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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<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 />
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