Ρειντ 12

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1.

Middle Level: On this level, the central chamber is surrounded by several “control bulbs”
— roundish rooms filled with gauges, monitors, and controls (big switches, small dials, etc.).
Various service hatches can be popped, revealing service tunnels that twist throughout the flying
fortress, leading to (among other places) the Bridge.
2. Upper Level: There are storage rooms on this level, as well as hallways connecting the
engine room to the rest of the ship.
3. Defenses:
4. The chief engineer is a kere (Book of Fiends, p. 167) named Athaxial. She crawls around the
engine room using her spiders legs.
5. Athaxial is assisted by a small team of six imps (MM, p. 76) and two chain devils (MM, p.
72).
6. IMP ROOSTS: The quarters of the imps who serve as couriers for the Blood Legions.
Although well-connected, the trick is that the passages and chambers of the roosts are all imp-sized:
they can only be accessed by Tiny or gaseous creatures.
7. Imp sleeping quarters are domed chambers in which clusters of imps hang upside down
from the ceiling, like bats.
8. Alarm: If an alarm is sounded in the roosts, the imps will generally prefer to avoid combat.
Instead, they’ll try to invisibly track the PCs’ movements while alerting nearby security patrols who
will respond quickly (or be waiting to ambush them) when the PCs leave the roost tunnels.
9. If the imps become aware that the PCs have killed an imp, however, they will swarm with
2d4 imps arriving every 1d4 turns. In addition, each time these reinforcements appear there is a 1 in
6 chance that the security response will escalate, doubling the number of imps appearing in each
wave. Continue checking for additional escalations, the effects of which stack.
10. LOOKOUT DECK: A lookout deck located on the very top of the fortress is manned by
4 spined devils.
11. Rooftop Hatch: 10-foot-square hatch on the rear top of the fortress.
12. PERCH, LOWER: Located below the command deck, the lower perch is a set of five
hangar bays, allowing flying devils, infernal war machines, and other aerial assault teams to launch
during battle.
13. Cargo Platforms: The two cargo perches have semi-circular silver platforms that can be
slowly levitated to and from the ground when the flying fortress is stationary. They are operated by
means of a copper pedestal attached to the platform. These platforms are generally used for cargo
loading, but can also be used to bring non-flying, non-teleporting passengers into the fortress.
14. Perch Access: It’s not unusual for one or two of the perches to be open during flight to
allow flying devils to come and go, so it’s often possible for the PCs to simply fly in (if they can
somehow avoid being detected by the devil legionnaires on security duty and also actively working
throughout the perch).
15. Defenses:
16. 2 optio squads
17. 6 barlguran slaves
18. 2 demon-detectors

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