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The Drow War Book Two. The Dying Of - RoseRed

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54<br />

listeners than watchers, since there is nothing to see but<br />

fog all around the ship.<br />

At the points marked W on the map, a single sailor is<br />

keeping watch. At the points marked LW, a lieutenant<br />

is doing the same.<br />

1. Siege Machinery<br />

<strong>The</strong>se huge catapults look like they belong on a castle’s<br />

battlements, not the deck of a monster ship. <strong>The</strong> iron<br />

spheres stacked next to them on a brass frame are<br />

obviously ammunition. Next to these, there is a strange<br />

hybrid of metal cradle and brazier, presumably for the<br />

spheres to sit in.<br />

A Player Character who examines the catapults and<br />

succeeds at a Craft (carpentry) or Profession (siege<br />

engineer) check (DC 20) concludes that these weapons<br />

have rarely, if ever, been fired. <strong>The</strong> brazier device is for<br />

heating up the iron balls until they are red-hot, at which<br />

point they are launched at enemy ships to set them on<br />

fire.<br />

2. Ship’s Wheel<br />

A ship’s wheel is mounted here. It is strange to think<br />

that something so small can steer something so vast.<br />

A locked bracket holds the wheel in place. Set in the<br />

wheel’s centre is a metal cup-like depression.<br />

<strong>The</strong> bracket is to prevent children and drunkards from<br />

meddling with the wheel. It can be removed with an<br />

Open Lock check (DC 30). A Player Character who<br />

wants to sabotage the wheel can do so with a Disable<br />

Device check (DC 20). <strong>The</strong> metal object is a speaking<br />

tube, allowing the sailor at the wheel to communicate<br />

with the witching tower and the engine room (see<br />

below).<br />

3. Beast Bellower<br />

At this point on the deck, you find a structure like a<br />

large brass trumpet on a metal tripod. <strong>The</strong> flared end<br />

is around ten feet across. Pipes lead from it through the<br />

deck. On one side of the foghorn-like device is a pull<br />

cord, and on the other is a lever that has four different<br />

settings.<br />

This device is for scaring away sea monsters. It<br />

uses pressurised steam and a selection of different<br />

mechanical ‘voice boxes’ to emit sounds that are almost<br />

identical to the roars of various sea beasts. <strong>The</strong> four<br />

settings are ‘dragon’, ‘sea serpent’, ‘longneck’ and ‘sea<br />

cat’. Setting the left-hand lever to the appropriate noise<br />

and then pulling the cord causes the appropriate roar to<br />

burst from the brass trumpet. A ‘longneck’ is the term<br />

the Sea Harriers give to the elasmosaurus.<br />

If the Player Characters activate this, all the Sea Harriers<br />

on the deck will come up to see who is messing with the<br />

device, since no order to sound it was given.<br />

4. <strong>The</strong> Great Shaft<br />

This is where the hatchway gives access to the interior<br />

of the ship. You guess that the crane nearby is for lifting<br />

cargo. It is large enough to manage a whale carcass<br />

easily.<br />

<strong>The</strong> hatchway is not locked but opening it will create<br />

a lot of noise. <strong>The</strong> Player Characters can attempt to<br />

open it quietly, which will take a Move Silently check<br />

(–8 circumstance penalty). Nobody is supposed to be<br />

unloading right now, so the guards will investigate if<br />

they hear the hatch open.<br />

<strong>The</strong> shaft below drops down through all the levels,<br />

ending in the hold. Ships load and unload all the time,<br />

so nobody below will care if the hatch opens. However,<br />

Player Characters who lower themselves down it will be<br />

seen unless they use magic, as the staircase around the<br />

shaft is a high-traffic area.<br />

B. Upper Forecastle<br />

This is the holiest part of the ship. Nobody is allowed<br />

to visit any room here without ritually bathing and<br />

anointing himself first. Player Characters who are<br />

caught here are blaspheming as well as trespassing.<br />

1. Revered Reliquaries<br />

As soon as you enter this area, you smell tar, salt and<br />

something very similar to dried pork sausage. A silver<br />

lamp on chains hangs from the ceiling, burning with<br />

a low flame. Underfoot is a fine red carpet in perfect<br />

condition. <strong>The</strong> room is octagonal. In each direction,<br />

except for the door by which you entered, there is a glass<br />

panel from floor to ceiling, cloudy on the inside from<br />

dust and time. On the carpet in front of each panel is a<br />

metal plate and in front of that is a rolled-up scroll.<br />

Behind the panels are mummified human remains sitting<br />

on chairs. <strong>The</strong>y wear the gaudy clothes of Sea Harriers<br />

and are decked with jewels and gold chains. Between<br />

the skeletal feet of each one sits a little black coffer, like<br />

a miniature treasure chest.<br />

<strong>The</strong>se are the revered ancestors of the Sea Harriers,<br />

amma hadraki who have led the clan in centuries past<br />

and now watch over them in death. <strong>The</strong>y have chosen<br />

to remain on board the ship instead of returning to the<br />

Ibon Presno Gonzalez (order #73006) 8

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