Bridge
RoomDCC 72 · p.25
Open source p.25Area 2 – Bridge
This chamber’s door is trapped, so PCs must contend with it first if they approach from inside the ship (see below).
Four orange-skinned men sit dead in this chamber. Three are crushed against panels with crackling dials and shattered glass plates. The other is slumped over a wheel attached to a separate panel. He has retracted metallic wings attached to his fleshy back, but they are damaged beyond repair. From the ceiling, a threeinch, gray stone pyramid hangs from a thin chain, gently swinging back and forth.
The four Tahlmohlians tried to land the ship safely, but it was too damaged to do so. Each body has Tahlmohlian triangular electrum coins (worth 10 gp each). A searching PC who passes a Luck check finds a strange key on one of the bodies; this fits the weapon rack’s lock in area 5B.
The stone pyramid (the crew’s “good luck” charm) is unidentifiable. If the person touching it knows how to cast arcane spells, the stone turns from gray to blue; otherwise it turns red when handled. PCs may note that the pyramid swings back in forth in precise 1 second intervals, like a
frictionless pendulum. So, in addition to detecting wizards, the pyramid is an accurate timing device.
The door is trapped. Thieves inspecting the door note that two fingerprint-sized portions are frequently used, and, thanks to the wreckage, a wire is visible along the door’s top edge (DC 12 find trap). The trap is disabled by pressing on the door’s two worn spots (one finger each), or by cutting the wire (DC 12 disable trap). Pressing on the door in any other manner electrocutes the victim for shock damage. The trap remains armed unless the wire is cut.