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The Drow War Book Two. The Dying Of - RoseRed

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76<br />

3. Desalinator Coils<br />

<strong>The</strong> air in this area smells strangely acrid, like the<br />

aftermath of a lightning strike. <strong>The</strong>re is a gurgling all<br />

around you as water flows through a complicated array<br />

of pipes, spiralling round several tall metal cones in the<br />

room’s centre.<br />

This machinery uses alchemical filtration to remove the<br />

salt from seawater, making it usable on board ship for<br />

drinking and washing. Sabotaging these devices would<br />

cripple the Celebration in a far more drastic way than<br />

would shutting down the engine, as it would leave the<br />

crew without any drinkable water. Sabotaging the coils<br />

requires a Disable Device check (DC 25) or a total of<br />

60 points of damage dealt to them. <strong>The</strong> coils have a<br />

hardness of 8.<br />

4. Alchemy Workshop<br />

A workbench has been set up here, with dozens of<br />

carefully labelled jars stacked on shelves beside it. <strong>The</strong><br />

jars have labels like ‘sulphur granules’, ‘tincture of<br />

elastium’ and ‘ground draconic enamel extract’. On<br />

the bench is a metal bowl filled with brown crystals,<br />

like Demerara sugar.<br />

Anyone with any skill ranks in Craft (alchemy)<br />

recognises this immediately as an alchemical laboratory.<br />

Dunstan has been working on an alchemical means to<br />

dry out food, so that it can be kept longer. <strong>The</strong> brown<br />

crystals are his first steps toward success.<br />

5. Reducing Cauldrons<br />

In this part of the ship, fifteen-foot-high wooden vats<br />

have been installed. A noisome bubbling sound comes<br />

from them. You smell a strong reek of fish.<br />

<strong>The</strong> cauldrons are used to reduce whale parts into usable<br />

oil. <strong>The</strong> vats have a hardness of 5 and can sustain 30<br />

points of damage before breaking open. If any of the<br />

vats is ruptured, steaming whale oil gushes out and<br />

floods the area, making the floor slippery in an 80-footradius<br />

spread.<br />

6. Pump Controls<br />

A bank of levers has been built into the wall here, with<br />

the word PUMPS scrawled above them. Beside the<br />

levers is a diagram showing to which parts of the ship<br />

they correspond.<br />

<strong>The</strong>re are six levers in total. Pulling one of them starts<br />

the bilge pumps going in that part of the ship. This<br />

lowers the water level from five feet to two feet in that<br />

area.<br />

7. Fog Vents<br />

At this point on the deck a thrumming metal pipe, five<br />

feet across, leads out through the hull. This must be the<br />

source of the fog that shrouds the ship. <strong>The</strong>re is a hatch<br />

in the side of the pipe.<br />

<strong>The</strong> hatch is there so that blockages in the vents can be<br />

found and removed. Characters can attempt to enter the<br />

ship through the fog vents. <strong>The</strong> continuous blast of hot<br />

steam gives total concealment and deals 3d6 points of<br />

fire damage per round to any character exposed to it,<br />

with a Reflex saving throw (DC 20) for half damage.<br />

Immediately inside the vent is an iron grille, bolted in<br />

place, to prevent creatures from clambering into the<br />

works. Beyond the grille is the access hatch, which is<br />

locked from within. Beyond the hatch, the pipe narrows<br />

to two feet.<br />

8. Brig<br />

This part of the ship is unlike any other that you have<br />

seen. To the west is the head of an enormous catfish,<br />

whiskered and goggling, made of some greenish metal.<br />

It is as if a fish-shaped construct had rammed the ship<br />

here and forced its way through the hull. As you watch,<br />

the metal eyes swivel slightly and puffs of steam come<br />

from the nostrils. It is either alive or made to look that<br />

way!<br />

<strong>The</strong> quality of workmanship is astonishing; each scale<br />

of the fish head seems to have been manufactured<br />

separately. A character who examines the fish’s<br />

mouth and succeeds at a Knowledge (architecture<br />

and engineering) check (DC 20) or Search check (DC<br />

25) notices that the fish’s mouth is hinged and can<br />

be opened. A further Search check (DC 25) locates<br />

a steam pipe concealed among the detail of the fish’s<br />

scales, which is apparently the power source for the<br />

opening mechanism. This runs down into the floor and<br />

eventually connects with the boiler. A character can<br />

sabotage Gugglehatch’s breath weapon by tampering<br />

with this pipe. A Disable Device check (DC 25) or a<br />

total of 40 points of damage dealt to the pipe (Hardness<br />

10) will render the breath weapon unusable.<br />

In fact, the brig is a sentient prison and has the name<br />

of Gugglehatch. Instead of locks and keys, whoever<br />

created the Celebration decided to make the prison<br />

and the guard the same thing. Locks can be picked,<br />

traps can be disarmed and guards can be killed, but a<br />

mechanical fish head is harder to bypass.<br />

Gugglehatch can only do three things: open and close<br />

its mouth (including making attacks), use its breath<br />

weapon and communicate. It speaks in a slow monotone,<br />

Ibon Presno Gonzalez (order #73006) 8

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