Should heroes board the Black Blood, loud noises will awaken and attract nearby undead. Most of the catapults’ harpoons have been lost in space as the two sides battled each other across the barricades. A few are left, stored underneath the siege engines. The two oversized catapults pointing forward are too heavy to turn around. Projectiles, enchanted to ignite on impact, still lie beneath their bases. The aft/portside camp features the charred remains of zombies and mummy warriors along with discarded weapons, mostly spears, maces, and khopesh swords. Dismembered ghouls litter the opposite side. Two companionways lead down from the upper deck. One door opens on each side of the bastion, on the main deck (port, starboard, aft, and forward). The edge of the bastion’s railing runs 14 feet above the main deck. The main deck’s gunwales are located a few feet higher than the wings’ surface.
If no figment has been spotted yet, one appears on the deck at the spot labeled “F” (the one closest to the players’ party’s boarding). The figment makes a few swooping attacks and, if not killed in the encounter, escapes trough the door to Area 3 (portside) or to Area 17 (starboard). If the party landed on top the bastion, the appearing a figment escapes instead toward companionway (a), down to Area 20 on the lower deck, and waits there. If killed, the figment reveals a clue about the Black Blood (see random list in Area 53). Keep track of the number of figments destroyed as there are only 16 serving the eternal thinker. After their master is defeated, ignore all further “F” labels on the map.
Figment (1): AC1, HD1*, hp 8, MV150’ (50’) flying, THAC0 19, AT 1 touch, Dmg special, Save C6, ML n/a, Int n/a, AL C, XP13. Notes: damage depends on the victim’s Alignment (Chaotic d6, Neutral d8, Lawful d10); immune to sleep, hold, poison, and mind-affecting attacks; fears sunlight; Turned as spectre.
In the event of a major disturbance on the open decks, both sides will send their minions topside. One faction will defend their part of the deck against intruders, while the other looks on, taunting their rivals and shooting harpoons indiscriminately at everyone on the other side. Unless their leaders are present (the high-prior and the ghoul queen), neither side will attempt to assault the other.