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    THE PHANTOM TRAIN

    Written by Peter J. Schroeder

    Additional writing and ideas by Hal GreenbergLayout and Editing: Peter J. Schroeder

    DESIGA!I" "# P$"D%&! IDE!I!': The game name Castles & Crusades, the campaign setting name Bluffside, and the NPC Walnd.

    DESIGA!I" "# "PE GA(E &"!E!: All other text.

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      ABLE OF CON EN S

    IN RODUC ION 1

    NO ES FOR CK 1

      HE RAIN

    CAR #1: CABOOSE 2

    CAR #2: BAGGAGE CAR 2

    CAR #3: PASSENGER CAR 2

    CAR #4: PASSENGER CAR 2

    CAR #5: PASSENGER CAR 2

    CAR #6: PASSENGER CAR 2

    CAR #7: PASSENGER CAR 2

    CAR #8: DINING CAR 2

    CAR #9: SLEEPING CAR 2

    CAR #9B: SLEEPING UAR ERS 2

    CAR #1!: SLEEPING CAR 3

    CAR #1!B: SLEEPING UAR ERS 3

    CAR #11: PASSENGER CAR 3

    CAR #12: PASSENGER CAR 3

    CAR #13: PASSENGER CAR 3

    CAR #14: PASSENGER CAR 3

    CAR #15: PASSENGER CAR 3

    CAR #16: SLEEPING CAR 3

    CAR #16B: SLEEPING UAR ERS 3

    CAR #17: SLEEPING CAR 3

    CAR #17B: SLEEPING UAR ERS 4

    CAR #18: ENGINE CAR 4

    LOCOMO I"E 4

    APPENDI 1: MONS ERS 5

    HAUN 5

    HAUN $ POL ERGEIS 5

    SKELE ON$ ANIMAL 5

    APPENDI 2: SPELLS 7

    GORGE 7

    GREASE 7

    IRRESIS IBLE DANCE 7

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    IN RODUC ION

    When our loved ones pass on, it is sometimes difficult for them to find their way to

    the afterlife. It is for this reason that the Phantom Train exist. It carries the lost to

    their final destination. The few that know of it's existence, do not know where it

    comes from. The train itself does not know this either., it has always existed. The

    train is neither good nor evil, it's sole motivation is completing it's task.

    Your group of friends and family are working your way ack to !luffside after a

    weekend adventure, all of you are new to this and en"oy the time to go out and

     make a name for yourself, as you eat y the camp fire a think fog rolls in, Who is

     going to take the first watch#

     $s the others lay down and the first watch volunteer is trying to keep an eye out

     for anything suspicious, he hears a deep guttural rattle. Walking to see where the

     noise is coming from, he trips over a mound in the dirt. $t closer inspection the

     mound reveals a corpse, rutality murdered. $s he gets up to wake the others

    tracks start forming on the ground in front of him. They look like ice or fog and

     give off a faint glow, he runs ack and wakes his companions. %ooking at where

    the tracks came from, the noise gets louder, you see a faint light, you prepare for

    the worst and the noise and light get more intense.

    NO ES FOR CK

    The living is not allowed to arrive where the train stops. The PCs have

    hour to defeat the train. !f the" do not succeed the" all die and #ecome

    s$eletons #ound to the train. There is no chance of ressurection even if a

    wish spell is used. The hour is not in realtime, it is in game time which would

    #e % rounds.

    All e'uipment is stripped from the PCs when accidentil" #oarding the train.(ver"thing #ut magic items can #e refound in the #aggage room.

    The windows on the train are #rea$a#le with a strength chec$ C) *. !f a

    window is #ro$en it creates a vacuum and will suc$ the PCs out of the train

    and into the void where the" will #e stuc$ forever. (ach PC is allowed a

    dexterit" chec$ to prevent #eing suc$ed out the window #" gra##ing on to

    something near#". +exterit" chec$s must #e made each round till the PCs

    move to the next room and close the door.

      HE PHAN OM RAIN 1

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      HE RAIN

    CAR #1: CABOOSE

    The Party wakes up in a &() room with all their e*uipment stripped. The walls

    are made of steel and show signs of rust. The floor under you seems to e ouncing 

    up and down. %eaning on the northern wall is a skeleton clutching a note see

    note on previous page-. You may e thinking how cliche, ut after you read the

     note that will no longer e what is on your mind.

    There is a door to the west.

    CAR #2: BAGGAGE CAR

    This room is filled with traveling #ags and #oxes. The walls are and floors are

    made of wood. anging on the walls are various sort of weaponr". !f the PCs

    search the luggage, the" will find various sorts of armor.

    There are doors to the east and west.

    CAR #3: PASSENGER CAR

    There are ten rows of doule seats on each side of the room with a window next to

    each seat. $ lue cotton carpet lays stretched out threw the center of the room. In

    the seats are ghostly passengers. $s the party walks y they stare lankly at them.The don't look to e hostile.

    /ixed upon the ghosts are * s$eletons with hooded ro#es that will 0ump out

    and attac$ the PCs right #efore the" reach the west door. !t is not

    recommended that the part" attac$s the ghosts, as the" are + monsters.

    !f one is attac$ed d% more will assist the attac$ed ghost.

    There are doors to the east and west.

    )* S+eleton: This neutral creature+s vital stats are - (d(, $/ (0, P 1. Its

     primary attriutes are physical. It attacks with a longsword for (d1 points of

    damage.-

    CAR #4: PASSENGER CAR

    There are ten rows of doule seats on each side of the room with a window next to

    each seat. $ lue cotton carpet lays stretched out threw the center of the room. In

    the seats are ghostly passengers. $s the party walks y they stare lankly at them.

    The don't look to e hostile.

    /ixed upon the ghosts are 1 fresh 2om#ies that will 0ump out and attac$ the

    PCs right #efore the" reach the west door. !t is not recommended that the

    part" attac$s the ghosts, as the" are + monsters. !f one is attac$ed d%

    more will assist the attac$ed ghost.

    There are doors to the east and west.

    ,* -obie: This neutral creature+s vital stats are - d1, $/ (, P (). Its

     primary attriutes are physical. It attacks with a slam for (d1 points of damage.

    They are slow, always acting last each round.-

    CAR #5: PASSENGER CAR

    There are ten rows of doule seats on each side of the room with a window next to

    each seat. $ lue cotton carpet lays stretched out threw the center of the room. In

    the seats are ghostly passengers. $s the party walks y they stare lankly at them.

    The don't look to e hostile.

    !t is not recommended that the part" attac$s the ghosts, as the" are +

    monsters. !f one is attac$ed d% more will assist the attac$ed ghost.

    There are doors to the east and west.

    CAR #6: PASSENGER CAR

    There are ten rows of doule seats on each side of the room with a window next to

    each seat. $ lue cotton carpet lays stretched out threw the center of the room. In

    the seats are ghostly passengers. $s the party walks y they stare lankly at them.

    The don't look to e hostile.

    /ixed upon the ghosts are * s$eletons with hooded ro#es that will 0ump outand attac$ the PCs right #efore the" reach the west door. !t is not

    recommended that the part" attac$s the ghosts, as the" are + monsters

    !f one is attac$ed d% more will assist the attac$ed ghost.

    There are doors to the east and west.

    )* S+eleton: This neutral creature+s vital stats are - (d(, $/ (0, P 1. Its

     primary attriutes are physical. It attacks with a longsword for (d1 points of

    damage.-

    CAR #7: PASSENGER CAR

    There are ten rows of doule seats on each side of the room with a window next to

    each seat. $ lue cotton carpet lays stretched out threw the center of the room. In

    the seats are ghostly passengers. $s the party walks y they stare lankly at them.

    The don't look to e hostile.

    /ixed upon the ghosts are 1 fresh 2om#ies that will 0ump out and attac$ the

    PCs right #efore the" reach the west door. !t is not recommended that the

    part" attac$s the ghosts, as the" are + monsters. !f one is attac$ed d%

    more will assist the attac$ed ghost.

    There are doors to the east and west.

    ,* -obie: This neutral creature+s vital stats are - d1, $/ (, P (). Its

     primary attriutes are physical. It attacks with a slam for (d1 points of damage.

    They are slow, always acting last each round.-

    CAR #8: DINING CAR

    2pon entering the room, music can e heard at an acceptale level coming from a

    device in the corner of the room. 2nlike the previous rooms, the P/s feel safe andcontent here. In the center of the room is a large dining tale sitting on an ornate

     green carpet. $ fully cooked turkey sits in the middle of the tale ready to e

    carved along with corn, loafs of read, ottles of wine and miscellaneous fruits and

    vegetales.

    3pon entering this room, ever" part" mem#er must roll a wisdo sa/ing

    throw or #e effected #" irresistile dance for * rounds.

    !f the part" decides to eat the food, the" must ma$e a wisdo sa/ing throw

    or #e effected #" the spell gorge see $ppendix 3 4pells-. !f the" pass the

    saving throw the food will heal all damage that the" have received including

    an" diseases, curses, or level drains. !f further helpings are consumed, no

    effects ta$e place. !f an"thing in the room is destro"ed #" the PCs a ghost

    waiter will appear and attac$ the PCs.

    There are doors to the east and west.

    CAR #9: SLEEPING CAR

     $ hallway stretches east to west with a room located to the north. 5loral painting

    hang on the walls, along with removale candles.

    There are doors to the north, south, east, and west.

    CAR #9B: SLEEPING UAR ERS

    This room is lined with three narrow rows of unk eds. There is not much room

    to move around in here. There is a large trunk on the south wall containing

    HE PHAN OM RAIN 2

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    various articles of clothing.

    There is a door to the south.

    CAR #1!: SLEEPING CAR

     $ hallway stretches east to west with a room located to the north. 5loral painting

    hang on the walls, along with removale candles.

    There is a poltergeist haunting the hallwa" see $ppendix (3 6onsters-. !t will

    follow and attac$ the part" up to the engine car. !f the part" moves #ac$

    east, it will follow up to the dining car. The poltergeist attac$ #" throwing

    o#0ects at the PCs each round causing point of damage. The PCs get adexterit" chec$ to avoid the damage. The poltergeist cannot #e $illed it

    resides within the walls of the train itself.

    There are doors to the north, south, east, and west.

    CAR #1!B: SLEEPING UAR ERS

    !$7899 !$7899

    Two 4$eleton +ogs come fl"ing out the door and immediatel" attac$ the

    PCs.

    This room is lined with three narrow rows of unk eds. There is not much room

    to move around in here. There is a large trunk on the south wall containing

    various articles of clothing.

    There is a door to the south.

    0* Anial S+eleton1Dog2: This neutral creature+s vital stats are - (d&,

     $/ (, P :. Its primary attriutes are physical. It attacks with claws or ite

     for (d; points of damage.-

    CAR #11: PASSENGER CAR

    !efore entering the room completely the P/s notice that there is no floor. Where

    the floor should e is void space. There are ten rows of doule seats on each side of 

    the room with a window next to each seat. In the seats are ghostly passengers. $s

    the party makes their way y they stare lankly at them. The don't look to e

    hostile.

    !t is not recommended that the part" attac$s the ghosts, as the" are +

    monsters. !f one is attac$ed d% more will assist the attac$ed ghost.

    Although there is no floor, the room can #e crossed as if there is one. The

    PCs can choose to wal$ over it or the" can hop across the vacant seats. A

    dexterit" chec$ is re'uired for each seat hopped. !f a PC fails the dexterit"

    the" fall on to a sitting ghost, causing the ghost to #ecome angr" and attac$.

    There are doors to the east and west.

    CAR #12: PASSENGER CAR

    There are ten rows of doule seats on each side of the room with a window next to

    each seat. $ lue cotton carpet lays stretched out threw the center of the room. In

    the seats are ghostly passengers. $s the party walks y they stare lankly at them.

    The don't look to e hostile.

    /ixed upon the ghosts are * s$eletons with hooded ro#es that will 0ump outand attac$ the PCs right #efore the" reach the west door. !t is not

    recommended that the part" attac$s the ghosts, as the" are + monsters.

    !f one is attac$ed d% more will assist the attac$ed ghost.

    There are doors to the east and west.

    )* S+eleton: This neutral creature+s vital stats are - (d(, $/ (0, P 1. Its

     primary attriutes are physical. It attacks with a longsword for (d1 points of

    damage.-

    CAR #13: PASSENGER CAR

    There are ten rows of doule seats on each side of the room with a window next to

    each seat. $ lue cotton carpet lays stretched out threw the center of the room. In

    the seats are ghostly passengers. $s the party walks y they stare lankly at them.

    The don't look to e hostile.

    /ixed upon the ghosts are * s$eletons with hooded ro#es that will 0ump out

    and attac$ the PCs right #efore the" reach the west door. !t is not

    recommended that the part" attac$s the ghosts, as the" are + monsters

    !f one is attac$ed d% more will assist the attac$ed ghost.

    There are doors to the east and west.

    )* S+eleton: This neutral creature+s vital stats are - (d(, $/ (0, P 1. Its

     primary attriutes are physical. It attacks with a longsword for (d1 points of

    damage.-

    CAR #14: PASSENGER CAR

    There are ten rows of doule seats on each side of the room with a window next to

    each seat. $ lue cotton carpet lays stretched out threw the center of the room. In

    the seats are ghostly passengers. $s the party walks y they stare lankly at them.

    The don't look to e hostile.

    !t is not recommended that the part" attac$s the ghosts, as the" are +

    monsters. !f one is attac$ed d% more will assist the attac$ed ghost.

    There are doors to the east and west.

    CAR #15: PASSENGER CAR

    There are ten rows of doule seats on each side of the room with a window next to

    each seat. $ lue cotton carpet lays stretched out threw the center of the room. In

    the seats are ghostly passengers. $s the party walks y they stare lankly at them.

    The don't look to e hostile.

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      HE RAIN

    scurrying across the floor.

    There are doors to the north, south, east, and west. The door to the west is

    loc$ed. !f the PCs inspect the walls the" will find 1 levers on #oth the north

    and the south wall. All the levers must #e pulled simultaneousl" to open the

    loc$ed door. !f the part" does not contain enough mem#ers to pull all the

    levers, the" can approach Walnd and he will come out to pull a lever. The

    part" can also wal$ #ac$ to /ar =(: and as$ the smiling ghost to come #ac$

    with them and pull a lever.

    )* Anial S+eleton1$at2: This neutral creature+s vital stats are - (d&, $/

    (, P (. Its primary attriutes are physical. It attacks with claws or ite for

    (d; points of damage.-

    CAR #17B: SLEEPING UAR ERS

    This room appears to e for someone of great importance. $ single ornamental ed

    resides on the west wall which contains a resting human. $ small furnace is

    located on the northern wall elow a window. To the south is a ookshelf lined

    with classic literature, and to the east is a tale with a royal purple tale cloth with

     gold trim.

    The resting human is Walnd. e fought his way this far solo and is resting from his

    wounds. Waldn's current P is at 0). e will answer any of the P/s *uestions

    aout the train ut will not "oin their party. e purposely oarded the train hoping

    to defeat the train into sumission, forcing it to drop him off to his home plane.

    There is a door to the south.

    Walnd: e is a *th level fighter, chaotic5neutral, human. is vital stats are

    d67 +, * P, AC 7 6 +(8, 69 full chain suit-, /: 1 ft.

    is primar" attri#utes are strength, constitution, charisma. is attri#utes

    are strength 79; manual of gainful exercise 6%-, dexterit" *, constitution

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    APPENDI 1: MONS ERS

    HAUN

    ". E&"%!E$ED: 

    SI-E: /edium

     HD: * d

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    twice for d9 or #ite for d9. Fuadrupedal creatures will mainl" use the two5

    claw attac$, while avian and inverte#rate creatures will rel" on the #ite. !n

    all things, the @/ should #e the final ad0udicator in the t"pe of attac$ for

    unusual creatures.

      HE PHAN OM RAIN 6

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    APPENDI 2: SPELLS

    GORGE

    LE3EL: Wi2ard <

    &AS!IG !I(E: 

    $AGE: Touch

    D%$A!I": 7d% rounds

    SA3IG !H$"W: Wisdom negates

    SPELL $ESIS!A&E: Ges

    &"(P"E!S: :

    This spell causes the target to eat uncontrolla#l". The victim will

    continuousl" eat until the spells duration expires. !f there is no food

    availa#le, the victim will eat an"thing around them, dirt, cloths, etc. A

    wisdo sa/ing throw is allowed each round of the spells effect to stop the

    eating. !f the victim does not pass a saving throw #" the end of the spells

    duration, the victims stomach explodes and the victim dies.

    GREASE

    LE3EL: Wi2ard

    &AS!IG !I(E: 

    $AGE: 7* ft.6* ft.E lvl.

    D%$A!I":  rd.Elvl

    SA3IG !H$"W: +exterit" partialSPELL $ESIS!A&E: No

    &"(P"E!S: :, 4, /

    With the utterance of the arcane tongue, this spell fills a ft. #" ft. area

    with a slim" slipper" grease. The summoned grease ma$es $eeping oneHs

    footing almost impossi#le and re'uires an" #eings on foot attempting to pass

    through the area to ma$e a de*terity sa/ing throw to avoid losing their

    footing or falling. !ndividuals ma$ing their saving throw ma" onl" move at

    half speed.

    Alternatel" the spell ma" #e cast on a single o#0ect, such as a sword, wand,

    staff or other such weapon, ma$ing the o#0ect impossi#le to hold onto unless

    a successful de*terity sa/ing throw is made. A successful 4ave must #e

    made each round in order to efficientl" wield the greased weapon or held

    item.

    The material spell component for this spell is a pinch of lard or a slice of

    fatt" undercoo$ed #acon.

    IRRESISTIBLE DANCE

    LE3EL: Wi2ard <

    &AS!IG !I(E: 

    $AGE: Touch

    D%$A!I": d96 rounds

    SA3IG !H$"W: None

    SPELL $ESIS!A&E: Ges

    &"(P"E!S: :

    The living su#0ect feels an undenia#le urge to dance and #egins doing so,

    complete with foot shuffling and tapping. The spell effect ma$es itimpossi#le for the su#0ect to do an"thing other than caper and prance in

    place. The effect imposes a 59 penalt" to Armor Class and a 5 penalt" on

    dexterit" saving throws, and it negates an" AC #onus granted #" a shield the

    target holds.

      HE PHAN OM RAIN 7

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    co%ply with all ter%s herein and fail to c$re s$ch #reach within ;0 days of #eco%ing aware of the #reach. ll s$#licenses shall s$rie the ter%inationof this icense.

    1%. Reforation: If any proision of this icense is held to #e$nenforcea#le, s$ch proision shall #e refor%ed only to the extent necessaryto %a'e it enforcea#le.

    1&. COPRIG3T NOTICE pen a%e icense 9 !roll Lord Gaes= Authors Da/is &henault and (ac Golden.

    &astles 8 &rusades: Players Handboo+9 ,rd Printing9 &oyright 0;;>9

    !roll Lord Gaes= Authors Da/is &henault and (ac Golden.

    &astles 8 &rusades: (onsters 8 !reasure9 ,rd Printing9 &oyright

    0;;B9 !roll Lord Gaes= Authors $obery Doyle and Stehen &henault

    &astles 8 &rusades: Players Handboo+9

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