1-Shot: Escaping the Aesir Express

A 1-Shot based in my Midgard setting. The players in this scenario are survivors of a wrecked Aesir prisoner transport train.

Where Does it Start?

In the wreck of a high priority prisoner transport train, on route to a facility in the frozen wilderness.

  • [Pillar: Exploration]

Players are the only living prisoners in their car. Inspection of any sort reveals their restraints to be unlocked.
The dead bodies around them are other prisoners, but noises coming from the attached cars hints towards other survivors.

This is a good time for the players to use skills like Perception, Survival, and Athletics to gather materials from the bodies
(ropes made from tied shirts, etc.) and weapons
(broken pipes for melee and blast proof paneling for defense).
Spells and Abilities are also useful for these actions.

What are We Doing?

Get to the command car of the train to find better gear and a map to civilization.

  • [Pillar: Social Interaction / Combat]

The path to the command station becomes a race, as other prisoners and surviving guards are also making their way up the train.

This is a good time to use skills like Intimidation, and Persuasion, as well as Spells or Abilities to negotiate with other survivors. Maybe join forces with other prisoners to overwhelm surviving guards?

Warped train cars, exposed wiring, and other dangerous obstacles also pose a threat. This bleeds a little into Exploration, but each car has 1d4 -1 survivors in it, so interaction with NPCs will abound. If the roll is even, they are prisoners, if it is odd, they are armed guards.

Note, this kind of Social Interaction can very easily bleed into combat, especially if the other prisoners are unstable, or view the Players as unstable. Surviving guards will always be hostile.

When Does it End

Getting to the command car.

  • [Pillar: Combat]

After no more than 4 cars, the players reach the command car. There are 1d4 +3 guards barricaded inside. They are trying to send out an SOS. If this signal is sent, any hopes of freedom will be dashed.

For some dynamic action, the guards 1 guard must always use an action to work on the radio. After 3 actions, the radio is fixed, and after 1 more action the signal can be sent.

Distraction and engagement is key if players want to prevent the guards from completing all 4 actions.