Book Cabinet. Each captain keeps a modest collection
of mundane books. Each hides his spellbook in a secret
space under the bottom shelf, which can be found with
a successful DC 14 Wisdom (Perception) check. The
spellbook contains the following spells: cone of cold, con-
trol water, counterspe/J, detect magic, fireball, fly, greater
invisibility, ice storm, mage armor, magic missile, misty
step, Rary's telepathic bond, sending, shield, suggestion,
thunderwave, water breathing, and web.
Locked Trunk. A successful DC 20 Dexterity check
by a character using thieves' tools opens the padlock, or
it can be broken off with a successful DC 20 Strength
(Athletics) check. The trunk contains folded clothes, 250
gp in a sack, ld6 pearls (worth 100 gp each) in a s ilk
pouch, a potion of water breathing, and a bottle of excel-
le nt wine (worth 25 gp), bearing a label in the s hape of
an eye patch and the name "One-Eyedjax" in Common.
Jll. AFT CASTLE UPPER DECK
This highest deck of the ship is within sight of the fore-
castle (areaJ8), the main deck (areaJl), and the aft cas-
tle lower deck (area ]9). It has the following features:
The ship's wheel stands atop the deck.
- Two sailors (drow) are stationed here at all times.
Wheel. If the ship is sailing with a full crew, a charac-
ter who has proficiency with water vehicles can stand at
the wheel and steer the vessel.
J12. UPPER CARGO HOLD
This hold contains the following features:
- Large grilled doors in the ceiling open to allow goods
to be moved to and from this hold using the cargo eleva-
tor. A 15-foot-by-10-foot section of floor opens to reveal
the lower cargo hold (areaJ17 aboard the Eyecatcher or
the Hell raiser; area ]19 aboard the Heartbreaker).
Crates and barrels stacked to the ceiling are tied down
to ensure that they don't move. These containers bold
food and water for the crew and the carnies.
Cargo Elevator. To activate an elevator platform, a
c reature must stand on the platform and use an action
to pull a lever up or down. The platform can't be raised
higher than the main deck (areaJl) or lowered deeper
than a ship's lowest cargo hold.
The trapdoor in the Boor opens when the cargo eleva-
tor is raised. If the platform is raised to areaJl, the trap-
door remains open until the elevator platform returns to
this area or areajl 7 Q19 on the Heartbreaker).
J13. HEAD
The reek of urine fills the cramped head. Privies- each
little more than a bench seat with a hole open to the wa-
ter below-are this room's only features.
Jl4. CARNIES' CABINS
Eight narrow cabins are fitted with hammocks, each
of which holds a resting carnival performer or worker
(commoner). Carnies call for help when they are con-
fronted by intruders and fight only in self-defense.
C HAPTER 7 I MAESTRO'S FALL
jl5. BRIG
A door made of crisscrossing iron bars and fitted with
a sturdy lock seals off this cabin, whose only feature is
a chamber pot. The captain carries the key to the door.
The lock can be picked by a character who makes a suc-
cessful DC 17 Dexterity check using thieves' tools (made
with disadvantage from inside the cell). A successful DC
23 Strength (Athletics) check forces the door open. The
door has AC 19, a damage threshold of 10, 27 hit points,
and immunily to poison and psychic damage.
jailed Sailor. There's a 25 percent chance that a
sailor (drow) is being held in the brig after punching a
crewmate during an argument.
J16. ARMORY
The drow store their weapons and armor here while the
ship is at sea. If the characters are captured and stripped
of their equipment, their nonmagical belongings are
stowed here. The cabin has the following features:
- Empty weapon racks and armor hooks line the walls.
- Stairs lead down into the ship's belly.
Safe (Eyecatcher Only). The armory aboard the Eye-
catcher also features a 750-pound cast iron safe with a
combination lock.jarlaxle and his lieutenants (Fel'rekt
Lafeen, Krebbyg Masq'il'yr, aod Soluun Xibrindas) know
the combination: 1-20-59. A character can pick the lock
with a successful DC 25 Dexterity (Investigation) check
using thieves' tools. Each attempt takes 1 minute. A
knock spell or similar magic also opens the safe, which
contains three pistols, twelve leather packets of smoke-
powder, three leather pouches containing twenty bullets
each, and 250 gp in a sack.
Stairs. The stairs lead to areaj17 on the Eyecatcher
or the Hellraiser, or to areaJ20 on the Heartbreaker.
- Stairs lead down into the ship's belly.
J17. LOWER CARGO HOLD
Eyecatcher and Hel!raiser only
The fantastical floats of the Sea Maidens Faire are bro-
ken down and kept in the lower cargo hold of the Rel/-
raiser, while the Eyecatcher holds pieces of broken and
experimental floats. (See areaj19 for a description of
the Heartbreaker's lower cargo hold.)
Cargo Elevator. If the cargo elevator platform is low-
ered to this area while creatures are in the 15-foot-by-
10-foot space where the platform lands, each of those
creatures must succeed on a DC 10 Dexterity saving
throw or take 11 (2dl0) bludgeoning damage and be
knocked prone and restrained until the platform is
raised. A creature that succeeds on its saving throw
moves to a space of its choice next to the elevator plat-
form without provoking opportunity attacks.
Hellraiser's Hold. The hold of the Hellraiser is mostly
cleared out on days when parades are scheduled, except
for empty storage trunks. On other days, it contains the
following paraphernalia:
- Various trunks filled with musician, dancer. acrobat,
and clown costumes
Casks holding confetti, glitter, and body paint
Bundles of wooden stilts (4 and 8 feet high)
Papier-mache beholders mounted atop 10-foot poles