Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.
GM: At Key 3 is a charging station for what is actually a solar/battery powered dirigible type crap that is definitely well ahead of its time.
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Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.
GM: At Key 3 is a charging station for what is actually a solar/battery powered dirigible type crap that is definitely well ahead of its time.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 11 General grocery supplies storage and miscellaneous things you would find in markets and shops of the times – lots of junk, too. The other stuff dump area.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 10, A weapons locker, early 19th century style. Sabres, knives, the odd pirate cutlass, firearms, cudgels, whips for using on bad crew. Pistols and long guns included. Plus some gunpowder.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 9, Large sailing ship maintenance supplies, timber, caulking, barrels, anchors, things you can’t squish. Pieces of masts, a rowboat.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 8, Assorted booze storage, taking advantage of some water cooling, where possible.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 7, these crates hold bulky sailing equipment, sails, canvases, ropes and that sort of gear. Bulky, unwieldy but bendy and stuff-in-able.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 6, this is similar to Key 5, storage inside storage. It similarly holds assorted 21st century gear and equipment of the bulkier kind. Large future batteries, bigger tools, a force field generator, that sort of thing. Rules apply to the help the same as for 5.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 5, spare lava armour prototypes. Looks like big wooden crates, but inside, actual metal safes with some electronic locks as per the 21st century. The safes are large enough to hold a full suit of armour each. These are known to be off-limits to staff and the Rubys are happy to shoot offenders and throw them to the sharks as an example of how to behave. Pay well, do as we say or else.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look GM:At Key 3, general tools and equipment, for carpentry, landscaping, metalwork and other professions at a general 19th century level: useful for general ship work here and there, too.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look GM:At Key 3: General lava moving equipment spares.