Lunar Lunacy

Campaign Start Date: Mol (Monday), 2 Barrakas (August) 998YK
Summary: Must travel to Wolf's Paw, where the House Vadalis rep, Ferrel ir'Vadalis, says there is a Vadalis outpost which his son Orion must take charge of. In actual fact he is being sent to a refugee camp for Lycanthropes because he has been afflicted with Lycanthropy. On the way, around Sword Keep (In Breland, just before the border to Thrane) they are accosted by Thranish Silver Flame paladins who attempt to take the boy into their custody for "cleansing". The boy freaks out and transforms in the process, into a dire werewolf, extremely powerful. The characters must now decide which side to take, The Paladin's, or the Lycan's, both of which are good aligned.
Lycan Path - They break from the train and go overland west to Cragwar, where they must choose to go through the blackcap mountains, around to the west through Drum Keep and Xandrar, or through Thrane Northwest, past Vanguard Keep to Arcanix. Either way they must then take a ship across Lake Galifar northwards to Cree. Once there they travel straight north to Wolf's Paw

Lunar Lunacy Final Battle
Lunar Lunacy Wrap-up

Reward: Depending upon which faction favored;
Silver Flame Reward: A healing companion spirit
Lycanthrope Reward: A companion spirit which grants healing and communication; The Natural Connection Spirit

Main Events:

  1. Contacted by House Vadalis
  2. Leave Sharn on Lightning Rail
  3. Encounter: Accosted by Silver Flame Paladins near Sword Keep, fight erupts and sides must be chosen.
  4. Split Path
  5. Quick Dungeon Crawl on the way?
  6. Final Grand Showdown at Wolf's Paw
  7. Near end of Showdown Orion ir'Vadalis manifests the Siberys mark of Handling as he transforms, he awakens a dire bear named Grawlith that was fighting, which turns the tide.

Important NPC's

Orion ir'Vadalis - THe boy they are escorting
Ferrel ir'Vadalis - THe boy's father, an influential member of Vadalis.
Zeffan Vitor - Leader of Silver Flame Border Patrol
Captain Landas d'Medani – Captain of the Silver Flame Templar; Lycan Watch – Based on the Jewhunter character from Inglourious Basterds, he is an Aundairan devout follower of the silver flame, from a long line of Aundairan Templars. His grandfather was infamous in his day. Possesses a dragonshard foci which allows detection of lycanthropy.
Sashi Durner - A friendly werewolf guide.
Halden – A shifter who lives in Wolf's Paw, the group's secret contact. He arranges for Lycanthropes to meet with the community. He is a cleric of Balinor, and maintains a temple in the area for the rangers and townsfolk who live off the land. Has piercing blue eyes, and is a Dreamsight Shifter.

Lundragon – A brute of a werebear. Is missing a finger from a supposed failed Wild Boar hunt; in actuality he lost it to a raging werewolf that lost control and was attacking Halden who was trying to calm him. Lundragon killed the Werewolf by accident trying to subdue it, and it is his deepest regret. He tends the bar at The Muddy Paw, and is most often jovial, particularly with Shifters.

Professor McLaunagh (Human Rogue 4, Expert 2)– Berthelot's Immediate Superior in Morgrave University, head of Khorvairen Archaelogy, he particularly specializes in ancient Dhakaani ruins, several of which he was the first to explore and plunder. He constantly sneezes and sniffles, attributed to a kind of perpetual Pneumonia disease that he picked up some time during his travels. “Remember, never open centuries old tombs and graves without covering your mouth” is now his advice to all newcomers to the field.

Professor “Dash” Dannigan (Changeling Bard 5, Artificer 3, Extreme Explorer 1, Loremaster 3) – One of the most widely known legendary figures associated with Morgrave University.

Cadence (Warforged Bard 4) – A female type, unarmored warforged, created for the Aundairan military as a battle drummer.
Dis - Changeling Rogue 3, Master Inquisitive 1 - A spy working for Ferrel, keeping an eye on the party.
Daleka Cairnbinder - A hobgoblin Archivist dedicated to studying and destroying aberrations.

Important Rules

Lightning Rail
Battling on a Lightning Rail


1) Pre-Journey

Caleb: Autopsy case brought in, is found to be victim of a werewolf attack, curious blonde hairs. Shortly after performing autopsy, a vamp spawn named Shael in the service of Lan Hazal wishes to buy some of the boy's blood for a ceremony that night. If Caleb sells him the blood when they return he is confronted by the spawn for selling him "diseased" blood.

Mike and Martin: Martin's docent asks to see Mike's dragonmark, and explains that he is tied to him, the docent can read draconic, and sees words in the ancient script of the Prophecy written upon him. In among these words explains a "Construct with two minds", a "Great and Terrible Danger" and something about ushering in a new age. The words are cut off, and the docent can only assume that means that there is more to be written.

John: Speaks briefly with Daellin about business on the island. Daellin has actually come ashore and wanted Torion to set up a quick meeting with his superiors in House Vadalis regarding the exotic creature breeding facility on the island. He has some concerns about the dinosaurs being brought in, particularly with the area they want to house them having once been infected with ghouls.

Berthelot: Is asked to meet with Professor McLaunagh. He has put up the last paper that he published to get written up and put on record in the university library. It was satisfactory he says, but only satisfactory. If he is to make his way up in the university then he must write something with knowledge from the field, something which armchair scholars would froth at the mouth to see.

2) Journey Begins

Summary:Meet at the station, lightning rail journey begins. Stop in Wroat, then a bandit attack on the train outside of Sword Keep.

Passage is the planned destination, should take a day to get to Wroat, overnight stay, a day to Hatheril, a few hours stop, and then push onto Sword Keep where they intend to stay another night. On the way to Sword Keep they are attacked, then must stay two night in Sword Keep for questioning while the rail is delayed. From Sword Keep it is a full day's ride through Marketplace to Passage, with a two hour stop in Marketplace. All together it is just under 1800 miles. Costing about 550gp per person, quite a hefty cost, but one paid for by their patron gladly.
Total time travelling is 5 days to Marketplace, including the two nights in Sword Keep.

Read: Ferrel ir'Vadalis greets the characters at the station, with his son Orion in tow. Orion appears nothing like he was the day before. His blonde hair has been cropped extremely close to his head, leaving only stubble, and he wears cheap generic brown clothing.
Ferrel: Greetings my newfound friends, I trust you are eager to begin your journey! I must confess, I did some background checks on you after our little interview with you, and the results have given me high hopes indeed! Torion, I am already familiar with some of the great deeds you have done in the name of our beloved house; the exotic breeding facilities on Skullstorm Island are a testament to that! The eccentric genius Tarius, you have quite a reputation for your investigative skills after solving that last Serial Killer case, I am sure your sharp mind will keep you folks out of trouble. (Allow a DC 20 sense motive at this to guess that something's up; Ferrel actually found out that Tarius was going to be given the body to investigate and couldn't be happier that the famous forensic investigator might be leaving and unable to deal with the investigation at the moment.) But you're not the only promising scholarly type I hear, Mr. Berthelot is rapidly gaining a reputation in his studies of Korvairan ruins and it's dangerous inhabitants. Perhaps we have a future Dash Dannigan in this group eh? Although I suspect your plays may not be as entertaining as the esteemed Changeling actor.
And of course; my new friend Thrash, you come highly recommended from the Wayfinder Foundation as a guide in that area, and quite frankly I can't imagine a better leader for this party. Your bodyguard's past is a bit couldy however; I did manage to track down some information on your prior military service and was assured you had quite the outstanding record, even going so far as being put on selection to enter the redcloak battalion. Quite impressive if you ask me. Oh, and Mr. Centerleft, I have been told to pass on to you that a Captain Meira of the Brelish national guard, wishes to speak with you upon your return from this task. I have an address for where you can find her in my office and I shall pass that on to you when you return.
Very well then friends, I have the utmost confidence in you all, and I am solidly assured that this will go off without a hitch! The tickets to Passage have all been bought and paid for, here they are, along with your identification papers. Remember to avoid any Thranes that you can, avoid looking as if you are escorting nobility, and of course remember to disembark in Passage, we certainly don't want to fall asleep and end up in Fairhaven by mistake do we? I wish you the safest of journeys and eagerly await your return with good news. Do you have any questions of me before leaving?

On the Train (Day 1)

The train leaves the station with the players being ushered into their car, given a private compartment to stow their belongings and a key to lock up. Normally these rooms are designed for 4 passengers, but apparantly Ferrel has either decided to cut corners, or appear to do so to downplay the wealth of Orion, as there will be 6 people squeezing into this room. The Orien usher will smirk and comment at this when he hands them the keys. The usher also says to go ahead and get comfortable as their next stop will not be until after dusk in Wroat.

A bored changeling practices duplicating the faces of the other passengers. Not all are amused. A warforged bard uses his own body as a percussion instrument to entertain the passengers.

On the Train (Day 2)

The train will depart at approximately 1 in the afternoon. This will take them through the night, a quick stop at Hatheril (passengers are asked to stay onboard if they are not disembarking at this location.)

On the Train (Day 3)

It is at about lunch time when the attack takes place. The players will be sitting down for meal time when they feel a jar in the train's movement. Lightning Rail Highstakes Heist]

2-A) Attack on the Rail
The coach will come under attack on the third day, outside of Sword Keep. The attackers responsible are from House Tarkanan, who have managed to get ahold of an airship. They are going to be fearsome, possessing aberrant marks, grafts, symbiotes and dinosaurs.
Their plan is similar to that of the Railroad heist from Serenity; split into two parties, drop onto the railroad. Lock the forward sentries in with the crew before they can react, and lock the rear cargo sentries in the cargo bay. They are then going to quickly canvass the upper class coaches stealing from the passengers and creating a bit of chaos.
Once they are satisfied, they will allow the guards into the main compartment, drawing them away from the cargo and stealthily slipping back to the cargo bay. As soon as a majority of the guards have left the cargo bay, they will detach the cars and plunder the cargo as the train speeds off ahead.

3) Debrief in Sword Keep, Introduction of Templars

Orion manifests the Siberys mark of Handling, awakening a dire bear.
If Players side with Lycans: Landas is either killed, or sent back in shackles to answer for his crimes, some members of the village die in the skirmish.
If Players side with Landas: Village is at least partially destroyed, possibly burned to the ground, Orion escapes with a few survivors and vows vengeance, the silver flame templars reward.
If Players convince Orion to come peacefully escorted for safety: Village is still under threat from Landas, unless he is turned in for his crimes as well. The keeper of the flame will personally reward them if that is the case.
Berthelot: An artifact

Lightning Rail Journey

Players will be boarding the Thunder Horse Lightning Rail. The vehicle gets it's name from the massive pulling power it boasts thanks to it's experimental dual ring system. It normally does a five day run from Sharn to Fairhaven, with passengers and cargo being exchanged at Wroat, Hatheril, Sword Keep, Marketplace (An important stop) and Passage. It stays two days in Sharn and in Fairhaven for rest and refitting, making it a solid weekly schedule, with a trip departing every Mol (Monday).
Passage is the planned destination, should take a day to get to Wroat, overnight stay while they change cargo, a day to Hatheril, a few hours stop to switch over passengers and then push onto Sword Keep where they intend to stay another night. On the way to Sword Keep they are attacked, then must stay two night in Sword Keep for questioning while the rail is delayed. From Sword Keep it is a full day's ride through Marketplace to Passage, with a two hour stop in Marketplace. All together it is just under 1800 miles. Costing about 550gp per person, quite a hefty cost, but one paid for by their patron gladly.
Total time travelling is 5 days to Marketplace, including the two nights in Sword Keep.
Lightning Rail Layout
Lightning rail is 11 cars as detailed below. Each car is 100 feet long (Short ones are 60), not including the connector between carts, which is 5 ft. Total Length of Lightning Rail is roughly 1,000 feet. That means that at normal travelling speed, (50%, 250 feet a round {125 feet at initiative 10, and again at init 0}), it will take 4 rounds to fall back from tip to rear if knocked off the rail.
Passengers are detailed in appendix.
Car 1: Crew Cart
As shown in the picture to the right. Area 1 is the pilot compartment, Area 2 is the Crew Sleeper compartment, and Area 3 is the Crew Storage compartment.
This differs from the picture in that it boasts two lightning rings for pulling it's cargo loads.
NPC's; Pilot, Co-Pilot (Crew, and House Orien guards)
Car 2: Sleeper Cart (Single)

Car 3: Passenger Cart
Sort of a middle class cart, this has 4 private compartments set in the middle, and is flanked by public areas.
Car 4: Lounge Cart
Car 5: Sleeper Cart (Double)
Car 6: Dining Cart
Car 7: Galley Cart
Car 8: Steerage Cart
Car 9: Cargo Cart
Car 10: Cargo Cart
Car 11: Cargo Cart

Encounter (High Speed Banditry)
The attack is going to take place on the third day of

Chapter 3

The train is coming up on Sword Keep. They are going to have to relay their statement there. As they come up on Sword Keep the engineers realize the train is not responding to their commands to slow down and it threatens to blow right through them. THe players are going to need to repair the struts, and someone is going to have to try and get control of the elemental as the pilot was fried when he tried.

Once they make it through Sword Keep and the interrogation there, then they carry on to Marketplace. Marketplace encounter?

Once they get to passage they are going to have to deal with Captain Landas and his inquisitors. In the middle of the interrogation, when Landas lights a silverburn candle and discovers Orion's Lycanthropy, Mendis (Who had taken the form of one of the inquisitors) saps him in the back of the head. The players then must make their way quickly to the docks, as the airship is being commandeered. Then they have to smuggle themselves aboard.

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