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The Drow War Book Two. The Dying Of - RoseRed

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70<br />

It is possible to shut the mangle down by opening the<br />

steam valve and cutting off pressure. <strong>The</strong> steam valve is<br />

located among the pipes and requires a Spot or Search<br />

check to locate (DC 20). Shutting the mangle down<br />

is a full-round action. A character can also attempt to<br />

smash the mangle, which has an effective Armour Class<br />

of 16 and becomes inactive after 150 hit points are dealt<br />

to it.<br />

F. Cargo and Livestock Level<br />

This part of the ship is either teeming with activity<br />

or dead quiet, depending on whether there is a ship<br />

returning from a raid. Most of the time, the only noise<br />

here comes from the animal pens and the only traffic<br />

is to and from the galley, as the kitchen crew fetch up<br />

animals for slaughtering or sacks of food.<br />

<strong>The</strong> Games Master can choose whether the Player<br />

Characters happen to arrive during unloading time or<br />

not. It is probably best if this level is not busy when<br />

the Player Characters arrive. After the hubbub of the<br />

previous two levels, they can use this level as a place to<br />

rest up and lie low for a while.<br />

1. Main Cargo Hold<br />

This area is vast. You have been in smaller cathedrals<br />

before. It is filled with crates, like a warehouse, packed<br />

into steep shelves on either side, with ladders lashed<br />

into place offering access. Lengths of taut knotted rope<br />

hold down the crates. Down the centre of the hold are<br />

bolts of sailcloth, lengths of wood thick enough to serve<br />

as spare masts, reels of hempen rope and barrels of tar<br />

and oil. <strong>The</strong> only sound is the scratching of rats.<br />

This area is used to store the ship’s vital supplies, along<br />

with the materials needed to refit and repair any Harrier<br />

ship that suffers damage. <strong>The</strong> western end of the hold<br />

is for sacks of grain, barrels of salted meat, pickled<br />

fish and kegs of ale. <strong>The</strong>se materials are not especially<br />

exciting but they are necessary.<br />

2. Secure Cargo Holds<br />

On either side of this corridor are reinforced doors<br />

at regular intervals. Each one has a keyhole and a<br />

robust handle as you would find on a safe. Evidently<br />

the Harriers want to keep access to whatever is behind<br />

these doors strictly limited.<br />

Each family headed by a captain has the right to use one<br />

of these cargo bays to store the spoils of their raiding.<br />

<strong>The</strong> Harriers do not keep all their property in common.<br />

<strong>The</strong> family who took the prizes can keep half the overall<br />

value, as decided by the amma hadrak and her advisors.<br />

<strong>The</strong> other half is put into the communal hold and is used<br />

to buy essential supplies such as timber and food.<br />

All the doors to the cargo holds are trapped. Any of<br />

these traps will activate if a person touches the door and<br />

does not look like the captain whose cargo hold this<br />

is. <strong>The</strong> trap uses clairvoyance as its trigger, has a Spot<br />

check modifier of +15 and can see only the five-footsquare<br />

space directly in front of the door. Triggering<br />

the trap activates a mass hold person effect and sounds<br />

an alarm that sounds like a shrieking human voice,<br />

magically amplified, which draws all the Sea Harriers<br />

in the area to the spot.<br />

Door Alarm Trap: CR 8; magic device; visual trigger<br />

(clairvoyance); automatic reset; spell effect (shout, 14 th<br />

level sorcerer, deafness, Fortitude saving throw (DC 19)<br />

negates, 5d6 sonic damage, Reflex saving throw (DC<br />

19) halves), spell effect (mass hold person, 14 th level<br />

sorcerer, Will saving throw (DC 21) negates); Search<br />

DC 32, Disable Device DC 32.<br />

<strong>The</strong> contents of the holds are varied and depend on how<br />

well each family has been faring with its raids. At any<br />

one time, the majority of them are empty. Harriers like<br />

to spend their money while they have it. <strong>The</strong> Games<br />

Master can randomly determine the contents of a given<br />

hold by using the table below:<br />

d10<br />

Roll Hold Contents<br />

1–5 Empty but for crates, straw and packing<br />

cases<br />

6–7 Meagre haul (two rolls on Table A)<br />

8–9 Moderate haul (three rolls on Table A, one<br />

roll on Table B)<br />

10 Fresh haul (three rolls on Table A, three on<br />

Table B, two on Table C)<br />

Table A: Ordinary Goods<br />

d% Goods Quantity/Value<br />

01–15 Chalk 1d12 tonnes (250 gp per tonne)<br />

16–30 Coal 2d8 tonnes (250 gp per tonne)<br />

31–40 Nuts 1d6 tonnes (750 gp per tonne)<br />

41–50 Salt 1d4 tonnes (700 gp per tonne)<br />

51–60 Seafood 1d4 tonnes (800 gp per tonne)<br />

61–80 Timber 4d4 tonnes (400 gp per tonne)<br />

81–00 Wool 1d6 tonnes (700 gp per tonne)<br />

Ibon Presno Gonzalez (order #73006) 8

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