TEXT: The World of Aden originAlly creATed by ShAne lAcy henSley
  Although the nation of Urbana is not well regarded by many 
  throughout the Known Lands, there are very few who hold that 
  same low opinion of the Thunder Trains. The most massive 
  mechamagical constructs ever created, the Thunder Trains 
  constantly scour the continent, bringing trade and relatively safe 
  travel back to a world on the brink of ruin in the aftermath of the 
  Darkfall. Before the Thunder Trains were created, trade between 
  nations, even between settlements, was virtually non-existent. 
  What little trade did occur was exorbitantly expensive because 
  of the large numbers of soldiers necessary to protect merchant 
  caravans as they braved the wilderness and the nocturnals that 
  attacked anything moving through it. Entire villages succumbed 
  to starvation because crops could not be moved from more arable 
  lands to those accustomed to purchasing their food in exchange 
  for whatever was produced there.
  The Thunder Trains have changed all this. The volume of 
  cargo they are capable of moving can change the fates of entire 
  cities or even provinces, in the case of the largest of the trains. 
  While Urbana profits disproportionately from the Thunder Trains’ 
  trade, those who were without trade before them accept that 
  fact as the price of survival. When one of the trains arrives at a 
  Thunder Station, representatives from all surrounding settlements 
  flock to the area to conduct trade with one another, as well as the 
  local merchants responsible for selling product in the name of 
  Lord Urbane. The events are like small festivals that celebrate 
  commerce, with the two or three days (depending upon the 
  amount of cargo being carried at the time) the train remains at the 
  Thunder Station being a whirlwind of money and goods changing 
  hands, beloved by merchants and thieves alike for the outrageous 
  opportunities that abound.
  Credits
  Written by: Shawn Carman
  Editing: Shawn Carman
  Interior Artwork: Shen Fei & Mike Brodu
  For Kyoudai Games
  Shawn Carman, Creative Department
  Rich Wulf, Mechanical Design
  Ryan Carman, Logistics & Development
   
  Butch Carman, Chief Financial Officer
  Mike Brodu, Graphic Design & Branding
  Original Graphic Design: Robert Denton
  1
  
  A Thunder Train picks up cargo at every stop throughout its journey, 
  and of course unloads cargo as well. Merchants sometimes accompany 
  their goods on the trip, but just as often they pay a nominal fee so that 
  the Urbanan quartermasters who ride the train as an adjunct to the Iron 
  Guard can oversee their goods and ensure they are sold at the proscribed 
  price. The goods will arrive at their destination, be sold, and the funds 
  will be returned to the merchant the next time the train passes through 
  that particular Thunder Station. This is a lengthy process that can take 
  months, meaning that merchants can have long, sometimes painful 
  waits in between getting their payment, but most agree it is vastly supe-
  rior than trying to transport the goods themselves, and infinitely safer.
  Cargo Cars
  Other than the engines and, in at least one instance, a supply cart for 
  a massive mechamagical weapon, the Thunder Trains are made up of 
  a large number of cargo cars. These cars are almost all identical, with 
  roughly sixty of them in use among the four trains at any given time. 
  There are many others kept in a state of readiness or repair, depending 
  on the circumstances, ensuring that cars that suffer damage or require 
  maintenance can be rotated out of use and replaced with ready cars 
  instead.
  The standard configuration for a transport car for the Thunder Train 
  calls for a large, open first level that is comparable in many ways to a 
  mobile warehouse. There is a smaller second level that houses weapon 
  emplacements, supplies, and bunks for the Iron Guard and various 
  other staff of the Thunder Train. These levels are off limits to passen-
  gers unless there are unusual circumstances. On occasion, for instance, 
  when a train comes under attack from externals forces, some passengers 
  are allowed on the upper level so that they can join in the battle against 
  whatever threatens the train.
  On the first floor, the layout of a transport car is largely static. There 
  are four small chambers for passengers, with varying levels of comfort 
  depending upon the price paid. All the chambers are roughly the same 
  size, but are intended to accommodate a single passenger, a pair, a 
  trio, and a quartet among the four. The single passenger compartment 
  is identified as a “luxury accommodation,” but there is no one in the 
  civilized world who would regard its stark amenities as luxurious under 
  even the most charitable viewpoint. In addition to the four passenger 
  chambers, there are two small alcoves, little more than the size of 
  perhaps a large closet, that house defensive measures. In some cars, 
  these are the Sentinels (see below). In others, they are less powerful 
  but nevertheless dangerous golems utilized by the various mechamages 
  serving aboard the ship. The lion’s share of the car’s spacious first floor, 
  however, is devoted to cargo.
  There are eight sectionalized compartments devoted to cargo storage 
  on the main floor. Two of these are secured by heavy iron doors and are 
  used to transport especially valuable, or sometimes volatile, cargoes, 
  while the others are open in front to allow the train’s quartermasters 
  to constantly monitor the inventory and ensure that no theft of damage 
  has taken place during the lengthy voyage. In addition to these alcoves, 
  less fragile cargo can be stacked and stored in rather extensive volumes 
  throughout the main floor. It is typically secured by heavy lashes and 
  cargo netting and used to shape the open floor into corridors much like 
  hallways. This can be a dangerous place, because it is not unheard of 
  for the crates to break free from their lashings and fall, which can seri-
  ously injure or kill passengers. The Iron Guard warn anyone boarding 
  the train of this possibility and, as such, they do not consider it their 
  problem. The quartermasters are little better, more worried about the 
  welfare of the cargo than the passengers, but such is to be expected from 
  men and women of their training.
  The only other feature of the transport cars are the points of egress. 
  Each of the passenger chambers has a door leading out of the car, and 
  there are large double doors in the car’s center on either side, allowing 
  for quick loading and unloading. There is a narrow, wrought iron spiral 
  stairwell leading to the upper level of the car, usually situated at the rear 
  of the car. There are doorways at each end that lead to the cars ahead 
  and behind each car in the train. These doors lead to narrow walkways 
  connecting the cars, and are among the most dangerous places on the 
  entire train because there is little in the way of protection from external 
  threats, much less the risk of falling between the cars and perishing.
  Although there is no hard and fast rule about passengers outside of 
  those who pay the significant fee for one of the passenger berths, the 
  Iron Guard and crew of the Thunder Trains are generally willing to 
  allow others to purchase passage on the trains for a fee, leaving them 
  to make their own berths among the open cargo flooring. On many legs 
  of the trip, there are empty cargo areas after a particularly profitable 
  unloading, so this is a simple matter. For most, it’s much like camping 
  except that there’s no risk of attack while sleeping (unless it is from 
  other passengers) and there is constant noise and jostling. Getting a 
  good night’s rest is difficult at best, but the faster travel and relative 
  safety make it appealing nonetheless.
  Passengers on a Thunder Train are incredibly varied. The only 
  requirements are the ability to pay the cost demanded for passage by 
  the Iron Guard and the lack of any overtly corrupted nature on the part 
  of the passengers. Once aboard, passengers are largely left to their own 
  devices. The train’s quartermasters police the inventory for any sign of 
  theft, which is punished swiftly and incredibly harshly, often by being 
  thrown off the train while it is in motion. Violence between passengers 
  is discouraged not because of the Iron Guard’s interest in their passen-
  gers’ well-being, but because it could risk the cargo or, even worse, 
  serve as a distraction for some greater threat to the train. Because of the 
  Iron Guard’s lackadaisical practices in accepting passengers, there have 
  been numerous documented cases of known criminals fleeing justice 
  by giving the Iron Guard a handful of coins and an assumed name. 
  Other than checking the passenger manifest, local law enforcement is 
  not allowed to search the Thunder Trains. 
  2
  
  3
  
  Sentinels
  The most powerful defensive force protecting the Thunder Trains are 
  the Sentinels, deadly steam-fueled golems of extraordinary strength and 
  power. The method of their creation is one of the most closely guarded 
  secrets in Urbana, and they are not employed anywhere other than the 
  Thunder Trains, just one of many signs of the importance placed upon 
  them by Lord Urbane.
  For more information on the Sentinels, see Thunderscape Worlds 2: 
  the Thunder Trail.
  Sentinel
  XP 51,200 - CR 15
  LN Large construct
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +20
  Defense
  AC 32, touch 16, flat-footed 25 (+7 Dex, +16 natural, -1 size)
  hp 150 (20d10+40)
  Fort +6, Ref +13, Will +6
  DR 15/adamantine; Immune construct traits, magic
  Offense
  Speed 30 ft., fly 100 ft. (poor)
  Melee +1 thunderhammer +28/+23/+18/+13 (1d12+9 / 19-20/X3), 
  +1 magmaxe +28/+23/+18 (1d12+10 / 19-20/X3, half of damage 
  counts as fire damage)
  Ranged 2 thunder rays +27 ranged touch (2d10 sonic)
  Special Attacks powerful charge (thunderhammer +32, 3d12+8 / 
  19-20/X3)
  Statistics
  Str 28, Dex 25, Con -, Int 11, Wis 10, Cha 9
  Base Atk +20; CMB +30; CMD 47
  Feats Double Slice, Greater Two-Weapon Fighting, Improved 
  Critical (magmaxe), Improved Critical (thunderhammer), Improved 
  Two-Weapon Fighting, Magma Eruption, Power Attack, Thunder 
  Reckoning, Two-Weapon Fighting, Two-Weapon Rend
  Skills Fly +11, Perception +20, Stealth +13
  Special Abilities
  • Immunity to Magic (Ex) A Sentinel is immune to any spell or spell-
  like ability that allows spell resistance, with the exception of spells 
  and spell-like abilities that specifically affect constructs, which affect 
  it normally. In addition, certain spells and effects function differently 
  against the creature, as noted below.
  Table 1: Random Passengers
  D20 
  Passengers
  1-2 
  Academics
  3-4 
  Adventurers
  5-6 
  Bodyguards
  7-8 
  Craftsmen
  9-10 
  Criminals in disguise
  11-12 
  Entertainers
  13-14 
  Law enforcement (traveling, of course)
  15-16 
  Mercenaries
  17-18 
  Merchants
  19-20 
  Nobles-in-exile
  Table 3: Perishable Goods
  D20 
  Goods
  1-2 
  Beans
  3-4 
  Corn
  5-6 
  Dried fish
  7-8 
  Fruit
  9-10 
  Nuts
  11-12 
  Pickled meat
  13-14 
  Soybeans
  15-16 
  Tubers 
  17-18 
  Vegetable mix
  19-20 
  Wheat
  Table 6: Manufactured Goods
  D20 
  Goods
  1-2 
  Armor or weaponry
  3-4 
  Boilers
  5-6 
  Bullets & cartridges
  7-8 
  Firearm components
  9-10 
  Golemoid implants (low-grade)
  11-12 
  High-quality craftsman’s tools 
  13-14 
  Mechamagical components
  15-16 
  Processed steel
  17-18 
  Steam engine
  19-20 
  Vehicle components
  Table 5: Raw Materials
  D20 
  Materials
  1-5 
  Gemstones
  6-10 
  Iron ingots
  11-15 
  Lumber
  16-19 
  Precious metals
  20 
  Special materials (adamantine, manite,
   
  mithral, heartwood, etc.)
  Table 4: Mercantile Goods
  D20 
  Goods
  1-5 
  Bolts of cloth
  6-10 
  Lantern oil
  11-15 
  Gunpowder (kept in secure storage)
  16-20 
  Spellcasting components
  Table 2: Random Cargo Type
  D20 
  Cargo Type
  1-5 
  Perishable Goods
  6-10 
  Mercantile Goods
  11-15 
  Raw Materials
  16-20 
  Manufactured Goods
  Passengers and Cargo
  You will find below a series of tables providing help with populating 
  the cars of the Thunder Trains with random passengers and cargo.
  4
  
  • Thunder Ray (Su) A Sentinel can fire a beam of pure sonic energy 
  from its mouth at a maximum range of 100 feet twice per round as 
  a single standard action. Enemies struck by these rays must make a 
  Fortitude save (DC 20) or fall prone and be staggered for one round. 
  These rays may be directed at the same target or multiple targets.
  • Steamreaver Mastery (Su) Sentinels possess proficiency with all 
  steamreaver weapons and can dual wield 2-handed steamreaver 
  weapons designed for Medium sized creatures as if they were light 
  weapons. These weapons are considered +1 weapons and are always 
  powered when wielded by a Sentinel. A Sentinel receives two free 
  steam points per turn which it can utilize for weapon abilities or 
  steamreaver feats. The default Sentinel described in this stat block 
  wields a thunderhammer and a magmaxe, but these constructs are 
  known to wield all varieties of steamreaver weapons. Feel free to vary 
  their weapons and feats appropriately.
  • Camouflage (Ex) While aboard the Thunder Train to which they 
  are bound, a Sentinel may blend into the train’s machinery as part of 
  a Stealth check. This grants the Sentinel a +10 circumstance bonus to 
  Stealth checks while aboard its train. Sentinels always use this ability 
  prior to engaging restoration mode.
  • Restoration Mode (Su) While aboard the Thunder Train to which 
  they are bound, a Sentinel can bond itself to the train’s machinery as a 
  standard action, allowing it to draw upon the magic that empowers the 
  Thunder Train to heal itself. While so engaged, the Sentinel gains fast 
  healing 30 but is considered helpless. It can disengage from the train 
  once more as a standard action.
  • Engine-Bound (Ex) Every Sentinel is bound to a specific Thunder 
  Train. They can innately sense the location of their Thunder Train and 
  its distance from themselves at all times. While they can leave their 
  train at will, they immediately become inert and dormant if they move 
  more than a mile away. An inert Sentinel immediately awakens once 
  more if it moves back into range of its train.
  Ecology
  Environment any Thunder Train
  Organization solitary or small patrol (2-4)
  Treasure magmaxe, thunderhammer
  5
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by  
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.Pathfinder Roleplaying Game Bestiary. © 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat.  © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
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  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Thunderscape: The World of Aden. © 2013 Kyoudai Games, LLC; Authors: Shawn Carman and Rich Wulf.
  Thunderscape The Aden Gazette #6, Riding the Rails. © 2018 Kyoudai Games, LLC; Author: Shawn Carman.
  6
  
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