Bregan D'aerthe

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A mercenary band with remarkable freedom, and one of the best avenues for outcast or male Drow to gain power.   Лидер: Джарлаксл Бэнр (Jarlaxle Baenre), Киммуриель Облодра   Leadership:   Члены: Вейлас Хьюн, Бергинион Бэнр   Membership: Approxi-mately 150 members of various races   Расы: дроу   Базы ордена: Мензоберранзан, Подземье   Headquarters: Many scattered hideouts in and around Menzoberranzan and Ched Nasad, all temporary   Allies: Gauntlgrym, House Baenre   Rivals: House Hunzrin, Jaezred Chaulssin   Бреган Д'Эрт является особой группой наёмников-дроу, которую возглавляет Джарлаксл Бэнр. Бреган Д'Эрт был основан Джарлакслом (который, по сути, не может носит фамилии "Бэнр", поскольку не принадлежит ни к одному из домов). Организация задумывалась как самостоятельная структура, не имеющая отношения к матриархальному обществу дроу. По сути, наёмники - это мужчины-дроу из павших домов Мензоберранзана или Чед Насада. Услугами Бреган Д'Эрт охотно пользовались многие правящие дома Мензоберранзана, в особенности Дом Бэнр, обладавший достаточными ресурсами для регулярного наёма гильдии.  

Лидерство

  Джарлаксл в настоящее время путешествует на Поверхности, поэтому доверил бразды правления организацией своему лейтенанту Киммуриэлю Облодре. Сам Киммуриэль, по сути, ждёт возвращения Джарлаксла, поскольку псионику не терпится вернутся к своим изысканиям. После своих приключений в Кровавых Землях Джарлаксл на некоторый срок вернулся в Бреган Д'Эрт, уже направив деятельность организации на часть Подлунного мира.  

История

  Группировка сыграла немаловажную "роль" в основных событиях Мензоберранзана: Дом До'Урден воспользовался усоугами гильдии, чтобы уничтожить Дом Хан'етт, Бреган Д'Эрт действовала совместно с Домом Джей'ллат в Уст Нате. Бреган Д'Эрт приняла немаловажное участие в падении Башни Магии в Лускане и противостоянии капитана Дюдермонта и Высших капитанов - таким образом гильдия обзавелась торговыми связями в Лускане, а позднее, заключив соглашение и с Эластулом Роримом, - и с Мирабаром. Затем Джарлаксл сосредоточил своё внимание на Невервинтере. После катаклизма он оставил повергнутый в хаос город. Однако после появления лорда Неверэмбера Джарлаксл вновь отправил туда своих шпионов. Никто не может точно сказать, сколько агентов Бреган Д’Эрт работает в Невервинтере, и это вполне устраивает Джарлаксла.   The clandestine organization known as Bregan D'aerthe is one of the most infamous names to escape the Underdark. It is led by a flamboyant and enigmatic figure known as Jarlaxle, and its agenda changes with his whim. Despite its loose set of ideals, it has endured for centuries and remains one of the only factions that maintains full scale operations on both the surface and in the Underdark.   Bregan D'aethe has active cells up and down the Sword Coast, but its greatest presence on the surface is felt in Luskan, the City of Sails. In the Underdark, its headquarters is and has always been the Drow metropolis of Menzoberranzan.   This infamous Brotherhood of Drow spies, merce¬naries, and assassins is undeniably unscrupulous, but also unquestionably effective. Despite being an unlawful faction, Bregan D’aerthe has largely avoided the attention of the Ruling Council. This fact is due in no small measure to the close ties the criminal organization has long enjoyed with House Baenre.   Yet even without the support of the First House, many noble families have enjoyed victories thanks to information or soldiers supplied by Bregan D’aerthe. Despite coin changing hands, however, at the end of the day Bregan D’aerthe owes its allegiance only to itself.  

Goals

  Despite engaging in such illicit trades as assassina¬tion, espionage, smuggling, and kidnapping, Bregan D'aerthe remains first and foremost a for-profit enter¬prise. Although secretive, Bregan D’aerthe has been known to engage in open warfare if the payout is significant. In one famous engagement, the merce¬nary band even aided in an assault against a noble house, only to switch sides halfway through the con¬flict upon receiving a better offer from the besieged matron mother.  

Profits in Chaos

  It is in Bregan D’aerthe’s financial interest to sow instability and chaos throughout the city. Because where there is conflict, there is war, and wars are won through superior numbers and strength of arms-and Bregan D’aerthe supplies both. The most lucrative ventures for the mercenary company are the inter-house conflicts between two noble families. Few know that many of these feuds were ignited at the whim ofjarlaxle himself, one spoken falsehood or incriminating document at a time.   Organization   Bregan D’aerthe is led by an unusual male rake named Jarlaxle, an individual whom most in the city would name among Menzoberranzan’s most powerful males. Through the organization’s intri¬cate network of scouts and spies, Jarlaxle is apprised of nearly everything that happens-or soon will happen-within Menzoberranzan or its environs. Few understand those conflicting gray areas of moral¬ity and pragmatism better than the eccentric leader ofBregan D’aerthe. Every week Jarlaxle changes his base of operation, and he seldom travels without a secret escort of at least six highly skilled and unques¬tioningly loyal lieutenants.   

Hierarchy

  Although he has temporarily turned leadership over to a trusted lieutenant in the past, as the group’s founder, Jarlaxle undeniably sits at the top of the Brotherhood's hierarchy. Six lieutenants serve below him, leading the many operations Bregan D’aerthe is juggling at any given moment. Beneath them is a cadre of warriors, spies, assassins, and informants, each blood-sworn to Jarlaxle and the Brotherhood.   Even with the organization’s reputation, few in the city could accurately guess its numbers. Every member of the Brotherhood is sworn to secrecy and unquestionably abides by the decisions ofJarlaxle or his appointed captain.   Recruiting   Bregan D’aerthe is crewed mainly by rogue male Drow drawn from the lower ranks of the major houses and from the tattered remnants of destroyed houses. Jarlaxle has more respect for non-drow than most Drow nobles do, and the company's members also include Hobgoblins and bugbears. With profit his primary concern, Jarlaxle doesn’t let pride stand in the way of accepting a talented warrior, wizard, or tracker into his band. New recruits are well equipped and train out of numerous hidden encampments in and around Men-zoberranzan, including a hidden safe house in the depths of the Clawrift.  

Notable Personages

  Although Bregan D’aerthe's membership is largely anonymous, very few in Menzoberranzan have not heard of the band’s swashbuckling leader Jarlaxle.   Jarlaxle Baenre: As a young student at Melee- Magthere,Jarlaxle was recognized early on as a brilliant strategist and tactician, but he ah ray- preferred the stea lthy dagger of an assassin to the flashing swords ofhis fellow students. For centu¬ries he has felt something was wrong in the city of his birth, and he rejects the view that everything worthwhile in Menzoberranzan is the direct result of Lolth’s will. Truly chaotic in nature, the rake always keeps his opponents and friends alike guessing.   Jarlaxle appears to be a handsome, flamboyant dandy, but his outrageous appearance is a carefully crafted decoy hiding a pragmatic, intelligent, and observant leader. His wild clothing and jewelry carry a wide array of enchantments, and Jarlaxle is seldom encountered without his signature wide-brimmed purple hat adorned with a large, flamboyant diatryma feather. The eye patch he wears-over whichever eye suits him-protects him from spells that could reveal his thoughts.   Kimmuriel Oblodra: One of the few survivors of House Oblodra following its destruction, Kimmu¬riel is a talented and dangerous psion. The dimension doors he creates allow Bregan D’aerthe agents to move across great distances with a single step, and when he is employed as an assassin, Kimmuriel is as creative as he is cruel.   As Jarlaxle understood when he allowed the Drow psion to lead Bregan D'aerthe for a time, Kimmuriel does not covet power as other Drow do. The psion’s designs dwell in the realm of the mind, and he prefers intellectual sparring with illithids to bargain¬ing for position with the wretched matron mothers of Menzoberranzan.   Kimmuriel is an unusually patient Drow with a sardonic, dry wit and an expressionless demeanor that Jarlaxle often describes as soulless. Kimmuriel does not attack with a weapon, but instead with the unfettered strength ofhis mind; one of the psion’s most potent attacks allows him to possess the corpo¬real body of a victim.   Unknown to his brothers within the mercenary clan, Kimmuriel maintains contact with the Sept of Ill’Ghact (page 74).   Valas Hune: This Drow rogue comes from the merchant family Ozzl’Hune in Menzoberranzan. After the destruction ofhis family by its rivals, he joined Bregan D’aerthe, lending his considerable skills in stealth, scouting, and bladework to the mer¬cenary band. During the War of the Spider Queen, he was chosen to accompany Quenthel Baenre in her quest to solve the puzzle ofLolth’s Silence. In the wake of that terrible adventure he has returned to Bregan D’aerthe, staying as far away from Menzober- ranzan as possible. Late in the Spellplague era, he is assistingJarlaxle’s operations around Neverwinter.  

Bregan D'aerthe's Ideals

  Bregan D'aerthe is primarily a mercenary and mercantile organization, although Jarlaxle's fingers are often in many pies. It began in Menzoberranzan and provided vital services to those under the heel of the matriarchy. It swiftly grew into a substantial mercenary empire and is highly sought after for its discrete and indiscriminate methods. The majority of its members are Drow, although it does admit non-drow.   Currently, Bregan D'aerthe is working in concert with the Council of Spiders to enact a revolution in Menzoberranzan intended to put an end to the matriarchy.  

Goals

 
  • Provide any service or solution to those who need it... for the right price.
  • Always stay three steps ahead of everyone else.
  • Exploit tyrants and leaders, governments, and organizations that grow too powerful.
  • Have eyes and ears all over Faerûn.
  • Beliefs

      Those in difficult situations often pay very well. Too much power leads to corruption, which leads to opportunity. Everything—and everyone—has a price.  

    Bregan D'aerthe Ranks

      Like the Zhentarim, Bregan D'aerthe is a meritocracy. The more useful one is to the organization, the quicker one can advance. Non-drow tend to advance at a slower pace than Drow do, but there are always exceptions made for exceptional skill. Many agents also seek membership in other factions, to better acquire vital intelligence useful to Bregan D'aerthe.   Orbb (1 Renown)   Kyorlinorbb (3 Renown)   Khal'abbil (10 Renown)   Mallasargtlin (25 Renown)   Ilareth (50 Renown)  

    RANK 1: Orbb (1 Renown)

      This is the rank a character receives when first joining Bregan D'aerthe. For more information on the general benefits of this rank, refer to Factions.   Receive Your Faction's Insignia. The insignia for Bregan D'aerthe is an opalescent clasp in the shape of a diatryma feather. The prismatic feather is long, thin, wispy, and often curled.  

    RANK 2: Kyorlinorbb (3 Renown)

      Kyorlinorbb have shown that they are aligned with Bregan D'aerthe, and can take on more responsibility. For more information on the general benefits of this rank, refer to Factions.   Faction Training. Bregan D'aerthe offers training in Disguise kit, Poisoner's kit, Gaming Set, or Thieves' tools.  

    RANK 3: Khal'abbil (10 Renown)

      Khal'abbil are reliable faction agents, entrusted with many secrets and deserving of additional support during adventures. For more information on the general benefits of this rank, refer to Factions.   Item Procurement. Bregan D'aerthe can procure the following items for a Khal’abbil:   Uncommon rarity: +1 weapon or +1 shield, piwafwi   Rare rarity: +1 armor, ring of free action  

    RANK 4: Mallasargtlin (25 Renown)

      Mallasargtlin are trusted voices within Bregan D'aerthe. They are looked upon as champions. For more information on the general benefits of this rank, refer to Factions.   Becoming a Mentor. Bregan D'aerthe can requisition a Bregan D'aerthe gunslinger or Bregan D'aerthe elite warrior to serve the Mallasargtlin.  

    Bregan D'aerthe Contacts

      Sharlotta Vespers, Calimport   Krilelyn H'Kar, Menzoberranzan  

    Notable Members of Bregan D'aerthe

      Artemis Entreri   El-Viddenvelp, illithid advisor to Matron Baenre  

    A typical Bregan D'Aerthe cache

      (Often protected by glyphs of warding and mechanical traps with poisoned traps)  
    3 mundane melee weapons (one silvered)   1 pieces of medium armour   1 piece of heavy armour   1 shields   a barrel of water   a crate of travelling rations   2 potions of healing   2 potions of greater healing   2 bottles of holy water   1 holy symbol   A level 1 spell scroll (defensive)
    BREGAN D’AERTHE SCOUT For decades, you have served as a scout for Bregan D’aerthe, tasked with everything from escorting cara-vans through the treacherous byways of the Underdark to assassinating elite dignitaries visiting Menzoberran- zan from faraway settlements. You are attuned to your keen instincts and a master of Underdark survival. In recent years, Bregan D’aerthe has become increas¬ingly concerned with the encroachment of Jaezred Chaulssin infiltrators within the city. While, as a male, you might sympathize with the patriarchal views espoused by the Jaezred Chaulssin, you suspect that turning the city over to a band of zealous weredrag- ons would be bad for business. Therefore, you've been tasked by Jarlaxle to scout out Menzoberranzan for signs of Jaezred Chaulssin activity. If possible, you should gain the trust of any Jaezred Chaulssin agents and report back to Jarlaxle with your findings. Characteristics: Keen, cunning, stealthy Prerequisites: Drow (Bregan D'aerthe maintains contacts and alliances with several non-drow factions, but only true-blooded Drow are permitted to join its elite ranks)   BREGAN D’AERTHE MERCENARY As a mercenary, you serve among the front-line troops of Bregan D’aerthe. In addition to defending your own brothers, you are often called upon to wage war at the behest ofthe highest bidder. Although Bregan D’aerthe mercenaries are typically engaged in conflicts against threats external to the City of Spiders, it's not unknown for them to fight alongside house armies during a take-over of a rival house. Recently recalled to Menzoberranzan after an extended tour serving Bregan D'aerthe interests in Luskan, you have had little time to acclimate yourself to the new intrigues of your motherland. Mere hours after you set foot back in Menzoberranzan, the hidden Bregan D’aerthe compound in the Clawrift was set upon by a cadre of spellscarred illithids. Although the invasion was ultimately repelled, the question remains of how the Mind Flayers uncovered the secret location ofthe base and what their ultimate purpose was. With your wounds from the attack just recently tended, your commanding lieutenant has requested that you assemble a small reconnaissance force from outside the Brotherhood to investigate the Clawrift for further clues. Characteristics: Intense, deadly, regimented Prerequisites: None (although predominantly com-posed of houseless Drow males, Bregan D’aerthe has been known to accept exceptional non-drow recruits into its burgeoning mercenary corps)   RELATIONSHIPS Information gathering is a key component ofBregan D’aerthe’s spy network As such, the group keeps tabs on its rivals and its allies alike. House Baenre: To the consternation of many rival houses, the First House ofMenzoberranzan maintains a close alliance with Bregan D’aerthe. Jar- laxle is a common visitor to the magnificent Baenre compound, and some whisper that he is more in Matron Baenre’s eyes than a business partner. The truth-and a well-kept secret-is that Jarlaxle is in fact born ofHouse Baenre. As the third-born male ofhis house,Jarlaxle was set to be sacrificed to Lolth, as is Drow custom. Inexplicably, as Matron Yvonnel thrust forth the sac¬rificial dagger to deliver the killing blow, the blade would not penetrate the flesh of the newbornJar- laxle. Taking this turn of events as a divine omen, Matron Baenre hid the child away and has supported his endeavors in secret ever since. House Hunzrin: Although the two organizations specialize in different commodities, Bregan D’aerthe views the rapid mercantile expansion of House Hunzin with some alarm. Jarlaxle has most other merchant clans in his pocket, but Matron Shakti has thus far proved resistant to his charms. Jaezred Chaulssin: Jarlaxle views the infiltra¬tion of this cadre of dragon-blooded assassins into Menzoberranzan society as the gravest threat to Bregan D’aerthe. Many disenfranchised males that would have traditionally been swept into his broth¬erhood of mercenaries are instead being lured to Jaezred Chaulssin by promises of a future male¬dominated regime within the city. Bregan D’aerthe has made several attempts to infiltrate and spy on the Chaulssinyr, but each attempt has resulted in the agent’s brutal murder. ENCOUNTERS Agents ofBregan D’aerthe can be encountered in any corner ofMenzoberranzan or the Underdark. Encounters on the surface are less common, but Bregan D’aerthe does maintain ongoing operations in several surface-world cities. During the Spellplague era, Jarlaxle squeezed coins and secrets from the Sword Coast city ofLuskan, then turned his attention to Neverwinter. Wherever they are found, Bregan D’aerthe agents operate quietly without attracting attention. Even in Menzoberranzan where nearly everyone knows they exist, the members cover them¬selves in layers of secrecy to remain undetected. When Bregan D’aerthe is contracted to provide mercenary services, Brotherhood warriors integrate themselves so seamlessly with the hiring organiza¬tion’s troops as to appear indistinguishable, to the greatest extent possible. For the duration of the con¬tract, Bregan D’aerthe mercenaries are unwaveringly loyal to their hiring sponsors. A typical encounter with Bregan D’aerthe is unexpected, and at the behest (and coin) of a third party. More than likely, the mercenaries have no personal issue with the characters-it’s just business. Grudgingly respected by Drow in the highest posi¬tions, Bregan D’aerthe is not a foe to challenge unless one has serious intent and is willing to risk serious ramifications. The mercenaries ofBregan D’aerthe do not attack in a haphazard fashion. Each Drow knows his or her role in a fight and sticks to it. Warriors always move to flank, allowing rogues to sneak attack. These elite mercenaries use terrain to their advantage. When preparing an ambush, they learn every detail of the location and its terrain, and discuss what tactics their enemies might use and how those foes will try to use the terrain to their advantage. Expansive Network As a result ofJarlaxle’s wanderlust over the last century, Bregan D’aerthe’s interests have widened considerably, taking the Brotherhood far beyond the confines ofMenzoberranzan. Bregan D’aerthe now has hidden cells in many of the larger Drow commu¬nities of the Underdark. Although Jarlaxle remains the nominal leader of the overall organization, each cell operates largely independent of the others. Outside Menzoberranzan, the Brotherhood’s greatest successes have come from operations in and around T’lindhet. The T’lindhet cell has been so profitable for Bregan D’aerthe that Jarlaxle is contem¬plating making a change in the roster of his captain ;. This change would bring in new blood and ideas to the Brotherhood and grant Kimmuriel the freedom from leadership he has long desired. Источник: http://forgottenrealms.wikia.com/wiki/Bregan_D'aerthe   Jarlaxle Baenre, a male Drow of considerable wealth and power, is the secret lord of Luskan and the head of the Bregan D’aerthe, a faction of renegade Drow. He owns two magnificent warships, Icingdeath and Twinkle, named after the swords of Jarlaxle’s sometimes friend, sometimes enemy, Drizzt Do’Urden. Jarlaxle has much to gain if Leilon’s rebuilding is successful, and even more to lose if the followers of Myrkul or Talos control the High Road. He sends members of the Bregan D’aerthe disguised as human merchants to Leilon aboard Icingdeath and Twinkle. The disguised Drow beg the Leilon town council to entreat Lord Dagult Neverember to secure the road with troops from Neverwinter. The town council agrees to send the characters with the disguised merchants to plead their case. In Luskan, pirates belonging to a lowly faction called Ship Rethnor plan to improve their station by kidnapping the captains of Icingdeath and Twinkle, forcing Jarlaxle to bargain for their lives. Galas Windrage, a priest of Talos loyal to Ship Rethnor, proposed this plan, knowing that success will bring the cult more allies in the battle to conquer Leilon.   Icingdeath and Twinkle are anchored near the shore ten miles west of Leilon. The characters can travel overland or take barges. When they can see the SHIPS, read the following boxed text aloud: Two magnificent SHIPS are anchored just beyond the marshy shore. Both have long strips of decorative cloth stretched from the tops of their masts down to the railings around their decks. The smaller of the SHIPS is decorated with blue, pink, and purple fabric, and has a massive figurehead shaped like a charging unicorn with a prominent gold horn. A name on the side of this ship reads Twinkle. The larger ship is adorned with white and gold fabric, and its figurehead looks like a lavender-eyed Drow leaping forward to attack with twin scimitars. An enormous roaring panther head is attached the aft of this ship. The name on its side reads Icingdeath. If the characters are traveling by barge, they can row to the side of the ship, where the ship’s captain welcomes them aboard. If the characters travel overland to the SHIPS, both captains send rowboats to collect them from the shore. The characters are free to travel on whichever ship they choose, though characters who can cast spells are encouraged to travel aboard Icingdeath and meet the ship’s mage captain! Drow Crews Icingdeath and Twinkle each have a crew of forty neutral Drow sailors. Drow have a reputation as evil, subterranean slavers and are not generally trusted by humanoids living on the surface. While this is not true of the SHIPS’ crews, they fear persecution and suspicion, so they are disguised as Humans thanks to the ship’s figureheads (see the “Icingdeath and Twinkle Features” sidebar). The sailors are focused on the task of sailing the ship and engage with the characters as little as possible. While the characters are aboard, the Drow spend most of their time working on the decks of the SHIPS, but might retreat below deck to eat, rest, or get a break from the light of day. Each ship has six officers: a captain, a first mate, a bosun, a quartermaster, a surgeon, and a cook. Each officer is disguised as a merchant going to Neverwinter to beg for Lord Neverember’s aid. The officers and Captain Deloz Montiv of Twinkle are neutral Drow elite warriors. Captain Xalti Tezzan of Icingdeath is a chaotic neutral Drow mage. The officers can be wherever you choose on the ship and likely move about as they spend time with the characters. DISCOVERING THE Drow Any character who spends 1 hour observing a ship’s crew can make a DC 15 Wisdom (Perception) check. On a success, the character notices that most crew members speak Common with an Elvish accent and exchange hand signals when they think no one is looking. A Drow character recognizes the hand signals as Drow Sign Language. The changes wrought by the magic of the SHIPS’ figureheads fail to hold up to physical inspection, meaning that characters who physically interact with crew members have a chance to notice the illusion. Additionally, any Drow character who boards one of these SHIPS instantly takes on the illusory form of a human. Meeting the Ship Captains Captain Deloz of Twinkle is disguised as a male Rashemi human weapon merchant. He is quiet, calculating, and observant. The captain often does random inspections of his crew, and checks in on his passengers to make sure they’re comfortable (and not getting into trouble). Captain Xalti of Icingdeath is disguised as a male Calishite human iron merchant. He is impulsive, nosy, and confident. The captain enjoys showing off his magic and making a bet on the outcome of almost any event. Each captain wears a hat of disguise so they can maintain their illusionary appearance while not on the ship. The Drow keep their real identities secret from the characters, but do not deny it if they are accused or caught. They’re not willing to die to keep their identities secret. Icingdeath AND TWINKLE FEATURES Both Icingdeath and Twinkle are more prepared for battle than they seem and share the following general features. Ballistas. Both SHIPS have are equipped with ballistae. For more information, see “Siege Equipment” in chapter 8 of the Dungeon Master’s Guide. Ceilings. The ceilings in the lower deck, holds, and cabins of the SHIPS are 8 feet high with 6-foot-high doorways. Doors. The SHIPS’ doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves’ tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check. Figureheads. A detect magic spell or similar magic reveals an aura of illusion magic around either ship’s figurehead — the effect that makes every Drow aboard the ship appear as a human. A Drow’s gender, height, and weight are unchanged; the illusion affects only appearance, not voice or mannerisms. Casting dispel magic on a disguised Drow causes the illusion around it to wink out, but only for a moment. An antimagic field (including the one generated by the crystal on Twinkle in area T5) suppresses the figurehead’s magic within the field’s area. Destroying the figurehead ends the effect throughout the ship. A figurehead has AC 15, 50 hit points, and immunity to poison and psychic damage. Light. Hanging lanterns cast bright light throughout the SHIPS. Rigging. Rigging on the SHIPS can be climbed without an ability check. Sails. The SHIPS each have three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing. Statistics. Each ship has the statistics of a Warship (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). Sunshield. The decorative cloth hanging from the masts of each ship can be unfurled to create a sunshield, shading the deck of the ship in dim light and allowing the Drow to avoid the penalties from their Sunlight Sensitivity feature. It takes one creature 1 minute to unfurl all the cloths on a ship. Multiple creatures working together can reduce the time proportionately. Map 5: Icingdeath and Twinkle View Player Version Icingdeath Locations The following locations are keyed to the map of Icingdeath. I1. Icingdeath Main Deck A rowboat on this deck of the ship covers a hatch used for loading and unloading large cargo into the main hold (area I7). A 3-foot-high capstan near the middle of the deck is locked in place. A character who succeeds on a DC 15 Intelligence (Investigation) check finds that one of the capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the ammunition in the cargo hold through the six trap doors (three on the port side and three on the starboard side) onto the main deck. While the ballistae are raised, turning the capstan counterclockwise as an action lowers the weapons back into the cargo hold. Magic Statue. An 8-foot-tall, 4,000-pound stone statue of Drizzt Do’Urden, a famous Drow ranger, stands near the front of the main deck, posed with hands on the pommels of his famous, sheathed scimitars. The statue’s mouth is open in a goofy grin. A detect magic spell reveals that the statue radiates an aura of transmutation magic. Whenever a creature on the main deck speaks the statue’s command word (“Artemis”), the statue animates and obeys the creature who animated it. As a bonus action, the creature can direct the statue to move up to 30 feet or shoot a stream of water out of its mouth at a target within 30 feet of the statue. The stream of water has the same effect as the geyser option of a decanter of endless water. If the command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic damage. Captain Xalti Tezzan (see “Drow Crews”) knows the statue’s command word. I2. Icingdeath Forecastle This deck contains a ballista and ten bolts for the siege weapon, secured with rope. I3. Icingdeath Aftercastle This deck holds the ship’s wheel. A character who makes a successful DC 15 Intelligence (Investigation) check finds a hidden button on center of the wheel. As an action, a creature can press the button, causing the panther head attached to the aft of the ship to release a 20-foot-square patch of oil onto the surface of the sea, which the head then ignites by releasing a jet of flame from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s Cabin The door to this cabin is locked (see the “Icingdeath and Twinkle Features” sidebar). Captain Xalti Tezzan (see “Drow Crews”) holds the key. If the characters enter this room, read the following boxed text aloud: Silk pillows and discarded robes surround a central two-foot-high table attached to the floor. At the back of the room, a small wooden chest is built into the wall. The inside lid of the chest is covered by a swarm of insects spiders), which attack any creature who opens the chest, expect Xalti. The chest contains Xalti’s spellbook, which includes all the spells he has prepared, as well as detect magic, find familiar, and fireball. The inside cover of the spellbook also contains the phrase “Artemis animates” in Elvish (a clue to animating the statue in area I1). I5. Chart Room. This cabin contains a 3-foot-high table set with navigator’s tools, as well as two easels and two frames on the walls holding nautical maps of the Sword Coast. Secret Door. A character who succeeds on a DC 13 Wisdom (Perception) check notices the outline of a secret door in the wall that leads to area I6. I6. Oil Pump Room When the characters enter this room, read the following boxed text aloud: Three brass cylindrical canisters, one at the middle of the cabin and two at either end, stand upright, connected to each other by long pipes which converge and exit to the aft of the ship. Each 1-foot-diameter, 2-foot-high, 50-pound canister is filled with oil used by the panther head attached to the aft of the ship (see area I3). A character can detach a canister of oil from the pipes with a successful DC 15 Intelligence check using tinker’s tools. If more than one oil canister is disconnected, the panther head does not function. If a canister takes 5 or more points of fire damage from a single spell or attack, it explodes in a 10-foot-radius sphere. Creatures in the area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. This also catches the ship on fire, and will require immediate attention to keep it from spreading any further. I7. Icingdeath Main Hold The sailors rest in shifts using the sixteen hammocks strung up in cabin around many stacked crates. The crates hold rations, supplies needed to maintain and repair the ship, and small barrels of fresh water and ale. There are also six ballistae below deck, each with ten bolts of ammunition secured by ropes beneath. When the capstan on the main deck (area I1) is turned, a gear wrapped around a pillar connected to the capstan also turns, raising the ballistae and ammunition to the main deck via rising pillars. I8. Icingdeath Galley. Crew members converse, play games, and share meals around the table and eight chairs attached to the floor of this cabin. I9. Icingdeath Cargo Cabin Several large crates are secured in this cabin. A peek inside the crates reveals what appear to be iron ingots, bars of gold and silver, and other Trade goods. Interacting with these objects reveals they are made of painted wood. Twinkle Locations The following locations are keyed to the map of Twinkle. T1. Twinkle Main Deck A rowboat on this deck of the ship covers a hatch used for loading and unloading large cargo into the main hold (area T6). T2. Twinkle Forecastle. This deck contains a ballista and ten bolts for the siege weapon, secured with rope. T3. Twinkle Aftercastle This deck holds the ship’s wheel, which is always operated by at least one member of the crew. A trap door in the floor opens when the crank in area T5 is pulled, raising the antimagic crystal onto this deck. T4. Twinkle Captain’s Cabin The door to this cabin is locked (see the “Icingdeath and Twinkle Features” sidebar). Captain Deloz Montiv (see “Drow Crews”) holds the key. If the characters enter this room, read the following boxed text aloud: This simple, spotless cabin has a bare desk and chair built into the floor at the center of the room. A twin bed at the back of the room is covered in plain white sheets. A character who searches the drawers of the desk finds several maps of the waters around the Sword Coast, quite a few romance novels, and a diary written in Elvish tracking the tides around Luskan. Treasure. A character who searches the bed finds a concealed drawer in the bed frame, beneath the sheets. Inside the drawer are Deloz’s neatly folded clothing and a potion of water breathing T5. Crystal Chamber The door to this cabin is locked (see the “Icingdeath and Twinkle Features” sidebar). Captain Deloz Montiv (see “Drow Crews”) holds the key. If the characters enter this room, read the following boxed text aloud: A six-foot tall glowing blue crystal stands in the middle of the chamber. A three-foot-long lever sticks up from the floor on the starboard side of the cabin. As an action, a character can pull the lever, causing the floor beneath the antimagic crystal to rise on a pillar and the trap door in area T3 to open, placing the crystal in area T3. Pulling the lever again causes the crystal to drop back into this cabin. Antimagic Crystal. The antimagic crystal creates a 200-foot-radius sphere of antimagic, as in the antimagic field spell, centered on the crystal. While inside the cabin, the crystal’s effect is contained in the room. The crystal has AC 13, 27 hit points, and immunity to poison and psychic damage. T6. Twinkle Main Hold The sailors rest in shifts using the floor and the four hammocks strung up in this cabin. Several stacked crates near in the fore of the hold contain rations, supplies needed to maintain and repair the ship, and small barrels of fresh water and ale. T7. Twinkle Galley Crew members converse, play games, and share meals around the table and eight chairs attached to the floor of this cabin.. T8. Twinkle Cargo Cabin Several large crates are secured in this cabin. A peek inside the crates reveals what appear to be iron ingots, bars of gold and silver, and other Trade goods. Interacting with these objects reveals they are made of painted wood.

     
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