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The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed

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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boundaries shown are some 20 years out of date.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

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