| Display a Printer Friendly Version Garden Blacksun Base [comments:(1),
views:(7711), rating:(7.0)] Author: David Sarkies Homepage: http://www.smug.adelaide.edu.au/~oedipus/ System: D&D Other Type: Place Category: Fantasy Requirements: This is a pirate or military base on the planet Garden in Realmspace. A Spelljammer Adventure.
Graphic: Garden Map
Garden Blacksun Base
Overview
There are two sections to the base, the outer cavern section and the inner constructed area. The outer area is a maze of huge caverns and tunnels that have been formed by the huge boulders that make up the planet of garden. The walls are very rocky and roots of Yggdrissal wind their way along the walls. The caverns are so large that a spelljamming vessel is required to traverse them. The tunnels are very irregular and it is incredibly difficult to navigate of foot and impossible on horseback. A flying creature can navigate the caverns with ease.
The only encounters in the caverns are with one of three dragonflies that guard the caverns. The dragon flies all fly a flag identifying them as blacksun and all ships that pass through here also fly the flag. If the flag is not flown then the dragonflies will attack. If it is obvious that the dragonfly cannot win then it will flee and attempt to gain backup.
Dragonfly: MC: C, Ton: 10, Crew: 8, AR 8, hp 10,
Med catapult - 4hx, 3d6/1d3, C2, RoF 1/3, Thac0 14, CH 20
2 Mages Lvl 5, 5 Black Orc Lvl 3, 1 Warrior Lvl 5
The constructed area is a complex that has been tunnelled into one of the large boulders. The area is patrolled by groups of 5 Orc Warriors led by one Black Orc. The area is lit by torches spaced every ten feet. The doors are made of steel and are easily opened. The complex is relatively clean which makes it obvious that it is inhabited.
1) Spaceship Graveyard
This is a huge cavern where all of the Blacksun ships, either captured or their own, are placed when they are no longer useful. As the Blacksun are incredibly warlike, they tend to go through a lot of ships. The ships are stripped of their helms and anything of value, though the structure, and even sails, are still there. The structures are so broken up that they cannot be used as a ship, but they can be scavanged for spare parts such as hull, masts, and some sails. Some of the ships have a blacksun flag still on them. A search will reveal little else other than maybe a scattering of useless objects. Generally it would take too long to search all of the ships.
2) Guard Room
This room is where the ships that patrol the caverns wait. Along with the three dragonflies that patrol the caverns, there are another four dragonflies and one squid ship in this room. The ships sit on ledges and are fully crewed so they can be deployed quickly. If one of the dragonflies come into the cavern and warn of intruders then the squidship can deploy in four rounds and the dragonflies in two rounds. They are able to attack any ship that enters here relatively quickly.
Dragonfly: MC: C, Ton: 10, Crew: 8, AR 8, hp 10
Lgt catapult - 5hx, 2d10/1d2, C1, RoF 1/2, Thac0 16, CH 20
2 Mages Lvl 5, 5 Orcs, 1 Black Orc
Squidship: MC: D, Ton: 45, Crew: 15, AR 5, hp 45, piercing Ram
Hvy catapult - 3hx, 3d10/2d2, C5, RoF 1/3, Thac0 18, CH 18,19,20
2 Med Ballistae - 4hx, 3d6/1d3, C2, RoF 1/3, Thac0 14, CH 20
2 Mages Lvl 5, 10 Orcs, 2 Black Orcs, 1 Warrior Lvl 5
3) Krajen Lair
Not all of this complex is controlled by the Black Sun. In this area lives a Krajen that has been here since the Black Sun first moved in. The Sun decided not to kill the Krajen because it can be used as a guard. The Black Sun do not go here but do not tell anybody else about this. The Krajen Lair is marked on the ships maps so it can be discovered.
Krajen: AC 3, Mv 18, HD 12, hp 51, Thac0 9, AT 1+12, Dam 3-18/1-3, MR 30%, xp 8000
There are four wrecked ships in the Krajen lair, three dragonflies, and one Eelship. These ships wondered into the lair and were destroyed by the Krajen. The Black Sun do not bother to go in there and clean it up because the Krajen is hostile to them as well. If the ships are searched then 8678 gp worth of coins will be found. There wrecks have been here so long that the crew are now rotted corpses. One clutches a Mace +1 in its hand. The mace, when held, gives the wielder a healthy glow. Around another finger is a ring of jumping, and two potions of Healing are in a cupboard in another of the ships.
4) Spaceship Graveyard
This room is identical to 1 as the Black Sun also dump ships here. The ships here are much more numerous.
5) Black Sun Harbour
The southern part of this room is a huge cavern which is large enough for a hammership to turn around in. A wide ledge is on the north wall and protruding from this ledge are five stone piers. Between all of the piers and the walls are large pools of water in which Hammerships and Squidships can float. Two Squidships and One Hammership float in the pools and five Dragonflies sit on the ends of the piers. The ships are docked and it will take ten rounds for the large ships to take off and five rounds for the Dragonflies to take off. Only one big ship and one dragon fly can take off at a time as the crew for the ships are not all present. The ships can fire their weapons while in port though.
Dragonfly: MC: C, Ton: 10, Crew: 8, AR 8, hp 10
Lgt catapult - 5hx, 2d10/1d2, C1, RoF 1/2, Thac0 16, CH 20
2 Mages Lvl 5, 5 Orcs, 1 Black Orc
Squidship: MC: D, Ton: 45, Crew: 15, AR 5, hp 45, piercing Ram
Hvy catapult - 3hx, 3d10/2d2, C5, RoF 1/3, Thac0 18, CH 18,19,20
2 Med Ballistae - 4hx, 3d6/1d3, C2, RoF 1/3, Thac0 14, CH 20
2 Mages Lvl 5, 10 Orcs, 2 Black Orcs, 1 Warrior Lvl 5
Hammership: MC: D, Ton: 60, Crew: 30, AR 6, hp 60, blunt Ram
Hvy catapult - 3hx, 3d10/2d2, C5, RoF 1/3, Thac0 18, CH 18,19,20
1 Lrg Ballistae - 2hx, 3d10/3d2, C4, RoF 1/4, Thac0 12, CH 19,20
2 Med Ballistae - 4hx, 3d6/1d3, C2, RoF 1/3, Thac0 14, CH 20
3 Mages Lvl 5, 1 Mage Lvl 8, 20 Orcs, 4 Black Orcs, 2 Warrior Lvl 5
6) Docks
This is a large platform in the northern part of the harbour. The ammunition and supplies for the Blacksun ships are stored and loaded from this room. In the east section are 20 crates containing 1000 bolts for medium balistae and 10 boxes containing 500 bolts for heavy balistae. Next to the boxes are large piles of stones for the light and heavy catapults.
On the otherside of the docks are crates which contain salted meat and vegetables for the crew of the ships. There is enough food to keep 50 sailors supplied for a month. Ships usually go out on missions lasting from one month to a year. The food that is given to the sailors is scarce so as to encourage them to plunder towns and villages for supplies.
12 bugbears work on the docks as dockhands and there is between 2-20 orcs lying around in case the ships need to take off. There are also 2 mages and 5 warriors Lvl 5. A grizzled veteran named Thydacecus watches over the docks. He lives in a small wooden hut next to the docks. The hut is quite bare consisting only of a whetstone, a sleeping pallet, and racks for his weapons and armour.
7) Mess Hall
This is a huge room with 20 tressel tables in 5 rows running from north to south. Along the sides of the tables are wooden benches. For an hour twice a day this room is full of orcs, black orcs, humans, and bugbears. The races tend to congregate with their own kind and speak in their own languages. The humans also segregate themselves into warriors and mages. Thydacecus sits with the human warriors and tends to tell them stories of his exploites as a Dragonfly captain.
8) Kitchen
This is also a large room with a two huge fire pits. Ten cauldrons are place onto the coals to cook the stew for the masses that congregate in the mess hall. There are large preparation benches and large knives are hung on racks on the wall. This room is dusty and unsanitory, but that doesn’t concern the 6 bugbears that work here as cooks. There is also an oven and a spit which is used to cook the more luxurious meals for the base commanders. If the room is searched, numerous exotic spices will be found and so will a Potion of Speak with Animals among bottles of wine. Five large barrels of mead sit next to the southern wall.
9) Pantry.
This room is a dank and cold room used to store food. There are crates on the floor which are sealed to prevent the food inside from rotting. The shelves hold jars of pickled food and buckets of fruit and vegetables. An icebox in the northern wall holds some large quantities of meat. There is enough food in the pantry to sustain the base for two months, when it is refilled from the homeworld.
10) Store Room
This L Shaped room is where all of the odds and ends of the base are stored. The room is a mess, though some gear is stored in boxes. There are barrels of nails, some wood, a box of whetstones, some weapons and tools. There are a couple of magic items amongst the junk, a hammer that will knock any sharp object into something with one blow: like a nail into a plank of wood or a dagger into a rock wall. There is also a saw that cuts through a plank of wood easily and straight.
11) Warrior Barracks
This room is cramped with many bunks. Then bunks are three levels high and each of them has a metal chest attached to the end. The bunks are where the warriors sleep. A little alcove in the corner has the beds of the commanders. There are between 4-10 warriors in this room at anytime. The chests contain the warriors' personal belongings
12) Orc Barracks
These barracks are far more grottier that the warrior barracks as Orcs are not know for their cleanliness. The bunks are the same as in the warrior barracks but there is no order to them. The possessions are kept in sacks, except for where the stronger orcs sleep, and that is where ever they want to, for they have metal chests. There is between 8-16 orcs in this room and usually they are fighting.
13) Guard Room
Two fifth level warriors and four black Orcs sit in this room, quite bored. They sit around a table playing cards, but cheating to an extent that there is no real point in playing. The guards are protecting a secret entrance which comes in from Pirates Port and making sure that no intruders come in. Nothing ever really happens so the guards tend not to pay much attention. The secret door is opened by pushing a rock on either side of the door. There is a poison needle on the other side of the door which does 20 hp damage if a save vs poison is made. There is a second secret door opened the same way, but this leads to a trap.
14) Pit
The far end of the passage is a permenant illusion which makes the passage seem to go on for a long way. In reality, when the illusion is reached, a pit will open dumping everybody in a 10' square into a pit. The pit drops to a teleport which sends the occupants five hundred miles away from the surface of the plant. The pit if 80' deep and the walls are rocky enough to enable anybody falling into it to grab hold of the side.
15) Empty Room
This is the first room that people arrive at when the come into the base from Pirates Port. This room is designed to guard the passage way incase a mob finds the passage and tries to break in. A wooden wall with slits stretches across the room and behind this wall sit 6 warriors with crossbows. Four orcs armed with Halberds stand to either side of the passage and attack anybody who tries to come through. Another 8 Black Orcs stand aside to provide backup. Unless the base has been warned, this room is genually empty.
16) Guard Room
This room is the same as room 15 except they guard the entrance to the inner sanctum where the commander lives. There is also one Lvl 5 mage in the room with the guards keeping them alert. The guards become a little irritated with the mage as they resent being told what to do. The door in the northwall is locked and the mage holds the key.
17) Closet
This is a small dark room and cloths hang on a four wooden rods. At the far end of the room are some hooks upon which hang cloaks. One hook has a green cloak and if the cloak is removed, the hook raises and opens a secret door. When the door opens, a bell rings in the Commander's room (room 18).
18) Makeste's Room
Makeste is the commander of the base and this is his room. It is large and a little more elegant than the other parts of the base, though it is far from being luxurious. There is a soft bed in the center of the room and a desk upon which are cluttered many sheets of paper and empty ink bottles. A bookshelf is behind the desk which is full of books of many sizes. Two chests against the wall hold Makeste's clothes and a table has been set up for Makeste to eat at for he does not like dinning with others. Two bugbear servants serve him and four Black Orcs are his bodyguard. He also has an 8th Lvl mage, Brillrik, who is his helper. In another chest, which is trapped with a lighting trap, dealing 4d6 hp of damage is the lock is not opened in the correct order (2x clockwise, 1x anti-clockwise). The chest contains Makeste's treasure, which includes 200pp, 156gp, 567 sp, and 1232 cp. There are two potions of healing, a potion of Super Heroism and a potion of wizardry.
There is a secret door in the east wall. The east wall is covered with a tapestry of the black sun, and behind it is a loose brick. If the brick is pushed then the door opens in the east wall.
19) Secret Room
The secret door to this room is visible on this side and is opened by pushing a brick in the wall. This is the same for the secret door in the west wall. This room is empty but it is also a trap. Some of the bricks in the floor are loose and if they are stepped on then a alabastar jar will fall from the ceiling and break open releasing a poisonous gas. If a save vs poison is not made then the victim will suffer 2 hp of damage a round.
20) Treasury
There are 8 chests in this room. Each of them are locked and trapped as is the chest in Makeste's room. They are also bolted to the floor so that they cannot be moved. One of the chests is a Mimic which will attack if anybody other than Makeste opens the chests.
Each of the chests contains a various coinage. The first has 2012pp, the second 2212gp, the third 4820ep, the fourth 8112sp, and the fifth 8967cp. The sixth chest contains 12000 iron peices but they have been coated in gold paint. They look original but a professional metalurgist will be able to tell them apart. The seventh chest contains trade bars from many cities and are worth 10000gp, but if used in the proper city then their value doubles.
21) Teleport
This room is a teleporter. Upon a raise platform in the northwestern corner of the room is a pattern made out of black and white tiles. Standing on the platform does nothing, but if a pattern of a corresponding teleport is thought of them the person will be transported to this platform. This platform's pattern is white with two sets of parallel lines intersecting each other. This system of teleports was borrowed form the ancient elves of Toril and the Black Sun believes it to be effective because intruders are not likely to know other patterns. The Black Sun also control some of the ancient elvish ruins of Toril where the patterns are used.
Bugbear: AC 5, Mv 9, HD 3+1, hp 19, Thac0 17, AT 1, Da Weapon, xp 120
Wear Scalemail, weild Mace (Da 1-6+3), carries 1-10 sp
Surprise
Orc Warrior: AC 6, Mv 9, HD 1, hp 8, Thac0 20, AT 1, Da Weapon, xp 15
Wear Leather & Shield, weild Longsword (Da 1-6), carries 1-8 cp
Sometimes: Halberd (1d10)
Orc, Black: AC 4, Mv 12, HD 2, hp 16, Thac0 18, AT 1, Da Weapon, xp 120
Wear Scalemail & Shield, weild Battleaxe (Da 1-8+3), carries 1-10 gp
Short Bow & 20 Sheaf Arrows (AT 2, Da 1-6, rng 5/10/15)
Mage: AC 8, Mv 12, Lvl 5, hp 14, Thac0 19, AT 1, Da Weapon, xp 650
Wear Robes, weild Dagger (Da 1-4), carries 1-4 gp
Spells: 4/2/1
Read & Detect Magic, Grease, Featherfall, Sleep, Magic Missile, Hypnotism; Strength, ESP, Invisibility; Hold Person, Lightning Bolt.
Mage, Master: AC 7, Mv 12, Lvl 8, hp 25, Thac0 18, AT 1, Da Weapon, xp 2000
Wear Robes, weild Dagger+1 (Da 1-4+1, minor power), carries 1-4 gp, gem 10gp
Spells: 4/3/3/2
Read & Detect Magic, Dancing Lights, Spider Climb, Grease, Featherfall, Sleep, Magic Missile, Hypnotism, Taunt, Burning Hands; Strength, ESP, Invisibility, Flaming Sphere, Knock, Web, Tasha's Laughter; Hold Person, Lightning Bolt, Wraithform, Fly; Charm Monster, Fire Shield, Stoneskin.
Warrior: AC 2, Mv 9, Lvl 5, hp 45, Thac0 15, AT 1, Da Weapon, xp 270
Wear Plate Mail (Black Sun insignia), Shield with insignia, Full face helmet
weild Bastard Sword (Thac0 14, AT 3/2, Da 1-8+4)
Dagger (Da 1-4+2), Shortsword (Da 1-6+2)
Light Crossbow (AT 1, Da 1-6, rng 6/12/18)
carries 1-8 gp, whetstone, 10 bolts
Thydacecus: AC 0, Mv 9, Lvl 8, hp 86, Thac0 11, AT 2/3, Da Weapon, xp 2000
Wear Plate Mail (Black Sun insignia), Shield +2 with insignia Comprehend Languages, Full face helmet (Bestows infravision)
weild Longsword+1 (Thac0 9, AT 2, Da 1-8+6)
Dagger (Da 1-4+3), Handaxe (Da 1-6+3)
Longbow (AT 2/1, Da 1-8, rng 8/10/17)
carries 120 gp, Gold Beltbuckle (50gp), Silver Ring (10gp) whetstone,
10 Sheaf Arrows
Makeste: AC 1, Mv 9, Lvl 5, hp 45, Thac0 12, AT 3/2, Da Weapon, xp 270
Wear Plate Mail +1/+2 vs bludgeoning weapons (Black Sun insignia),
Shield with insignia, open face helmet
weild Morningstar +2 (Thac0 9, AT 2, Da 2-8+6, KO 18,19,20)
Dagger (Thac0 11, Da 1-4+4)
Blowgun (AT 2/1, Da 1-4, rng 1/2/3)
carries 1-8 gp, whetstone, 10 darts
Potion of Wizardry: xp 500
The potion of Wizardry is a potion developed on the moon of Tempus. The potion was made so that non-Magic using class could pilot the helm. The potion allows the imbeller to pilot a spelljamming vessal as a mage of half the level. Thus an 8th level theif will be able to pilot a helm as a 4th level mage. The potion utalises the innate magical energy that is present in most races (excluding dwarves). The potion does not allow the imbeller to cast spells nor will the potion work on specifically magic resistant creatures, such as dwarves.
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