ITALICS = Custom Weapon, BOLD = Special Weapon/Item, UNDERLINE = Story
● PC’s are on a train heading to the fabled city of Baldur's Gate, the city of
     blood. However while on the train, it gets attacked by raiders. The train is
     moving and has no intention of stopping. Our players must somehow
     make their way from the train car they’re in to the front of the train, stop
     the raiders and more importantly stop the train.
        ○ Players can go any direction, on top of the train, behind, etc.
        ○ Players can go on to roof through Car 0 to get miniboss
               ■ A fierce battle can ensue up there, a high risk high reward
                   scenario if they decide to take that path.
        ○ Can lead into another oneshot, perhaps a series of robberies, but
            don't forget that Kray’tom must make an appearance, maybe as an
            investigation check.
Map:
  ● Storage Car
       ○ Desc. : This car is a storage car, at the end of the train. It’s used to
          transport passengers' luggage, as well as a break area for the crew.
          The back door is open, the party sees train tracks fall behind them.
          This is where they can go on top of the train.
       ○ Chest: 5 potions, 75g, Headband of Intellect (sets users int to 19)
  ● Top of Storage Car
       ○ Laughing Jack, Skeleton
       ○ Level 3, Wild Magic Sorcerer, 14hp, 4 Sorcery Points
             ■ 10 str, 11 dex, 14 (+2) con, 12(+1) int, 10 wis, 16 (+3) cha
             ■ Wild Magic: After casting a spell 1st Level or higher, roll d20.
                 If a 1 is rolled, roll on Wild Magic table (d100+d10)
             ■ Quickened Spell
                     ● Can cast spells as Bonus Action (Costs 2 Sorcery Points)
             ■ Distant Spell
                     ● Spells have a 50% increase in distance. Melee spells
                         have a range of 7m. (Cost 1 Sorcery Point)
             ■ Inventory.
                     ● Staff of Crones
                            ○ Grants Ray of Sickness (2d8+3 Poison, 18m)
                     ● Firebolt (1d10+3)
                   ● Blade Ward
                   ● Burning Hands (3d6+3 Fire, 5m Cone)
      ○ Jakeathy, Inukasa, Level 2 Ranger, 12hp, 2 spell slot,
      ○ 10 str, 12 dex, 12 con, 12 wis, 8 int, 10 cha
           ■ Longbow (1d8+1 piercing)
           ■ Fighting Style: Archery
                   ● +2 Damage with bows
           ■ Cure Wounds
           ■ Hail of Thorns
                   ● Next ranged attack, do an extra 1d10 piercing or half if
                      succeeded dex check.
           ■ Loot
                   ● If Jakeathy Spared:
                         ○ Cloak of the Dogs
                                ■ +1AC
                                ■ Summon Familiar: Jakeathy
                                       ● Summon Jakeathy (Until Long Rest)
                                       ● Will always be 2 levels lower than the
                                           party.
                   ● If Jakeathy Killed: Jake Skin (Quality: Survival Check)
                         ○ Bad: 2g, Good: 25g, Very Good: 55g, Excellent:
                             75g, Perfect: 150g
● Bar Car
● The party is sitting in the bar car, Myrkul is sitting at the bartop reading a
  scientific journal, Av’e is sitting to the left of Myrkul and is smoking a pipe
  (Which she and Myrkul have been passing back and forth). Hecate is
  drinking at the bar, talking to Myrkul and Av’e. They’re all on their way to
  Baldur’s Gate. With an ear piercing bash, Raiders rush in through the back
  door and start trashing the cabin, as well as robbing the passengers! A
  halfling armed with a knife gets on top of the bar and starts trashing it.
  He gets to where the party is and aims the knife at them. A Goblin, who
  looks like the leader of this bunch, approaches and yaps to the party;
  “Hand over all of your gold or die!”
     ○ Raider Fighter, Level 2, Goblin, 12hp
                   ● Action Surge
             ■ 12 str (+1), 12 (+1) dex, 12(+1) con, 10 int, 10 wis, 10 cha
          ■ Scimitar (1d6+1 slashing)
     ○ Raider Rogue, Level 2 Thief, Halfling, 8hp
                ● +1 Bonus Action
          ■ 11 str, 12 (+1) dex, 12(+1) con, 10 int, 10 wis, 10 cha
          ■ Knife (1d4+1 piercing), Light crossbow
     ○ Raider Barbarian, Level 2, Dwarf, 142hp
                ● Rage
                       ○ Adv. on Strength Checks + Saving Throws
                       ○ When making a melee attack, gain +2 to damage
                       ○ Blade Ward
                       ○ 1 Rage Charge (10 turns)
          ■ 12 str, 11 dex, 12 con, 10 int, 10 wis, 10 cha
          ■ Greataxe (1d12+1 slashing)
     ○ Raider Mage, Level 2, Halfling, 9hp
          ■ 10 str, 10 dex, 12 con, 12 int, 11 wis, 10 cha
                ● Quarterstaff
                ● Firebolt (1d10+1 fire damage)
                ● Ray of Frost (1d8+1 cold damage, enemy speed
                    reduced by 3.5m)
                ● Grease, Level 1 (affected creatures must succeed dex
                    saving throw)
● Passenger Car 1
     ○ Raider Ranger, Halfling, Level 2, 8hp
          ■ 11 str, 12 (+1) dex, 10 con, 10 int, 12 (+1) wis, 10 cha
          ■ Longbow (1d8 piercing)
     ○ Raider Mage, Level 2, 8hp
          ■ 10 str, 10 dex, 12 con, 12 int, 11 wis, 10 cha
          ■ Wand
                ● Firebolt (1d10+1 fire damage)
                ● Poison Spray (1d12+1 poison damage, target must
                    succeed con saving throw or get poisoned)
                ● Magic Missile (1d4+2 x3)
     ○ Raider Barbarian, Level 2, 14hp
          ■ 12 str, 11 dex, 12 con, 10 int, 10 wis, 10 cha
          ■ Greataxe (1d12+1)
          ■ Rage
                ● Adv. on Strength Checks + Saving Throws
                 ● When making a melee attack, gain +2 to damage
                 ● Blade Ward
                 ● 1 Rage Charge (10 turns)
● Passenger Car 2
● As the party approaches, they smell a very strong, putrid, fishy smell
     ○ Sharky Jones, Shark Fishman
     ○ Level 3 Champion Fighter, 18hp, 2 rage charges
                 ● When Sharky rolls a 19 or a 20, he crits (1.5x)
                 ● Action Surge (+1 Action)
           ■ 14 str (+2), 10 dex, 14 con (+2), 10 wis, 10 int, 10 cha
           ■ Longsword (1d8+2)
           ■ Wood Shield (+2AC)
                 ● Loot:
                         ○ 20g
                         ○ Sapphire (40g)
                         ○ Amethyst (60g)
     ○ Raider Fighter, Level 2, 12hp
           ■ 12 str (+1), 12 (+1) dex, 12(+1) con, 10 int, 10 wis, 10 cha
           ■ Action Surge (+1 Action)
           ■ Longsword(1d8+1 slashing)
     ○ Raider Cleric, Level 2, 9hp
           ■ 10 str, 10 dex, 12 con (+1), 11 int (+1), 12 wis (+1), 10 cha
           ■ Mace
           ■ Shield (+2AC)
                 ● Spells:
                 ● Sacred Flame
                 ● Healing Word
                 ● Cure Wounds
                 ● Guiding Bolt
● Control Car
     ○ The Hammer, Level 3, Berserker Barbarian, 22 hp
     ○ 14 str (+2) , 10 dex, 16(+3) con, 8 wis (-1), 8 cha (-1)
                 ● Crusher
                         ○ Warhammer, Versatile (1d8+2
                            Bludgeoning/1d6+2 if wielded with shield)
                         ○ Special Ability: Legbreaker (Per Long Rest)
                             ■ Target must succeed constitution saving
                               throw or goes Prone.
                             ■ If attack is critical, inflicts -3.5m
                               movement speed penalty on the target
                               until next short rest.
    ○ Frenzy
         ■ Can make an action as a bonus action. When rage ends,
            suffer Exhaustion.
               ● Loot
                      ○ 50g
                      ○ Crusher
                      ○ Berserker Clothes (AC 10)
                      ○ Letter
                            ■ IF LAUGHING JACK DIED: Letter from D
                            ■ IF LAUGHING JACK ALIVE: Letter from
                               LJ
                            ■ Contents:
                                         ○ The order is ready. We’ll have
                                           someone ready to pick you up
                                           at Devil’s Fee. -LJ/D
                                               ■ (investigation check)
                                               ■ There’s some blood on
                                                  the corner of this paper
● End
    ○ Our heroes saved the train from the raiders, but the letter that was
      on The Hammer’s person is more than concerning. What’s
      happening? What is the order? The Devil’s Fee awaits them in
      Baldur’s Gate, but who or what awaits them?
         ■ Our party steps off the once mad train; left with nowhere to
            go, they decide sticking together to be the best course of
            action. They step into the unknown wilderness of the forest.
            They must survive in order to make it to Baldur’s Gate