The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
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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