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The Drow War Book Two. The Dying Of - RoseRed

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<strong>The</strong> Sea Harriers like to keep clean, as it ties in to their<br />

concept of themselves as a noble people, so there are<br />

usually 2–12 sailors in the communal bathhouse and<br />

0–3 captains in the exclusive bathhouse at all times. <strong>Of</strong><br />

course, they have no clothes or equipment, so in combat<br />

they have to grapple foes or dash for weapons. When<br />

bathing, the Harriers leave their possessions in neat<br />

piles against the wall. A sword is more important than<br />

modesty; they will grab weapons and fight naked if they<br />

have to.<br />

If the Player Characters try to fight the Harriers while in<br />

the water, the Harriers try to drown them. A combatant<br />

who achieves a pin against an opponent while fighting<br />

in at least three feet of water can hold the opponent<br />

underwater, which begins to drown him if he does not<br />

hold his breath. Breaking the pin allows the grappled<br />

character to breathe.<br />

E. Lower Living Level<br />

This level holds another set of cabins and several rooms<br />

that are used communally to raise the Sea Harrier<br />

children in the life of piracy.<br />

1. Cabins<br />

<strong>The</strong>se are identical to those on Deck D (see above).<br />

2. Children’s Nests<br />

<strong>The</strong>se rooms have a sour smell of old milk and straw. <strong>The</strong><br />

walls have childish chalk drawings on them. <strong>The</strong>re are<br />

bunks up the walls, with long ladders connecting them.<br />

Ropes have been strung between the bunks, connecting<br />

the levels in a hempen spider’s web. Scattered across the<br />

floor are bolsters packed with hay, crayons, toy ships,<br />

sheets of scribbled-on paper and wooden swords.<br />

During the day the room is filled with Harrier children<br />

yelling, running around and brachiating from bunk to<br />

bunk along the ropes. A single lieutenant attempts to<br />

keep control of them all. When Harrier families go off<br />

on raids, the children are all moved to this room, where<br />

they can be supervised together. <strong>The</strong> high ladders and<br />

dangerous ropes are there to get the children used to<br />

heights from an early age.<br />

3. Assembly Room<br />

One end of this room has a raised floor, with a lectern<br />

and a sheet of canvas hanging behind. On the canvas is<br />

a painting of the world, with the ocean currents marked<br />

in.<br />

A Player Character observing the map closely and<br />

making a Search check (DC 25) notices something<br />

curious. On five places on the map, all of them tiny<br />

islands in the ocean, a dot has been marked with a<br />

symbol of a bell next to it. <strong>The</strong>se are the Sea Harrier<br />

bolt-holes, where they can go to hide from foes, take<br />

emergency loot from a store or replenish their food<br />

stocks.<br />

<strong>The</strong> bolt-holes are an important secret of the Sea<br />

Harriers, as they allow ships to evade pursuit if the<br />

Celebration is nowhere in range. Some Sea Harrier<br />

bolt-holes have been discovered in the past, which has<br />

led to the conclusion that a carefully hidden bolt-hole<br />

system is the secret of their efficiency. <strong>The</strong> Harrier<br />

children are trained to memorise the location of these<br />

safe havens.<br />

4. Hall of Claw and Fang<br />

This room seems to be some sort of gymnasium, judging<br />

by the towels and racks of rapiers on the wall. Unlike<br />

most training rooms you have seen, it has been fitted<br />

with wooden posts from floor to ceiling, spaced at fivefoot<br />

intervals. A raised section in the centre has three<br />

ropes hanging from a beam above and a scuffed circular<br />

platform below. <strong>The</strong> posts and the room’s walls are<br />

covered with nicks and gouges, as if from hundreds of<br />

fencing bouts.<br />

This room fulfils two functions. Primarily it is the<br />

training hall where the Harriers learn to fight, with<br />

special emphasis on fighting onboard ship. <strong>The</strong> wooden<br />

posts are to simulate the difficulty of fighting in cramped<br />

conditions, the ropes are for swinging on and climbing<br />

and the platform can be made to sway from side to side,<br />

requiring the combatants to make Balance checks (DC<br />

15) each round or lose their footing.<br />

Its second function is as a courtroom. Disputes between<br />

the Harriers are settled ‘toe to toe, buccaneer fashion’ in<br />

a duel. <strong>The</strong>se are usually to first blood but can be duels<br />

to the death if the matter is serious enough.<br />

At the Games Master’s discretion (and depending on<br />

how battered and weary the Player Characters are by<br />

this point), there may be a duel in progress. <strong>Two</strong> sailors,<br />

Scutter Prewitt and Randall Gash, are fighting with<br />

daggers on the tilting platform while two more sailors<br />

(their seconds) look on stony-faced. <strong>The</strong>ir dispute is<br />

over a girl who has gone missing, Tanda Clay. Prewitt<br />

is accusing Gash of having abducted her and Gash is<br />

protesting his innocence. <strong>The</strong> truth is that Sunspite<br />

has done away with the girl in one of his murderous<br />

rages and concealed her body in the bilges, though the<br />

duellists have no chance of knowing that.<br />

Ibon Presno Gonzalez (order #73006) 8<br />

67

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