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Captain Drake’s Revenge

A 1–2-hour Eberron adventure for 3rd level characters

by Samuel Woods

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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CREDITS:
Designer: Samuel Woods
Mapmaker: Dungeon Scrawl by ProbableTrain

DUNGEONS & DRAGONS, D&D, Wizards of


the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica and all
other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards
of the Coast in the USA and other countries.

This work contains material that is copyright


Wizards of the Coast and/or other authors. Such
material is used with permission under the
Community Content Agreement for Dungeon
Masters Guild.

All other original material in this work is


copyright 2021 by Samuel Woods and published
under the Community Content Agreement for
Dungeon Masters Guild.

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Captain Drake’s Revenge he’d like the characters to be on their best
behaviour while he’s with them. He uses the
commoner stat block, with the following
ABBREVIATIONS changes:

PHB = Player’s Handbook - His alignment is neutral.


- He has an INT score of 14 (+2) and a
MM = Monster Manual CHA score of 9 (-1).
DMG = Dungeon Master’s Guide - He has a +4 to Intelligence (Arcana,
History, Investigation) checks.
- He has Gnomish racial traits: Small size,
25 ft. of speed, 60 ft. of darkvision,
MONSTER MANUAL REFERENCES
advantage on INT, WIS, and CHA saves
When a creature’s name appears in bold against magic.
text, then it can be found in the MM. Otherwise, - He can speak Common, Gnomish,
bold text followed by (parentheses) will point Dwarvish, Goblin, and thieves’ cant.
you towards Appendix A at the end of this
document.
When you’re ready to begin, read the
following introduction to your players, making
changes where appropriate.
ADVENTURE START
It’s a bright, clear morning in the City of
The aim of this chapter is to kickstart an Spires. Across the city festivals are being held
adventure in the world of Eberron. PCs should for the Day of Peace: a holiday commemorating
start the game at the 3rd level. the gentle light of Dol Arrah. The joyful
The adventure begins in the metropolis atmosphere is almost enough to distract you
of Sharn, when a group of inquisitive from your purpose here in Sharn – an
adventurers are tipped off by a mysterious anonymous, apparently exclusive tip that House
source regarding an intriguing event aboard a Lyrandar will announce a cutting-edge new
House Lyrandar airship. An easy way to place technology aboard the airship Summer Squall.
the characters in Sharn could be to have them As your party makes their way to the
there at the request of a patron or sponsor who skydock you prepare to flash your patron-
has an interest in the politicking of provided tickets to the Lyrandar employees. You
dragonmarked houses (a newspaper, a nation’s approach a man in a ticket booth who quickly
spy network, an investigation agency, or perhaps examines you and punches your ticket. “Taking
another dragonmarked house). For example, the Summer Squall to Fairhaven, eh? You’ll
we’ll use the Korranberg Chronicle – a want to head to dock number two. Don’t forget
newspaper based in Zilargo – to patronize the to keep your ticket with you!”.
group. They are counting on the PCs to come
back with a interesting story. If you use the Once the characters are aboard the
Korranberg Chronicle and no one wants to take Summer Squall they can begin exploring and
the role of reporter, use Razzle P. Worren. chatting to the NPCs. Eventually, the ship takes
off, headed to the Aundairian city of Fairhaven
Worren is a Zil reporter with a at 20 mph. When it looks like the PCs are
pragmatic view that borders on insensitive. His getting nowhere with their investigation, you can
main interest is in reporting the facts objectively trigger the Pirate Attack.
and without bias. He doesn’t suffer fools and

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THE SUMMER SQUALL airship’s aging artillery. He’s a very
loyal employee of House Lyrandar, but
The Summer Squall (AC 18, HP 100,
his age is catching up to him and his
immunity to poison and psychic damage) is a
hearing is nearly gone.
medium-sized airship primarily used to ship
- Bodyguard siblings Curtis and Remila
expensive cargo and VIP passengers. It’s crewed
Cullen (N human guards). These
by 16 sailors (commoners of various races with
armored sailors take turns guarding the
a +2 to Strength (Athletics) checks) and the
wheelhouse and containment core. They
following NPCs:
carry whistles that they blow to alert the
- Captain Jakkough d’Lyrandar (LN half- ship if anyone tries to break into these
elf mage with feather fall prepared in locations. Those accompanied by the
place of detect magic, knock prepared in Jakkough, Kara, or Garby don’t bother
place of suggestion, fly prepared in place them.
of fireball, wall of force prepared in - Cook Sandine (succubus). A succubus
place of cone of cold, and resistance to sent by Captain Drake to infiltrate the
lightning damage). Jakkough is a Summer Squall and facilitate his plot to
middle-aged man who loves mixing and ruin House Lyrandar. She takes the form
mingling with VIP passengers more than of an attractive young woman and the
he likes piloting the ship. As such, he food she makes is delicious, but always
leaves the piloting job to his lieutenant spicy.
most of the time while he rubs elbows
with the rich and famous. He has a
All the named crewmates, plus the
weakness for jewellery with a unique
smoke mephits in area 12 CONTAINMENT
look and is currently in possession of a
CORE know the three-digit code to open the
crystal lens he recently found near an
device in the containment core (2-2-9). Asking
Irian manifest zone. He’s put in in his
for the code under normal circumstance will
safe for now, but he’d like to have it
make the crew highly suspicious of the
appraised as soon as possible.
characters and may even get them thrown in the
- Lieutenant Kara d’Lyrandar (LG half-elf
brig. The mephits won’t tell characters the code
spy with resistance to lightning
and don’t speak Common anyway. When asked
damage). Kara is a young Lyrandar
questions regarding the anonymous tipper’s hint
scion who is looking forward to a career
about new Lyrandar technology the crew are
as a pilot. She gladly counts herself as
unable to provide satisfactory answers. In truth,
one of the lucky few with the Mark of
there is no special announcement.
Storm. When she’s not piloting the
Summer Squall, she’s dreaming about The Summer Squall is also transporting
what the future holds for the airship five VIP passengers, represented by the noble
industry. stat block if no other stat block is given.
- Boatswain Garby Bucket (LG human
- Sya Fettrem (human acolyte of Boldrei)
thug). Garby is a man of few words who
takes his job supervising the crew and - Jet Zeharn (human Karrn philanthropist)
the elemental matrix very seriously. - Loretta Eastham (human opera diva)
Although he would never admit it, he - Hope d’Ghallanda (halfling House
has a crush on the cook and likes it agent)
when she watches him work. - Orrin Wollywottle (gnome Zil diplomat)
- Weapons Officer Cain Ironfume (NG Like the crew, the VIPs know nothing
dwarf guard). Cain manages the about the tipper’s rumour.

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SUMMER SQUALL LOCATIONS 3 POOP DECK
The areas aboard the Summer Squall are The poop deck is nearly 10 ft. higher
keyed to map A-1. Falling off the upper deck than the upper deck and is accessible by a broad
means a 300-foot plummet to the ground, staircase. There are sun chairs here for anyone
dealing 20d6 damage. Hold on to the railing! brave enough to sunbathe at a height of 300 feet.
At the aft of the ship is a flag with House
1 UPPER DECK
Lyrandar’s kraken emblem.
The upper deck is equipped with a
4 WHEELHOUSE
retractable staircase for boarding and departure
at a skydock elevator on the port side. There are The wheelhouse is currently being
two rope ladders on the port and starboard side guarded by one of the Cullen siblings, but they
each. The staircase near the center of the deck let Lyrandar employees, or anyone being
lead to area 6 MID DECK. When the characters escorted by a Lyrandar employee pass.
arrive, they are greeted by Capt. Jakkough
The wheelhouse contains the helm,
d’Lyrandar, who assures them that they are
which consists of a wheel of wind and water, a
being piloted by the careful hand of Lt. Kara and
console powered by a Siberys dragonshard that
offers them a tour of the airship. If they agree,
connects to the containment core on the mid
Jakkough takes them to visit each deck and
deck, and Jakkough’s desk. Atop the desk is a
explains how an airship works, not caring if the
map of Khorvaire, a medium-range
PCs know this already. He will explain the
communications device powered by an Eberron
purpose of the containment core but won’t bring
dragonshard, and navigational tools such as a
the tour near the core. Partway through the tour
compass and sextant. A drawer next to the desk
he may become distracted and meander away to
contains a magic flare gun, three flares, and
talk to a VIP passenger.
Jakkough’s spellbook which has all the spells he
Jakkough otherwise likes to spend his has prepared plus gust of wind, levitate,
time divided between surveying the upper deck continual flame, see invisibility, and sleet storm.
and relaxing in his quarters. If you’re playing
When the characters enter, Lt. Kara
with Razzle P. Worren, then he’ll attempt to grill
d’Lyrandar is at the helm piloting.
the captain on the alleged new Lyrandar
technology but won’t get any information. If 5 CAPTAIN’S QUARTERS
other crew and passengers give him similar
answers then he loudly bemoans the waste of This room has a bed, table, safe, and
time and resources that the Korranberg brazier lit with a continual flame. The table has a
Chronicle spent on a journalistic dead-end. chessboard with quartz pieces worth 10 gp each
(320 gp in total). The safe has no keyhole –
2 BOW Jakkough uses knock when he wants to open it.
Inside the safe is a mediocre script for a comedic
The bow features a globe of Eberron.
play written by Jakkough d’Lyrandar, three
The globe magically tracks the vessel’s position
pieces of jewellery worth 150 gp each, a potion
over the planet, with a small blue kraken
of healing, and the Irianite lens (a rare wondrous
representing the Summer Squall. Currently, the
item that can be used as a spell focus, it allows
kraken is heading northwards to Fairhaven. Sya
you to reroll as many dice as you want when
Fettrem is entertaining herself by watching the
inflicting radiant damage, once per turn). The
kraken crawl across the globe. If asked nicely,
safe lock has 10 HP, 19 AC, damage reduction
Sya will gladly cast her spells on the characters
of 5, and immunity to poison, psychic, and
for free until she runs out of spell slots.
necrotic damage.

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6 MID DECK Sandine’s goal aboard the Summer
Squall is twofold. First, she must disable the
The rooms beneath the upper deck are
Khyber dragonshard in the containment core that
illuminated by continual flame spells. The
houses the elemental that powers the airship.
staircase near the center leads to area 1 UPPER
Sandine has learned the code to open the core
DECK and the staircase near the aft end leads to
from Garby Bucket. Second, she must retrieve
area 12 CARGO HOLD.
the Irianite lens for the lamia Princess Argenta.
Cain Ironfume is here maintaining the She doesn’t know where the lens is but she’s
four rusty cannons (two on each side of the fairly certain that it’s in the captain’s quarters. If
ship). The cannons were installed after being her two goals conflict, she prioritizes stealing the
used in the Last War and have yet to see combat Irianite lens during the chaos of the pirate attack
while on the Summer Squall. It takes one action and flying back to her lamia mistress in the
to load a cannon and another action to fire it. Demon Wastes.
The cannon has 20 HP, 19 AC, and immunity to
10 PRIVY
psychic, poison, and necrotic damage. The
cannon grants the following action: This privy is well maintained and very
clean.
Fire Cannon: The cannon operator makes a
ranged attack on a target at the same elevation 11 CONTAINMENT CORE
within 600/1000 range, adding their proficiency
The containment core is guarded by the
bonus if they have martial weapon proficiency.
other Cullen sibling. They let Lyrandar
The attack deals 2d12 bludgeoning damage. The
employees, or anyone being escorted by a
attack deals double damage to structures and
Lyrandar employee pass. Inside is a Khyber
objects.
dragonshard that binds an air elemental to the
Each cannon has a stockpile of four elemental matrix of the Summer Squall. Floating
cannonballs next to it. around the room are two smoke mephits who
generally make themselves a nuisance, but don’t
7 VIP ROOMS
attack unless the characters behave in a hostile
If they aren’t somewhere else, then the way towards them.
VIPs are relaxing in their rooms even though
To unlock the clasping mechanism that
this is not an overnight trip. Each room has a
keeps the dragonshard in place a three-digit code
comfy bed and a chest of drawers. Feel free to
must be entered into a security device attached
place VIPs in other locations.
to the machine. The code is 2-2-9. If the clasp is
8 CREW QUARTERS unlocked, the dragonshard deactivates and
releases the air elemental into the room. It
Four sailors are taking their break in the manifests with 50 hit points due to the ordeal of
crew quarters at any given time. Garby Bucket is being used as an energy source. The air
here as well, having a well-deserved nap when elemental makes a beeline to the upper deck,
the characters enter. attacking anyone who gets in its way. It fights to
9 KITCHEN AND MESS HALL the death until it arrives at the upper deck, at
which point it dissipates into the wind.
A spicy aroma saturates this room.
Sandine is cooking a vegetable stew while Hope If there is no air or fire elemental
d’Ghallanda attempts to coerce the recipe out of contained within a Khyber dragonshard and the
her. dragonshard isn’t plugged into the matrix, the
Summer Squall is effectively dead in the
“water”, unable to move in any direction, but

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supported in they sky by its buoyant soarwood chip on his shoulder – sets his plan for revenge
hull. into motion by attacking the Summer Squall with
his stolen ship (the Krakenbreaker: AC 18, HP
12 CARGO HOLD
90, immunity to poison and psychic damage)
This deck contains luxury goods and crew of bloodthirsty brigands:
imported from across Khorvaire. There are
- Captain Drake (appendix A). Formerly
currently 20 crates in the hold. You can roll on
known as Janiel d’Lyrandar; a disgraced
the following table to determine what’s in a crate
scion of House Lyrandar who was
if the characters open it up.
disowned when his affair with his cousin
d6 Result was revealed after she gave birth to a
son with an aberrant dragonmark. He
1 Luxury textiles kidnapped his newborn son, stole an
2 Decorative replica dual-bladed scimitars early airship prototype (the
Cloudbreaker, now dubbed the
3 Lhazaar allspice Krakenbreaker), and was never seen
again. He travelled the world in his ship,
4 Preserves, biscuits, meat, or vegetables
trying to find the answer to his rage by
(for the crew to eat)
translating the Draconic Prophecy. He
5 Karrnathi blue cheese found a passage that he interpreted as
spelling House Lyrandar’s eternal doom
6 Incense if the Summer Squall crashes on the Day
There are 1d6 rats scurrying about the of Peace and has spent all his time
cargo hold but they are timid and usually stay working towards this goal.
hidden. A DC 11 Wisdom (Animal Handling) - Tremoline, Capt. Drake’s cockatoo
check will coax one out of hiding but if a familiar (use the raven stat block,
character acts violently towards a rat the other except it is a fiend). Drake can see
rats always avoid that character. Someone who through Tremoline’s eyes and enables
befriends a rat has a 1/6 chance of the rat Tremoline to use his shocking grasp
bringing them a trinket from the PHB (pg. 160). cantrip as an action.
- First Mate Scundo Bundt (NE human
13 BRIG bandit captain). A highwayman who
loves his new job as a sky pirate.
If a character is acting belligerently or
dangerously then the crew throws them in the - Matthias (appendix A). Matthias is
brig to cool their heels. The Cullen siblings each Capt. Drake’s ten-year-old son. He loves
hold a copy of the brig key, but the brig is rarely his father and would be inconsolable if
left guarded. If someone commits a serious they were separated. Matthias’ aberrant
crime aboard the Summer Squall, then they are dragonmark spells give him
placed here until the ship arrives at its considerable power, especially against
destination, whereupon charges are laid against flammable constructs. His father wants
the offending party. to use him as a weapon against those
who have wronged him.
- Sandine, a succubus who has already
infiltrated the Summer Squall, and
PIRATES ATTACK!
unbeknownst to Capt. Drake is in league
While over the skies of Khorvaire, with the lamia Princess Argenta.
Captain Drake – a rogue Lyrandar heir with a - 12 pirates (NE human bandits).

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Ideally, have the pirates attack while him to open his safe. She takes the Irian lens and
both the PCs and Capt. Jakkough are below then flees.
deck. The pirates approach the ship while flying
If the PCs decide to follow Jakkough
the Lyrandar flag and then immediately drop it
when the attack begins then they must confront
once they’re close enough to attack. Six pirates
Sandine as the pirates move to raid the cargo
plus Scundo Bundt board the ship by climbing
hold and Scundo Bundt moves to the
down ropes. Meanwhile, Sya Fettrem runs to the
wheelhouse. If Sandine believes that she is
lower decks to warn the passengers and crew
outmatched, then she attempts to charm
that pirates have arrived. When Jakkough hears
Jakkough and retreats with him to the captain’s
the news he makes a run to the containment
quarters. She proceeds to carry out her plan to
core, claiming that it’s his responsibility to
steal the Irian lens.
safeguard the elemental matrix. He’s terrified of
the pirates and wants to be as far away from the If uninterrupted, it takes the pirates one
action as possible. Upon hearing of the pirate and a half minutes (18 rounds) to land, raid the
attack, Sandine also heads to the containment cargo hold, and return to the top deck to be
core to disable the ship. retrieved via ropes. While the raid occurs, the
Summer Squall is beset by cannon attacks and
The pirates are here to make off with the
fire bolt cantrips. If the ship catches fire and the
loot that Capt. Drake promised them in exchange
fire isn’t doused it deals 1d4 fire damage per
for their service; they’ll slay anyone who gets in
turn for each 5 square feet of ignited hull. If the
their way. Bundt has been told to kill the pilots
ship takes 30 collective points of fire damage,
as well. Drake must stay aboard the
the soarwood hull loses buoyancy and the ship
Krakenbreaker because he’s the only one who
crashes. The Krakenbreaker has the same
can control the vessel’s wheel of wind and
vulnerabilities, and Capt. Drake values the safety
water.
of his airship more than he does the lives of his
If the PC’s chose to confront the pirates crew.
at the top deck, the Krakenbreaker has lowered
If the ship begins to crash, a trained
in altitude to be at an equal height to the Summer
Lyrandar pilot can use auxiliary systems in the
Squall. As a more experienced pilot that Lt.
helm to slow the descent into a controlled crash.
Kara, Capt. Drake quickly adapts his ship’s
Unfortunately, Kara is being attacked by Bundt
position to compensate for her evasive
and Jakkough is very likely charmed by Sandine.
maneuvers and always stays in pursuit. The
Being aboard the ship if it crashes without a
Krakenbreaker stays at least 120 feet away from
pilot deals 4d6 bludgeoning damage to all
the Summer Squall so that it can be attacked by
passengers. His mission successful, Capt. Drake
cannonballs (a team of two pirates can fire one
flies away.
shot per round and the Krakenbreaker has three
cannons on its port and starboard sides) and If the Krakenbreaker crashes, Capt.
Matthias can ignite the airship with fire bolt. If Drake guides it into a controlled crash to the
Matthias is hurt, then Drake moves his craft out ground where his surviving crew abandon him.
of range of the attack or resumes his position He and his son make a hasty escape. The PCs
above the Summer Squall. At the end of the have made an enemy for life. Because elemental
second round of combat with the pirates, the airships can’t land without crashing, the Summer
ship grinds to a halt as Sandine successfully Squall resumes its course to Fairhaven.
charms Capt. Jakkough and releases the air
elemental that powers the ship. She takes When both ships crash, Drake orders his
Jakkough to the captain’s quarters and orders son to leave the area and head somewhere safe
after his crew leave him. He then marches

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towards the wreck of the Summer Squall with
Tremoline to exterminate any survivors,
including PCs. When he fights, Drake likes to
use Tremoline to set up his Sneak Attack feature
while using fog cloud to conceal the familiar and
sow discord.

ADVENTURE CONCLUSION
The adventure can conclude when the
characters successfully ward off the pirates, at
which point the Summer Squall continues to
Fairhaven without issue. Upon landing they are
commended not only by Jakkough and Kara but
also by the grateful VIPs who spent most of the
time during the pirate raid scared for their lives.
They receive a lifelong 50% discount to both
House Lyrandar and House Ghallanda Services.
The also receive a purse from the VIPs
containing three gems worth 50 gp each.
Jakkough also gives them the Irian lens in
thanks if it hasn’t been stolen by Sandine.
The adventure might also end when the
Summer Squall crashes. It lands on the outskirts
of the Eldritch Groves, 40 miles away from the
city of Passage. If the characters can escort the
NPCs to the city safely, then they still get all the
rewards, minus one 50 gp gem per dead or
missing VIP. If all Lyrandar heirs or Ghallanda
heirs die, then the PCs don’t get the 50%
discount reward either.
From there, the party’s next steps might
include tracking down Captain Drake as House
Lyrandar puts a bounty on bringing him and his
son back alive, or maybe solving the mystery of
who sent their patron the false tip. It’s up to you!

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APPENDIX A Pistol. Ranged Weapon Attack: +5 to hit, range
30/90 ft., one target. Hit: 1d10+2 piercing
This appendix contains stat blocks for
damage.
creatures in this document.
REACTIONS
CAPTAIN DRAKE
Parry. Captain Drake adds 2 to his AC against
Medium humanoid (half-elf), neutral evil one melee attack that would hit him. He must
Armor Class 13 (leather armor) be able to see the attack and be wielding a
melee weapon.
Hit Points 65
Janiel d’Lyrandar is a hateful, bitter man
Speed 30 ft.
with a vendetta against House Lyrandar. He has
STR DEX CON INT WIS CHA no qualms with stepping on others to reach his
12 (+1) 16 (+2) 15 (+2) 14 (+2) 10 (+0) 18 (+4) goal of seeing the dragonmarked house ruined.
After his exile he became obsessed with
Saving Throws Dex +5, Int +5
searching through the Draconic Prophecy to find
Skills Arcana +5, History +5, Intimidation +7 a way to destroy his former family. If he
Damage Resistances lightning succeeds in crashing the Summer Squall, then
it’s up to you to decide if he interpreted the
Senses darkvision 60 ft., passive Perception 10 prophecy correctly and what the consequences
Languages Common, Elvish, Draconic of that are. The only thing he really treasures is
Challenge 4 (1,100 XP) his son, and even that is because he sees
Matthias as someone who he can forge into a
Cunning Action. Captain Drake can use a bonus weapon against House Lyrandar.
action to take the Dash, Disengage, or Hide
action.
Innate Spellcasting. Captain Drake’s spellcasting MATTHIAS
ability is Charisma (save DC 15, +7 to hit with
Small humanoid (half-elf), neutral
spell attacks). He can cast the following spells,
requiring no material components: Armor Class 11
At-will: shocking grasp Hit Points 10
1/day each: feather fall, find familiar, fog cloud Speed 25 ft.
Sneak Attack. Once per turn, Captain Drake can STR DEX CON INT WIS CHA
deal an extra 1d6 damage when he hits with a 7 (-2) 12 (+1) 10 (+0) 9 (-1) 12 (+1) 12 (+1)
weapon attack and has advantage on the attack Skills Acrobatics +3
roll, or when the target is with 5 feet of an ally
of Captain Drake that isn’t incapacitated, and Senses darkvision 60 ft., passive Perception 11
Captain Drake doesn’t have disadvantage on the Languages Common
attack roll. Challenge 1/4 (50 XP)
ACTIONS Innate Spellcasting. Matthias’s spellcasting
Multiattack. Captain Drake makes two rapier ability is Charisma (save DC 11, +3 to hit with
attacks or one rapier attack and one pistol spell attacks). He can cast the following spells,
attack. requiring no material components:
Rapier. Melee Weapon Attack: +5 to hit, reach 5 At-will: fire bolt
ft., one target. Hit: 1d8+2 piercing damage.

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1/day: burning hands
ACTIONS
Fire Bolt. Ranged Spell Attack: +3 to hit, range
120 ft., one target. Hit: 1d10 fire damage.
Captain Drake has done an excellent job
of raising his son in an environment of paranoia
and fear. Matthias lashes out against anyone who
isn’t his father, and he’s only comfortable using
his fiery spells when dad is nearby. When he
casts burning hands, he feels tight in the chest
and becomes soaked in sweat.

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Appendix B
This appendix contains maps for locations in this document. Each square represents 5 feet.

Map A-1 (a)

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Map A-1 (b)

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Map A-1 (c)

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