l square = 5 feet
MAP 7.2: Sc;ARLET MllRPENOT H
The gnomes know a great deal about submarines and
very little about everything else. They are treated well
by jarlaxle, but a successful DC^15 Charisma (Intimi-
dation) check or a bribe of I 00 gp or more can convince
a gnome to surrender its master keys, tamper with the
engine, or pilot the submarine as the characters direct.
SUBMARINE FEATURES
The Scarlet Marpenoth has AC 20,^300 hit points, a
damage threshold of 15 , and immunity to poison and
psychic damage. Tbe submarine's structural integrity
fails when th e vessel drops to 0 hit points, whereupon
it floods and sinks. The submarine is worth 15,000 gp
intact and requires at least one pilot and one engineer
to operate. It has a maximum speed of 2 miles per hour
and can hold up to 10 passengers plus 2 tons of cargo.
The submarine has the following general features:
- fnterior spaces are unlit. (The drow and the gnomes
rely on darkvision to see.) - All furnis hings and features are bolted down.
Chambers are 8 feet high, with 6-foot-high passages
and doorways connecting them.
Air magically circulates through a complex ventilation
system and small metal grills set into the floors.
Doors are made of steel and have AC 19,^27 hit points,
a damage threshold of 10, and immunity to poison and
psychic damage. A door's lock can be picked by a char-
acter who makes a successful DC^18 Dexterity check
using thieves' tools. A door can be forced open by a
character who succeeds on a DC 25 Strength (Athlet-
<'llAPTER 7 I MAESTRO'S FALL
ics) check. jarlaJCle and the gnomes aboard the Scarlet
Marpenoth have keys to all locked doors. All doors are
airtight while closed.
AREAS OF THE SCARLET MARPENOTH
The following locations are keyed to map 7.2.
Ul. ENTRANCE HATCH
Characters descending from Zardoz Zord's cabin on the
Eyecatcher (areaj30) arrive in this chamber. From this
side, the circular metal hatch is opened by turning its
valve wheel. This area is magically pressurized to keep
water from entering the Scarlet Marpenoth if the hatch
is opened while the submarine isn't docked to the Eye-
catcher. But if both the outer hatch and the inner door
are opened underwater, the submarine will flood.
U2. ENGINE ROOM
The door to this area is locked. A plaque on the door
reads "ENGINE ROOM" in Common and Gnomish. The
room has the following features:
The engine room is filled with machines that hiss,
whir, and clatter constantly. A rock gnome named
Breena Baffiestone monitors the machinery at all
times. Nearby is a copper speaking tube, which en-
ables her to communicate with the control room com-
mand center (area U7b).
- Drawers in the walls contain screwdrivers, wrenches,
and other tools.