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
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Harrier ships as they are captured. <strong>The</strong> needles in each<br />
of them are pointing towards the ship’s heart. If the<br />
Player Characters take one of these with them, they<br />
will be able to find the Celebration at any time in the<br />
future.<br />
5. Map Room<br />
In the centre of this large room is a stand with a metal<br />
device mounted on it that looks like a huge bullseye<br />
lantern. It is obviously lit, as bright light is gleaming<br />
from the cracks. <strong>The</strong> northern wall is hung with a single<br />
white sheet. <strong>The</strong> stand has a set of sliding drawers built<br />
into it. On its left side is a globe, marked in sections<br />
and mounted on a pedestal.<br />
To prevent tampering, the drawer handles are trapped<br />
with contact poison:<br />
Contact Poison Trap: CR 9; mechanical; touch trigger<br />
(attached); manual reset; poison (black lotus extract,<br />
Fortitude saving throw (DC 20) resists, 3d6 Con/3d6<br />
Con); Search DC 18; Disable Device DC 26.<br />
<strong>The</strong> drawers contain around 500 glass panels, painted in<br />
intricate detail, designed to be slotted into the lantern.<br />
Each panel is labelled with a grid reference, noting<br />
which section of the globe it depicts. <strong>The</strong> panels are,<br />
essentially, colour slides. <strong>The</strong> contraption projects a<br />
ten-foot-by-ten-foot image of the globe section onto the<br />
north wall. A character who succeeds at a Knowledge<br />
(geography) check (DC 20) can tell that the level of<br />
detail and accuracy is astounding, though the political<br />
boundaries shown are some 20 years out of date. <strong>The</strong><br />
Sea Harriers stole the apparatus from an elven transport,<br />
with Sunspite’s guidance. It is part of the secret of their<br />
prosperity.<br />
C. Lower Forecastle<br />
This region is more luxuriously furnished than the rest<br />
of the ship, as it is reserved for the highest-ranking<br />
members of the Harrier clans.<br />
1. Captains’ Quarters<br />
<strong>The</strong>se large cabins are the elite accommodations on<br />
the Celebration and are reserved for captains and<br />
their husbands. Each one contains at least a bed, a<br />
dresser, a wardrobe and a desk, with some containing<br />
cloak stands, large mirrors, sea-chests, bookcases and<br />
similar paraphernalia. Player Characters who want to<br />
root through the furniture looking for loot have a 60%<br />
chance to find 1d3 pieces of typical Harrier jewellery,<br />
each piece worth 1d6x100 gold pieces.<br />
During daylight hours, these cabins are largely<br />
unoccupied (10% chance of a captain or a lieutenant<br />
being present); during the night, the majority of them<br />
are occupied by sleeping or relaxing Sea Harrier couples<br />
(90% chance for a room to contain one captain and one<br />
lieutenant).<br />
2. Grand Dining Hall<br />
This room glitters with reflected light from dozens of<br />
mirrors on the walls. Most of the room is taken up by an<br />
irregularly shaped table that seems to be made from a<br />
single piece of tortoiseshell polished to a tawny shine. A<br />
humanoid creature with goggle eyes and fins is rubbing<br />
away at the surface with a piece of cloth. Chains on its<br />
arms rattle as it moves.<br />
This is the central gathering room for the Harrier<br />
captains. <strong>The</strong>y only meet here at times of formal<br />
celebration, when the amma hadrak leads the feasting.<br />
<strong>The</strong> table is made from the shell of a dragon turtle and<br />
could be sold for 2,500 gold pieces, if some way could<br />
be found to remove it from the ship.<br />
<strong>The</strong> creature labouring away at the table is Ubrilglup,<br />
an enslaved locathah chieftain. He made the mistake<br />
of leading a group of his people in an attack on the<br />
Sea Harriers while they were raiding a merchant<br />
vessel. <strong>The</strong> Harriers were furious at this insult; they<br />
let the merchant ship escape, rounded on the locathah<br />
and took Ubrilglup prisoner. He is now forced to do<br />
menial work for the Harriers as compensation for the<br />
insult (Sunspite has crafted an Amulet of Air Breathing<br />
so he can survive on the ship indefinitely). <strong>The</strong> Harriers<br />
have promised that if he works for them for five years<br />
he will be returned to his people, but if he ever rebels,<br />
the Harriers will return to the locathah settlement and<br />
destroy it completely. Ubrilglup’s pride is not as strong<br />
as his wish to preserve his people, so he has submitted<br />
to this humiliation.<br />
His legs are bound with manacles, allowing him to<br />
walk, but not to move any faster than walking speed. If<br />
the Player Characters set him free, he helps them if he<br />
thinks they have any chance of success against the Sea<br />
Harriers. His spirit is not quite broken and he grabs<br />
a longspear that is mounted on the wall, a glimmer of<br />
barbarian rage burning in his eye.<br />
Ubrilglup, Male Locathah Bbn10: CR 10; Medium<br />
humanoid (aquatic); HD 2d8+2 plus 10d12+12; hp<br />
86; Init +2; Spd 20 ft., swim 70 ft.; AC 15, touch 12,<br />
flat-footed 13; Base Atk +11; Grp +14; Atk +15 melee<br />
(1d8+4/x3, longspear) Full Atk +14/+9/+4 melee<br />
(1d8+4/x3, longspear); SA rage 3/day; SQ damage<br />
Ibon Presno Gonzalez (order #73006) 8<br />
63