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Uninvited Guests

Environments Designed by Júlia Alberto

At a glance

Tier
1
Type
Exploration
Difficulty
12
Impulses
Spread corruption, overwhelm the living, turn the journey into a slaughter

Environment overview

A passenger train cuts through the landscape at steady speed, until something begins to rot from within. A strange sickness spreads among the passengers, and deep in the final carriage, something stirs.

Potential adversaries

Brawny Zombie Patchwork Zombie Hulk Rotted Zombie Shambling Zombie Zombie Pack

Features

Passives

passive
  • Arcane Engine

    The train moves forward relentlessly, powered by a bound arcane crystal embedded in its core systems. A PC examining the engine or its mechanisms may attempt an Instinct Roll. On a success, they detect a necrotic corruption seeping into the crystal, twisting its energy and spreading through the train. Left unchecked, the engine continues to carry the infection forward, faster than anyone can escape.

  • Early Symptoms

    Something is wrong among the passengers. Coughing spreads through the cabins. Skin pales. Breathing grows shallow. In the VIP carriage, a passenger suddenly collapses, sending the crew into panic. A PC interacting with the sick may attempt a Knowledge or Instinct Roll. On a success, they recognize the signs of necrotic contamination, not a natural disease. This is not an illness. It is the beginning of transformation.

Actions

action

Reactions

reaction
  • The Last Car

    Something is wrong in the last car. Whatever started this… it’s still there. As the PCs approach, low moans echo from within. The door trembles slightly, as if something inside is pressing against it. When the car is opened, unleash the swarm:

    - Spawn 1 Rotted Zombie
    - Spawn 1 Patchwork Zombie Hulk
    - Spawn 1d6 Zombie Packs

  • Spreading Sickness

    Start a Consequence Countdown (Loop 6) as the infestation spirals out of control. Whenever a PC rolls with Fear, tick down the countdown by 1. Each time the countdown is ticked down, spawn 1d4 Shambling Zombies. When the countdown reaches 0, Spawn a Brawny Zombie, then reset the countdown to 6. The longer the fight continues, the more the train fills with the dead.

  • The Source of the Infection

    Once the zombies emerge, the PCs may search the train for the source of the necrotic outbreak. A PC can make an Instinct Roll (15) to scan the passengers, luggage, and surrounding cars for anything out of place. On a success, they identify a passenger carrying a strange medallion pulsing with necrotic energy. If the medallion is destroyed, cleansed, or otherwise rendered inert, the corruption loses its hold on the train. No new zombies can emerge from this environment’s features, though any undead already present remain a threat.

About this environment

This was my first attempt of a Environment. The trope of “something evil is within the train” is a classic and I needed to try it. It works, my players love it.

Uninvited Guests

Tier 1 Exploration

A passenger train cuts through the landscape at steady speed, until something begins to rot from within. A strange sickness spreads among the passengers, and deep in the final carriage, something stirs.

Impulses: Spread corruption, overwhelm the living, turn the journey into a slaughter

Difficulty: 12

Potential Adversaries: Brawny Zombie, Patchwork Zombie Hulk, Rotted Zombie, Shambling Zombie, Zombie Pack

Features

Arcane Engine - Passive: The train moves forward relentlessly, powered by a bound arcane crystal embedded in its core systems. A PC examining the engine or its mechanisms may attempt an Instinct Roll. On a success, they detect a necrotic corruption seeping into the crystal, twisting its energy and spreading through the train. Left unchecked, the engine continues to carry the infection forward, faster than anyone can escape.
Early Symptoms - Passive: Something is wrong among the passengers. Coughing spreads through the cabins. Skin pales. Breathing grows shallow. In the VIP carriage, a passenger suddenly collapses, sending the crew into panic. A PC interacting with the sick may attempt a Knowledge or Instinct Roll. On a success, they recognize the signs of necrotic contamination, not a natural disease. This is not an illness. It is the beginning of transformation.
The Last Car - Reaction: Something is wrong in the last car. Whatever started this… it’s still there. As the PCs approach, low moans echo from within. The door trembles slightly, as if something inside is pressing against it. When the car is opened, unleash the swarm: - Spawn 1 Rotted Zombie - Spawn 1 Patchwork Zombie Hulk - Spawn 1d6 Zombie Packs
Spreading Sickness - Reaction: Start a Consequence Countdown (Loop 6) as the infestation spirals out of control. Whenever a PC rolls with Fear, tick down the countdown by 1. Each time the countdown is ticked down, spawn 1d4 Shambling Zombies. When the countdown reaches 0, Spawn a Brawny Zombie, then reset the countdown to 6. The longer the fight continues, the more the train fills with the dead.
The Source of the Infection - Reaction: Once the zombies emerge, the PCs may search the train for the source of the necrotic outbreak. A PC can make an Instinct Roll (15) to scan the passengers, luggage, and surrounding cars for anything out of place. On a success, they identify a passenger carrying a strange medallion pulsing with necrotic energy. If the medallion is destroyed, cleansed, or otherwise rendered inert, the corruption loses its hold on the train. No new zombies can emerge from this environment’s features, though any undead already present remain a threat.

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