One of the Scholar’s notebooks 
   
  Items in the Spouse and Egan Bakker’s cabin: 
   A chest filled with single doses of 
  Potion of Sleeping. 
   A letter to Egan from the Conductor 
  asking for the blackmail to stop, 
  begging that they had done enough. 
   A piece of your old military banner. 
  
  27 
   
   Egan’s 
  clothes 
  and 
  belongings, 
  including the complete schema for the 
  pistol 
   
  Items in the Lost Heir’s cabin: 
   A picture of Bakker and your mother. 
   Something you stole. 
   Sparse personal possessions 
   
  Items in the Train Conductor’s cabin: 
   Wand of Magic Detection. 
   Keys for Engine and Cargo Cars. 
   Schema of the train. 
   
  Items in the Ice Queen’s cabin: 
   An old letter from Bakker thanking you 
  for your help and promising to pay you 
  back someday. 
   Sparse personal possessions 
   
  Items in the Loyal Retainer’s cabin: 
   Egan and your clothes in a tub of 
  water 
   
   
   
  LAYOUT OF THE TRAIN 
  There are six carriages on this train: the 
  engine car with staff quarters, a car of first-
  class quarters, a first-class dining car, a car 
  with more first-class quarters, bathrooms and 
  the galley, the second-class passenger car, 
  and the cargo car.  
   
  All the train cars are 20ft wide and 
  60ft long, with 10ft high ceilings. The 
  carriages are connected through flexible 
  tubes made from metallic plates.  
   
  This lightning rail is a new model of 
  the ‘Lightning Express Service. This service is 
  much smaller, with fewer passengers than the 
  average lightning rails. Since the war ended, 
  moving troops is no longer a major concern. 
   
  The train is staffed by the conductor 
  (see Character Creation), a chef and 2 drivers 
  who are never seen, as they remain behind 
  the staff-only door for security. The staff-only 
  door on the engine car and the cargo hold 
  door both have anti-magic fields on them that 
  exceed for 5ft on either side.  
   
  The Conductor has a schema for the 
  train. 
   
   
   
  
  28 
   
  Map of the 101 Lightning 
  Express service 
   
   
  
  29 
   
  SECOND-CLASS CAR 
  There are ten second-class passengers. They 
  have reclining seats but have all been living in 
  the one room for the past two days. As such, 
  they look a little haggard.  
  They are not allowed into the galley, 
  kitchen, or beyond and so few of the first-
  class passengers are likely to have interacted 
  with them unless they went to the second-
  class cars. These passengers will mostly be 
  reluctant to engage with the first-class 
  passengers’ problems. 
  It costs 5sp per mile for a normal 
  lightning rail journey, and this express likely 
  costs a bit more, so many second-class 
  passengers might have saved for a long time 
  to take this journey, or they are less 
  prosperous guild merchants. It is unlikely that 
  anyone in real poverty could afford this trip.  
   
  D8 Name 
  Passenger Description 
  1 
  Aanya 
  Human, 
  dark-skinned, 
  confident voice, dry wit, 
  unimpressed but nobility 
  (she/her). 
  She 
  mutters 
  something 
  about 
  the 
  Houses 
  always 
  sending 
  assassins to deal with their 
  problems. 
  2 
  Ben 
  Halfling, pale, dark short 
  hair, soft-spoken, smiles 
  and tries to be helpful but 
  wants the conversation to 
  end (he/him).  
  3 
  Sam 
  Half-elf, acolyte of the 
  Church of the Silver Flame. 
  Monk’s 
  bowl-cut 
  hair. 
  (they/them) 
  Sam 
  is 
  convinced that there are 
  changelings hiding among 
  the passengers. 
  4 
  David 
  A 
  human, 
  tanned 
  and 
  greying man, in his fifties. If 
  he hears anyone mention 
  changelings, he will launch 
  into an elaborate theory 
  about the Conspiracy of 
  Masks; 
  which 
  claims 
  changelings 
  are 
  secretly 
  taking over everything. 
  5 
  Laura 
  A young halfling girl with 
  short brown hair with a 
  large wicker basket. Inside 
  the basket is a small winged 
  dinosaur, 
  a 
  fourwings 
  (microraptor). (she/her) 
  6 
  Alan 
  A 
  thin 
  warforged 
  sits 
  reading a pamphlet and 
  ignoring those around him.  
  7 
  Nico, 
  Kaelan 
  & Wez 
  Nico, Kaelan & Wez are 
  three 
  longtooth 
  shifter 
  brothers in their teens, 
  glaring at Sam  
  8 
  Lorcan 
  Human, pale skin, red hair, 
  smarmy voice, looks to 
  flatter 
  and 
  ingratiate 
  himself 
  with 
  whoever 
  speaks to him (he/him) 
   
  
  30 
   
  THE CARGO HOLD 
  Only the Conductor has a key to the cargo 
  hold. The inside of the cargo hold is dim light. 
  There is a double door at the very back where 
  cargo is loaded on. There are a dozen wooden 
  crates stacked around the car, strapped to the 
  floor to keep them from moving. Against the 
  left-hand wall as the characters enter the 
  room are the metal lockboxes that hold the 
  passenger’s weapons, magic items and 
  valuables. Blue Shield is resting on a chair 
  bolted to the ground in the middle of the 
  cargo car.  
  Blue Shield is fiercely devoted to 
  Bakker in the absence of knowing what else 
  to do now that the war is over. They will enter 
  a grief-fueled frenzy and attack everyone in 
  sight after learning he is dead.  
  When Blue Shield misses with an 
  attack, their greatsword smashes through one 
  of the wooden crates. Roll a DC 12 to 
  determine the effect. You can also roll on this 
  table if any other character misses with a 
  ranged spell attack. A character seeking to 
  calm Blue in the first round must succeed on a 
  DC 25 Charisma (Persuasion) check. That DC 
  reduces by 2 every round or drops to 12 if a 
  character successfully casts Calm Emotions.  
  If Blue is reduced to 0 hit points then 
  stabilized, they will be more cooperative 
  when they wake. 
  D12 
  The crate: 
  1 
  explodes. Everyone within 10ft must 
  succeed on a DC 14 Dexterity saving 
  throw or suffer 2d6 fire damage. 
  2 
  sends shards of glass across the floor, 
  making it difficult terrain. 
  3 
  Spills red wine across the floor. This 
  doesn’t have an effect, it’s just a pity 
  to waste good wine. 
  4 
  Crackles electricity up Blue’s sword 
  and deals 1d6 lightning damage to 
  them and anyone grappling them.  
  5 
  bursts and releases 12 chickens into 
  the cargo hold. The swarm of chickens 
  will attack the nearest creature (see 
  appendix 1 for stats) 
  6 
  is empty 
  7 
  smashes glass jars of acid which leak 
  onto the floor. A creature entering or 
  beginning their turn there takes 1d6 
  acid damage. The floor of the train 
  takes 1d6 acid damage per round 
  unless cleaned. 
  8 
  is full of butter. A creature moving 
  through that space must succeed on a 
  DC 14 Dexterity saving throw or be 
  knocked prone. 
  9 
  BEES!  
  (see appendix 1) 
  10 
  is full of black sand 
  11 
  contains a tree that grows instantly to 
  60ft, smashing through the roof of the 
  train. 
  12 
   contains 139 gold pieces. 
   
   
  
  31 
   
  BLUE SHIELD 
  Medium Humanoid (Warforged) they/them 
   
  Armor Class: 21 
  Hit Points: 76 
  Speed: 30ft  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 
  (+4) 
  12 
  (+1) 
  16 
  (+3) 
  8 
  (-1) 
  15 
  (+2) 
  9 
  (-1) 
   
  Skills: Acrobatics +3, Athletics +7, Intimidation 
  +2, Medicine +5, Perception +5, Persuasion 
  +6, Sleight of Hand +3, Stealth +3 
  Saving Throws: STR +7  
   
  Second Wind. Once per short rest, Blue Shield 
  can use a bonus action to regain 1d10 + 8 HP. 
  Action Surge. They can take one additional 
  action on their turn. This can be used 1 time 
  per short rest. 
  Improved Critical. Weapon attacks score a 
  critical hit on a roll of 19 or 20. 
  Warforged Resilience. Advantage on saving 
  throws against being poisoned, and resistance 
  to poison damage. Blue Shield immune to 
  disease, does not need to eat, drink, or 
  breathe. Warforged don’t need to sleep and 
  don’t suffer the effects of exhaustion due to 
  lack of rest and cannot be magically put to 
  sleep. 
  Sentry's Rest. Instead of taking a long rest, a 
  warforged must spend at least 6 hours in an 
  inactive state rather than sleeping. In this 
  state, they appear inert, but they are not 
  unconscious and can see and hear. 
   
  Actions 
  Greatsword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft. Hit: 11 (2d6+4) slashing damage. 
  Unarmed Strike / Iron Fists. Melee Attack: +7 
  to hit, reach 5 ft. Hit: 7 (1d4+4) bludgeoning 
  damage 
   
   
   
   
   
  
  32 
   
  Chapter 3: 
  Complications & 
  Conclusions 
   
  Once the groundwork of the scene and the 
  investigation has begun. The most important 
  thing for the DM to do is facilitate the players’ 
  investigation without giving too much away.  
   
  RED HERRINGS (OPTIONAL 
  FLAVOR LORE)  
   
   The Lord of Blades is a warforged seeks 
  vengeance against the humans who 
  created his people as weapons for their 
  war. 
   The 
  Houses 
  sometimes 
  send 
  assassinations or agents to do their 
  dirty work for them if they feel 
  someone is a threat to them. 
   The schema in Bakker’s possession is 
  written in Dar, the goblin language. 
  Those in possession of such things 
  often end up dead in the night. 
   
  DAMAGE TO THE TRAIN 
  Various actions by characters may result in 
  damage to the lightning rail. The AC of 
  sections of the train (the floor, walls, and 
  ceilings) is 19. Each 10ft section has 55 hit 
  points. The windows have an AC of 14 and 35 
  hit points. Objects automatically fail saving 
  throws.  
  For objects inside the train, such as 
  furniture, use the Dungeon Masters’ Guide as 
  a guideline.  
  Once a 10ft section of a train car loses 
  all 55 hit points, a hole is created in that 
  section of the car. The hole is 10ft in 
  diameter. Anyone who falls through it will 
  suffer fall damage, plus 2d10 bludgeoning and 
  2d10 lightning damage for every train car 
  goes over them.  
  If a character is standing on or 
  adjacent to this space, they must succeed on 
  a DC 12 Dexterity saving throws unless 
  another 
  adjacent 
  character 
  uses 
  their 
  reaction to catch them.  
  If a car has four or more holes in it, it 
  will begin to break apart. Characters will have 
  one round to react before this happens. Any 
  character within five feet of the center of the 
  car when it rips apart must succeed on a DC 
  
  33 
   
  14 Dexterity saving throw or fall onto the 
  tracks.  
  Any characters on the opposite side of 
  the split to the engine car will be left behind 
  by the train as the back cars slow down. The 
  gap will be 50ft for the first round. After this, 
  the distance increases by 250ft a round.  
   
  A SECOND MURDER 
  In the last hour of the game, there is the 
  option for a second murder. The DM should 
  work out a system of communicating with the 
  murderer how this might happen if the 
  opportunity arises.  
   
  CONCLUDING THE STORY 
  Bringing the story to a close should happen 
  either if the players have discovered and 
  subdued the murderer, or as the train pulls 
  into Fairhaven station.  
   
  It’s important for the DM to remind 
  the players how much time they have left as 
  the game goes on. Once the train pulls into 
  the station, the drivers will leave the engine 
  car looking for the Conductor if he has not 
  communicated with them all day. Five town 
  guards will be approaching the train.  
   
  A murderer that successfully escapes 
  from the train at this point without anyone 
  pursuing for a full round is said to have 
  successfully escaped.  
   
  If no murderer is identified by the 
  party by the time the guards arrive, they will 
  all be taken into custody and investigated. 
   
  If the party have secured the murderer 
  by this point, they hand them over the guard 
  and receive a free lightning rail journey from 
  House Orien as thanks for preventing a 
  scandal.  
   
   
   
   
   
  
  34 
   
  Appendix 1: The 
  NPCs 
  The Scholar  
  Medium humanoid (half-elf), Wizard (School 
  of Conjuration) 
   
  Armor Class: 11 
  Hit Points: 32 
  Speed: 30ft  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 
  (-1) 
  11 
  (+0) 
  13 
  (+1) 
  18 
  (+4) 
  11 
  (+0) 
  14 
  (+2) 
   
  Skills: Arcana +7, History +7, Insight +3, 
  Intimidation +5, Investigation +7, Persuasion 
  +5 
  Saving Throws: INT +7, WIS +3 
   
  Spellcasting. The Scholar is a 6th-level 
  spellcaster. 
  Their 
  spellcasting 
  ability 
  is 
  Intelligence (spell save DC 15, +7 to hit with 
  spell attacks). The Scholar has the following 
  wizard spells prepared: 
  Cantrips (at will): Mind Sliver, Poison Spray, 
  Prestidigitation, Shocking Grasp 
  Level 1 (4 slots): Detect Magic, Shield, Unseen 
  Servant 
  Level 2 (3 slots):  Flock of Familiars, Mind 
  Spike, Misty Step, See Invisibility, Web  
  Level 3 (2 slots): Sleet Storm, Thunder Step 
  Benign Transposition. You can use your 
  action to teleport up to 30 ft. to an 
  unoccupied space that you can see, or you 
  can choose to swap places with a willing Small 
  or Medium creature within range. Once you 
  use this feature, you can’t use it again until 
  you finish a long rest, or you cast a 
  conjuration spell of 1st level or higher. 
  Minor Conjuration. You can use your action 
  to conjure up an inanimate object (no larger 
  than 3 ft. on a side and no more than 10 lb.) 
  in your hand or in an unoccupied space that 
  you can see within 10 ft. of you. The object 
  disappears after 1 hour, when you use this 
  feature again, or if it takes or deals any 
  damage. 
   
  
  35 
   
  The Former Business Partner 
  Medium humanoid (dwarf), Bard (College of 
  Whispers) 
   
  Armor Class: 12 
  Hit Points: 45 
  Speed: 25ft  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 
  (-1) 
  13 
  (+1) 
  12 
  (+1) 
  12 
  (+1) 
  12 
  (+1) 
  17 
  (+3) 
   
  Skills: Deception +9, Insight +4, Investigation 
  +2, Persuasion +6, Persuasion +9, Sleight of 
  Hand +4 
  Saving Throws: DEX +4, CHA +6 
   
  Spellcasting. The Former Business Partner is a 
  6th-level spellcaster. His spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with 
  spell attacks). The Business Partner has the 
  following bard spells prepared: 
  Cantrips 
  (at 
  will): 
  Friends, 
  Message, 
  Prestidigitation,  
  Level 1 (4 slots): Disguise Self, Dissonant 
  Whispers, Distort Value, Healing Word,  
  Level 2 (3 slots):  Calm Emotions, Crown of 
  Madness, Detect Thoughts,  
  Level 3 (3 slots): Catnap, Major Image 
   
  Bardic Inspiration. As a bonus action, a 
  creature within 60 ft. that can hear you gains 
  an inspiration die (3/1d8). For 10 minutes, the 
  creature can add it to one ability check, attack 
  roll, or saving throw. This can be added after 
  seeing the roll, but before knowing the 
  outcome. 
  Tool Proficiencies: Smiths’ Tool, Tinkers’ 
  Tools 
  Psychic Blades. When you hit a creature with 
  a weapon attack, you can expend one use of 
  your Bardic Inspiration to deal an extra 3d6 
  psychic damage to that target. You can do so 
  only once per round on your turn. 
  Words of Terror. Once per short rest, you can 
  speak to a humanoid alone for 1 minute and 
  cause it to become frightened of you (or 
  another creature of your choice) if it fails a 
  WIS saving throw (DC 14) for 1 hour or until it 
  or its allies are attacked or damaged. If the 
  target succeeds, it is not aware you used this 
  ability. 
   
  
  36 
   
  The Secretive Lover 
  Medium humanoid (Aasimar) Bard (College of 
  Glamour) 
   
  Armor Class: 12 
  Hit Points: 33 
  Speed: 30ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 
  (-1) 
  12 
  (+1) 
  11 
  (+0) 
  14 
  (+2) 
  11 
  (+0) 
  18 
  (+4) 
   
  Skills: 
  Acrobatics 
  +7, 
  Deception 
  +8, 
  Investigation 
  +5, 
  Performance 
  +10, 
  Persuasion +7 
  Saving Throws: DEX +4, CHA +7 
   
  Spellcasting. 
  The 
  Lover 
  is 
  a 
  6th-level 
  spellcaster. Her spellcasting ability is Charisma 
  (spell save DC 15, +7 to hit with spell attacks). 
  The Lover has the following bard spells 
  prepared: 
  Cantrips (at will): Light, Mage Hand, Message, 
  Prestidigitation 
  Level 1 (4 Slots): Charm Person, Cure Wounds, 
  Disguise Self 
  Level 2 (3 slots): Calm Emotions, Gift of Gab, 
  Invisibility, Knock 
  Level 3 (3 slots): Enemies Abound  
   
  Bardic Inspiration. As a bonus action, grant a 
  creature within 60 ft. that can hear you an 
  inspiration die (3/1d8). For 10 minutes, it can 
  add it to one ability check, attack roll, or 
  saving throw after seeing the roll, but before 
  knowing the outcome. 
  Countercharm. As an action, you can perform 
  until the end of your next turn. During that 
  time, you and any friendly creatures within 30 
  ft. that can hear you gain advantage on saving 
  throws against being frightened or charmed. 
  Healing Hands. 1 per long rest as an action, 
  touch a creature and restore 6 hit points. 
  Radiant Soul. 1 per long rest as an action, you 
  can transform, gaining glimmering eyes and 
  two incorporeal wings. For 1 minute or until 
  you end it as a bonus action, you have a flying 
  speed (30 ft.) and once per turn you can have 
  one attack or spell deal 6 in additional radiant 
  damage. 
  Mantle of Inspiration. As a bonus action, 
  spend one use of Bardic Inspiration to grant 8 
  temporary HP to up to 4 creatures you can 
  see and that can see you within 60 ft. Each 
  creature can immediately use its reaction to 
  move up to its speed, without provoking 
  opportunity attacks. 
  Enthralling Performance. Once per short rest, 
  you can choose 4 creatures that watched and 
  listened to you perform for 1 minute. Each 
  target makes a WIS saving throw (DC 15) and 
  is charmed if it fails for 1 hour, or until it takes 
  any damage, you attack it, or it sees you 
  attack or damage its allies. 
   
   
  
  37 
   
  The Spouse 
  Medium humanoid (Elf), Cleric (domain of 
  war) 
   
  Armor Class: 13 
  Hit Points: 39 
  Speed: 30ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  14 
  (+2) 
  12 
  (+1) 
  10 
  (+0) 
  16 
  (+3) 
  13 
  (+1) 
   
  Skills: Athletics +3, History +3, Intimidation +4 
  Perception +6, Religion +3 
  Saving Throws: WIS +6, CHA +4 
   
  Spellcasting. The Spouse is a 6th-level 
  spellcaster. 
  Their 
  spellcasting 
  ability 
  is 
  Wisdom (spell save DC 14, +6 to hit with spell 
  attacks). The Spouse has the following cleric 
  spells prepared: 
  Cantrips (at will): Guidance, Sacred Flame, 
  Spare the Dying, Word of Radiance 
  Level 1 (4 Slots): Bane, Cure Wounds, Detect 
  Magic, Divine Favor, Guiding Bolt, Shield of 
  Faith 
  Level 2 (3 slots): Hold Person, Lesser 
  Restoration, Magic Weapon, Protection from 
  Poison, Spiritual Weapon 
  Level 3 (3 slots): Crusaders’ Mantle, Dispel 
  Magic, Magic Circle, Spirit Guardians  
   
  War Priest. When you use the Attack action, 
  you can make one weapon attack as a bonus 
  action. You can use this feature 3 times per 
  long rest. 
  Channel Divinity. You can channel divine 
  energy twice per short rest 
  - 
  Turn Undead: 1 Action 
  - 
  Guided Strike. When you make an 
  attack roll, you can gain a +10 bonus 
  to the roll after the roll but before 
  knowing the result. 
  - 
  Destroy Undead. When an undead 
  fails its saving throw against your Turn 
  Undead 
  feature, 
  it 
  is 
  instantly 
  destroyed if its CR is lower than the 
  threshold for your level. 
  - 
  War God’s Blessing. When a creature 
  within 30 feet of you makes an attack 
  roll, you can use your reaction to grant 
  that creature a +10 bonus to the roll 
  (after the roll but before knowing the 
  result). 
  Fey Ancestry. You have advantage on saves 
  against being charmed, and magic can’t put 
  you to sleep. 
   
  Actions 
  Dagger. Melee Weapon Attack: +5 to hit, 
  5(20) ft Hit: 4 (1d4+2) piercing damage. 
   
  Valenar Elves worship their ancestors and are 
  well-trained to become heroes worthy of 
  worship for their descendants.  
  
  38 
   
  The Lost Heir 
  Medium humanoid (human) Rogue (Thief)  
   
  Armor Class: 15 
  Hit Points: 33 
  Speed: 30ft  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  18 
  (+4) 
  11 
  (+0) 
  13 
  (+1) 
  10 
  (+0) 
  13 
  (+1) 
   
  Skills: 
  Acrobatics 
  +7, 
  Deception 
  +7, 
  Investigation +7, Persuasion +4, Sleight of 
  Hand +10, Stealth +7 
  Saving Throws: Strength +4, Dexterity +7 
   
  Sneak Attack. Once per turn, you can deal an 
  extra 3d6 damage to one creature you hit 
  with an attack with a finesse or ranged 
  weapon if you have advantage on the attack 
  roll. You don’t need advantage on the attack 
  roll if another enemy of the target is within 5 
  ft. of it) that isn’t incapacitated) and you don’t 
  have disadvantage on the attack roll. 
  Thieves’ Cant. You have learned thieves’ cant, 
  a secret mix of dialect, jargon, and code that 
  allows you to hide messages in seemingly 
  normal conversation. It takes four times 
  longer to convey than it does to speak the 
  same idea plainly. 
  Cunning Action. You can take a bonus action 
  on each of your turns to take the Dash, 
  Disengage, or Hide action. 
  Fast Hands. You can use the bonus action 
  granted by your Cunning Action to make a 
  Sleight of Hand check, use your thieves’ tools 
  to disarm a trap or open a lock, or take the 
  Use an Object action. 
  Artisan’s Intuition. Due to your Dragonmark, 
  Mark of Making, when you make an ability 
  check with artisan’s tools, roll 1d4 and add it 
  to the result. 
  Maker’s Gift. You know the cantrip mending 
  and gain proficiency with 1 type of artisan’s 
  tools 
  (Alchemist's 
  Supplies)
   
  Actions 
  Dagger. Melee Weapon Attack: +7 to hit, 
  5(20) ft Hit: 6 (1d4+4) piercing damage. 
  Shortsword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft. Hit: 8 (1d6+4) piercing damage. 
  
  39 
   
  The Veteran Train Conductor 
  Medium humanoid (orc), Monk (Way of the 
  Open Hand) 
   
  Armor Class: 15 
  Hit Points: 39  
  Speed: 45ft  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  (+1) 
  18 
  (+4) 
  13 
  (+1) 
  12 
  (+1) 
  12 
  (+1) 
  9 
  (-1) 
   
  Skills: Insight +4, Investigation +7,  
  Saving Throws: STR +4, DEX +7 
   
  Slow Fall. Reduce any falling damage, you 
  take by 30 as a reaction.  
  Extra Attack. Attack twice when you take the 
  Attack action. 
  Stunning Strike. After hitting with a melee 
  attack, spend 1 Ki point to stun the target 
  until the end of your next turn if it fails a CON 
  saving throw (DC 12). 
  Ki-Empowered Strikes. Your unarmed strikes 
  count as magical for the purpose of 
  overcoming resistance and immunity. 
  Ki Points. 6 per short rest. 
   
  Actions 
  Dart. Ranged Weapon Attack: +6 to hit, reach 
  5 ft. Hit: 5 (1d4+3) piercing damage. 
  Unarmed Strike. Melee Attack: +6 to hit, 
  reach 5 ft. Hit: 7 (1d6+3) piercing damage 
  Bonus Actions 
  Flurry of Blows. After the Attack action, 
  spend 1 Ki point to make two more unarmed 
  strikes as a bonus action. 
  Patient Defense. Spend 1 Ki point to take the 
  Dodge action. 
  Step of the Wind. Spend 1 Ki point to take the 
  Disengage or Dash action, and double you 
  jump distance for the turn. 
  Unarmed Strike. After the Attack action, 
  make one unarmed strike. 
  Relentless Endurance. When you are reduced 
  to 0 HP but not killed, you can drop to 1 HP 
  instead once per long rest. 
  Savage Attacks. When you score a critical hit, 
  roll one of the dice an additional time and add 
  it to the extra damage. 
   
  
  40 
   
  The Ice Queen 
  Medium 
  humanoid 
  (human), 
  Rogue 
  (Assassin)/ Warlock 
   
  Armor Class: 15 
  Hit Points: 33 
  Speed: 30ft  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  18 
  (+4) 
  11 
  (+0) 
  13 
  (+1) 
  12 
  (+1) 
  14 
  (+2) 
   
  Skills: Deception +5, Insight +7, Intimidation 
  +8, Perception +4, Sleight of Hand +7, Stealth 
  +7 
  Saving Throws: DEX +7, INT +4 
   
  Sneak Attack. Once per turn, you can deal an 
  extra 3d6 damage to one creature you hit 
  with an attack with a finesse or ranged 
  weapon if you have advantage on the attack 
  roll. You don’t need advantage on the attack 
  roll if another enemy of the target is within 5 
  ft. of it) that isn’t incapacitated) and you don’t 
  have disadvantage on the attack roll. 
  Thieves’ Cant. A secret mix of dialect, jargon, 
  and code allows you to hide messages in 
  seemingly normal conversation. It takes four 
  times longer to convey such a message than it 
  does to speak the same idea plainly. 
  Cunning Action. You can take a bonus action 
  on each of your turns to take the Dash, 
  Disengage, or Hide action. 
  Assassinate. You have advantage on attack 
  rolls against any creature that hasn’t taken a 
  turn in the combat yet, and any hit you score 
  against a creature that is surprised is a critical 
  hit. 
   
  Spellcasting. The Ice Queen is a 1st-level 
  spellcaster. Her spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks). 
  The Ice Queen has the following warlock 
  spells prepared: 
  Cantrips (at will): Eldritch Blast, Minor Illusion 
  Level 1 (1 Slot): Dissonant Whispers, Hellish 
  Rebuke 
   
  Actions 
  Dagger. Melee Weapon Attack: +7 to hit, 
  5(20) ft Hit: 6 (1d4+4) piercing damage. 
  Rapier. Melee Weapon Attack: +7 to hit, 
  reach 5 ft. Hit: 9 (1d8+4) piercing damage 
  
  41 
   
  Eldritch Blast. Ranged Spell Attack: +5 to hit, 
  120ft Hit: 1d10 force damage 
   
  
  42 
   
  The Loyal Retainer 
  Medium humanoid (changeling), Monk 
   
  Armor Class: 13 
  Hit Points: 33  
  Speed: 45ft  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  16 
  (+3) 
  10 
  (+0) 
  12 
  (+1) 
  11 
  (+0) 
  16 
  (+3) 
   
  Skills: Arcana +4, Deception +6, History +4, 
  Investigation +4, Persuasion +6, Stealth +6 
  Saving Throws: STR +3, DEX +6 
   
  Change Appearance. As an action, the Loyal 
  Retainer can transform their appearance to a 
  humanoid creature they have seen before. 
  They have advantage on any Deception check 
  to avoid detection. 
  Shadow Arts. The Loyal Retainer can cast the 
  minor illusion cantrip. As an action, they can 
  spend 2 Ki points to cast darkness, Darkvision, 
  pass without trace, or silence without 
  material components. 
  Ki Points. 6 per short rest. 
   
  Actions 
  Dagger. Melee Weapon Attack: +6 to hit, 
  reach 5 ft. Hit: 7 (1d6+3) piercing damage. 
  Dart. Ranged Weapon Attack: +6 to hit, reach 
  5 ft. Hit: 5 (1d4+3) piercing damage. 
  Unarmed Strike. Melee Attack: +6 to hit, 
  reach 5 ft. Hit: 7 (1d6+3) piercing damage 
  Bonus Actions 
  Flurry of Blows. After the Loyal Retainer takes 
  the Attack action, they can spend 1 Ki point to 
  make two more unarmed strikes. 
  Patient Defense. They can spend 1 Ki point to 
  take the Dodge action. 
  Shadow Step. When in dim light or darkness, 
  the Loyal Retainer can teleport up to 60 ft to 
  an unoccupied space they can see that is also 
  in dim light or darkness. They then have 
  advantage on the first melee attack before 
  the end of the turn. 
  Step of the Wind. They can spend 1 Ki point 
  to take the Disengage or Dash action, and 
  their jump distance is doubled for the turn. 
  Unarmed Strike. When they use the Attack 
  action with an unarmed strike or a monk 
  
  43 
   
  weapon on your turn, they can make one 
  unarmed strike as a bonus action. 
  Swarm of Chickens 
  Medium swarm of Tiny beasts, chaotic evil 
   
  Armor Class 12  
  Hit Points 24 (7d8 - 7)  
  Speed 10 ft., fly 50 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 
  (-1) 
  14 
  (+2) 
  8 
  (-1) 
  3 
  (-4) 
  12 
  (+1) 
  6 
  (-2) 
   
  Skills: Intimidation +2 
  Condition Immunities: Charmed, Frightened, 
  Grappled, 
  Paralyzed, 
  Petrified, 
  Prone, 
  Restrained, Stunned  
  Languages --  
  Challenge 1/4 (50 XP)  
   
  Swarm. The swarm can occupy another 
  creature's space and vice versa, and the 
  swarm can move through any opening large 
  enough for a Tiny raven. The swarm can't 
  regain hit points or gain temporary hit points. 
   
   
  Actions 
  Beaks. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target in the swarm's space. Hit: 7 
  (2d6) piercing damage, or 3 (1d6) piercing 
  damage if the swarm has half of its hit points 
  or fewer. 
   
   
   
   
   
   
   
  
  44 
   
  Swarm of Bees 
  Large swarm of tiny beasts, unaligned 
   
  Armor Class 14 
  Hit Points 45 (6d8 +1) 
  Speed 15ft crawl 45ft fly 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  3 
  (-4) 
  18 
  (+4) 
  12 
  (+1) 
  4 
  (-3) 
  8 
  (-1) 
  5 
  (-3) 
   
  Condition Immunities: Charmed, Frightened, 
  Grappled, Paralyzed, Prone, Restrained, or 
  Stunned 
  Damage Resistances Piercing, Slashing 
  Damage Vulnerabilities: Poison, Thunder 
  Senses Blindsight 10ft  
  Passive Perception 10 
  Challenge 1 (200XP) 
   
  Swarm. The swarm can occupy another 
  creature's space and vice versa, and the 
  swarm can move through any opening large 
  enough for a Tiny raven. The swarm can't 
  regain hit points or gain temporary hit points. 
   
  Actions 
  Sting. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 10 (4d4) piercing 
  damage, and target must make a DC 12 
  Constitution Save or take 5 (2d4) poison 
  damaged. 
   
   
   
   
   
   
   
   
  
  45 
   
  Appendix 2: Magic 
  Items 
   
  Alchemy Jug 
  Wondrous Item, uncommon 
  This ceramic jug appears to be able to hold a 
  gallon of liquid and weighs 12 pounds 
  whether full or empty. Sloshing sounds can be 
  heard even if the jug is empty. 
  You can use an action and name one 
  liquid from the table below to cause the jug 
  to produce the chosen liquid. Afterward, you 
  can uncork the jug as an action and pour that 
  liquid out, up to 2 gallons per minute. The 
  maximum amount of liquid the jug can 
  produce depends on the liquid you named.  
  Once the jug starts producing a liquid, 
  it can't produce a different one or more of 
  one that has reached its maximum, until the 
  next dawn. 
   
   
   
   
  Liquid  
  Max Amount 
  Acid  
  8 ounces 
  Basic poison  
  1/2 ounce 
  Beer  
  4 gallons 
  Honey  
  1 gallon 
  Mayonnaise  
  2 gallons 
  Oil  
  quart 
  Vinegar  
  2 gallons 
  Water, fresh  
  8 gallons 
  Water, salt  
  12 gallons 
  Wine  
  1 gallon 
   
  Dust of Disappearance  
  Wonderous Item, uncommon 
  Found in a small packet, this powder 
  resembles very fine sand. There is enough of 
  it for one use. When you use an action to 
  throw the dust into the air, you and each 
  creature and object within 10 feet of you 
  become invisible for 2d4 minutes. The 
  duration is the same for all subjects, and the 
  dust is consumed when its magic takes effect. 
  If a creature affected by the dust attacks or 
  casts a spell, the invisibility ends for that 
  creature. 
   
   
  
  46 
   
  Gem of Seeing 
  Wondrous Item, rare (requires attunement) 
  This gem has 3 charges. As an action, you can 
  speak the gem's command word and expend 
  1 charge. For the next 10 minutes, you have 
  truesight out to 120 feet when you peer 
  through the gem. The gem regains 1d3 
  expended charges daily at dawn. 
   
   
   
   
   
   
   
  Philter of Love  
  Potion, uncommon 
  The next time you see a creature within 10 
  minutes after drinking this philter, you 
  become charmed by that creature for 1 hour. 
  If the creature is of a species and gender you 
  are normally attracted to, you regard it as 
  your true love while you are charmed. This 
  potion's 
  rose-hued, 
  effervescent 
  liquid 
  contains one easy-to-miss bubble shaped like 
  a heart. 
   
  Potion of Healing  
  Potion, common 
  You regain 2d4+2 hit points when you drink 
  this potion. The potion’s red liquid glimmers 
  when agitated.  
   
  Potion of Sleep 
  Potion, uncommon 
  This pale purple potion has an oily texture 
  and smells faintly of lavender. A creature that 
  consumes this potion or is struck with a 
  weapon coated in it must succeed on a DC 15 
  Constitution Saving Throw or fall asleep for 
  one minute. Condition rules the same as if the 
  Sleep spell was cast. 
  It is an action to apply the potion to a 
  weapon. The potion will only remain potent 
  on this weapon for 1 minute after application. 
   
  Sending Stones 
  Wondrous Item, uncommon 
  Sending Stones come in pairs, with each 
  smooth stone carved to match the other so 
  the pairing is easily recognized. While you 
  
  47 
   
  touch one stone, you can use an action to cast 
  the sending spell from it. The target is the 
  bearer of the other stone. If no creature bears 
  the other stone, you know that fact as soon as 
  you use the stone and don't cast the spell.  
  Once sending is cast through the stones, they 
  can't be used again until the next dawn. If one 
  of the stones in a pair is destroyed, the other 
  one becomes nonmagical. 
   
  Slippers of Spider Climbing  
  Wondrous 
  Item, 
  uncommon 
  (requires 
  attunement) 
  While you wear these light shoes, you can 
  move up, down, and across vertical surfaces 
  and upside down along ceilings, while leaving 
  your hands free. You have a climbing speed 
  equal to your walking speed. However, the 
  slippers don't allow you to move this way on a 
  slippery surface, such as one covered by ice or 
  oil. 
   
  The Survivors’ Jerkin 
  Armor, uncommon 
  While wearing this studded leather jerkin, you 
  have a +1 bonus to AC. This bonus is in 
  addition to studded leather armor’s normal 
  bonus to AC (12 + DEX modifier) 
   
  Wand of Magic Detection 
  Wand, uncommon 
  This wand has 3 charges. While holding it, you 
  can expend 1 charge as an action to cast the 
  detect magic spell from it. The wand regains 
  1d3 expended charges daily at dawn. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Murder on the Eberron Express v2.pdf