- To port and starboard, 3-foot-high,^21 "2-foot-wide
passageways lead deeper into the machinery. Me-
dium creatures must squeeze to move through
these passages.
Machinery. The engine is a quasi-magical machine
that controls the submarine's propulsion and depth and
powers the fins and rudder that control direction. A
detect magic spell or similar magic reveals an aura of
transmutation magic throughout the area.
A character who has proficiency with tinker's tools
can use the tools to disable the engine with a successful
DC^15 Intelligence check. The same check reactivates
the disabled engine. Whether it succeeds or fails, each
check represents^10 minutes of work. The engine can
also be destroyed. Jt has AC 16,^50 hit points, and immu-
nity to poison and psychic damage.
U3. SoLuu N's STATEROOM
If he has not been encountered and disposed of else-
where, a drow gunslinger named Soluun Xibrindas (see
appendix B) is here, worshiping before a shrine of Lolth.
His stateroom has the following features:
- The port alcove contains a net hammock and a steel
footlocker.
A black metal shrine ofLolth covered in tiny spider
statuettes stands against one wall. Al its top is a sculp-
ture of the demon goddess, with the head and upper
body of a female drow and the lower body of a spider.
- A Lantanese diving suit hangs in the closet to
the south.
Diving Suit. This experimental device consists of a
pressure-resistant padded suit, made of canvas with
iron fittings and iron gauntlets. A fishbowl helmet at·
taches to the suit's collar and functions as a cap of water
breathing.
Treasure. The shrine weighs^50 pounds and is worth
125 gp as an art object. The footlocker contains a pouch
holding 50 gp and a potion of healing. The potion's crys-
tal flask, shaped like a spider, is worth^25 gp.
U4. jARLAXLE'S STATEROOM
The door to this tidy cabin is locked. The cabin contains
the following features:
- The scent of lavender magically permeates the cabin.
(The scent is created by magic and can be dispelled.)
- A hammock is suspended in the starboard alcove. A
detect magic spell or similar magic reveals that the
wall behind the hammock radiates an aura of trans-
mutation magic.
Other furnishings include a tall harp with a stool
nearby, a harpsichord with a matching bench, a free-
standing mirror, and a large wooden trunk.
Closet. The locked closet aft of the cabin contains a
wooden rack stocked with sixty bottles of wine. Each
one is a rare vintage worth^25 gp.
Magic Window. Touching the wall behind the ham-
mock renders the wall transparent from this side. and
touching it again makes this "window" go away. When
the wall is transparent, creatures in the cabin can see
out, but creatures outside the submarine can't see in.
Wooden Trunk. The trunk isn't locked. Lifting the lid
causes panels in the front and sides to open, releasing a
swarm of mechanical spiders that attacks anyone other
than Jarlaxle. This swarm has the statistics of a swarm
of insects (spide rs), with these changes:
- The swarm is made up of Tiny constructs.
It doesn't require air. food, drink, or sleep.
- The swarm has vulnerability to lightning damage,
is immune to exhaustion, and can't be charmed,
fr ightened, paralyzed, petrified, knocked prone,
or poisoned.
The chest has a secret compartment in the bottom
that can be detected and opened with a successful DC
13 Wisdom (Perception) check. If jarlaxle has the Stone
o!Go!orr. he keeps it in the secret compartment, along
with any magic items he might have claimed from the
characters. The compartment is otherwise empty.
U5. FEL'REKT'S STATEROOM
If he has not been encountered and defeated elsewhere,
a drow gunslinger named Fel'rekt Lafeen (see appendix
B) is here, cleaning his pistol. His stateroom contains a
net hammock and a steel footlocker.
Treasure. Fel'rekt's footlocker contains 65 gp in a
pouch, a comb carved from dragon bone (worth 5 gp),
and a pair of obsidian dice (worth^25 gp).
U6. KREBBYG'S STATEROOM
lf he has not been encountered and defeated elsewhere,
a drow gunslinge r named Krebbyg Masq'il'yr (see ap-
pendix B) is here, sharpening his sword. His stateroom
contains a net hammock and nothing else.
U7. CONTROL ROOM
The control room has two levels: an observation deck
(U7a) and a command center (U7b), with two ladders
running between levels. Two circular soundproof
windows are embedded in the port and starboard
bulkheads. The window panes are made of glassteel, a
resilient metal magically rendered transparent. Curious
merfolk who live in Deepwater Harbor investigate the
submarine from time to time, and might be seen peering
through the windows.
U7a. Obser vation Deck. If jarlaxle Baeore (see
appendix B) is forced to retreat to the submarine, he is
here when the characters first arrive. The observation
deck is an elevated. 10-foot-high metal platform with
a grilled noor, supported by two metal columns. Two
padded swivel chairs are bolted to the deck, which is
enclosed by a thin steel railing. The height of each chair
can be adjusted to accommodate a Small or Medium
creature. Between the two chairs is a bronze periscope
that can be raised or lowered whenever the submarine
is detached from the Eyecatcher.
U7b. Command Center. Three rock gnome engineers
named Lorella Middenpump, Tervaround Waggletop,
and Anverth Leffery are on duty here, along with two r
drow elite warriors named Karabal L'enz and Marro
Qaz'arrt. The drow guard the control room and keep the
gnomes on task.
Lorella sits in the pilot's swivel chair, which is
bolted to the floor and can be lowered or raised to
CHAPTER 7 I MAESTRO'S fALL