From here, 4 salamanders watch over the
operation of the entire engine room. There
is
a 40% chance that 1 of them will notice
any
visible intruder in the AREA. Once an intruder
has been spotted, the salamanders leave
the
control room to attack. If a party manages
to
approach to within 30' of the control room
without being noticed, the salamanders
see
them at that point (even if invisible,
the intruders
then being revealed by occasional
gusts of steam). They take 3 rounds to
react
and reach the intruders.
The control room may be reached by 2
ramps on either side of it. Inside, the
walls are
lined with control panels of switches,
blinking
lights, barometer-like tubes, speaking
tubes,
wheels, and cranks. In the back wall is
a
small
window, looking out
over the desert | plain.
About the room are 4 sets of pipes, set
at
odd angles and bent in many directions,
which apparently serve as chairs for the
salamanders.
High along the walls are several
large pipes.
Salamanders
(4): hp 56, 52, 39, 37; XPV
1,385, 1,345, 1,215, 1,195
If the pipes along the walls are damaged
or
broken, sticky web fluid sprays throughout
the room. This acts as a web
spell in the area.
When enough has been released, it begins
to
[run] down the ramps, making them very
sticky
and impossible to cross. There are great
reservoirs
of this fluid, and the supply is adequate
to coat 1/3 of the floor of the whole engine
room.
If any character handles any of the controls,
one of the following results will occur.
If any
result affects the entire ship,
Lolth and her
guards will personally come to determine
what the problem is, arriving in 9-12 rounds.
1d10 | Result of Handling Controls
1 | Explosion in the boiler room, rocking the entire shp.
2 | Call from the bridge demanding to know what the problem is.
3 | Burst of steam in the control room (SAVE
vs. breath weapon at-1, Dmg 6-36)
4 | Shuip twitches violently
5 | Lights go out all over the ship.
6 | All machinery slows, and stops for 2-5 rounds.
7-10 | Nothing happens
>>EPILOGUE: Fate of the Queen>>