Eidocarcinus

The Eidocarcinus, named for the ghost crabs of the eponymous bay, was a colossal vehicle of unknown origin.

## Description

Taking the appearance of a gargantuan crab some one hundred feet in diameter, its legs adding a further few dozen feet to either side, the Eidocarcinus was a construct of predominantly metal, featuring a vicious armament of two crushing pincers capable of tearing masts to pieces in moments and a mill-like maw filled with razor-like teeth that funnelled cargo from the hulls of ships into a storage area for sorting by the occupants - a band of marauding kobolds led by the spellcaster Huwk.

### Discovered Traps

The interior of the Eidocarcinus had been extensively trapped by the kobolds residing within, making it a highly hostile environment for any would-be intruders.

* Loose-fitted floor panels that drop into spike-filled pits that cut at victims as the vehicle moves.
* Snare traps that lift passers-by from the ceiling, before dousing them in flammable oils.
* Poisonous and otherwise noxious gas traps that cause choking and retching.
* Patches of flammable grease that cause victims to stumble and fall, before being ignited.
* Ladders with rungs partially cut through so that any individual heavier than a kobold would break them - typically paired with a spike trap hidden immediately underneath.
* Balls of sparking rock that blinds those in their vicinity.
* Bundles of loosely bound shards of metal that explode on impact, throwing shrapnel in their vicinity.
* Bear and fishing traps balanced in awkward spaces so that they close if disturbed.
* Static charges on door handles.
* Poison needles on chairs, walkways and handles.
* Narrow tunnels requiring larger creatures to squeeze through against mounted exposed sharp pieces of metal, as well as others with loose piece of rubble set at their sides so any disturbance causes them to fall.
* Bottles of poison made to look like Potions of Healing.
* Caltrops hidden amongst bedrolls and refuge.

As well as traps, the kobolds had carved countless tiny crawl spaces throughout the walls and floor of the vessel, allowing them to flee, escape, ambush and otherwise move nigh unhindered compared to any intruders.

## Layout

### Outer Shell

Made of a vast piece of metal plate, seemingly without rivets or panel suggestive of smaller pieces being combined to create it, the outer shell of the Eidocarcinus was covered spikes and stakes, the wreckage of dozens of ships new and old scattered amongst them, further bolstering its defence. Giant Isopods scrabble through the twisted metal and shattered wood, feeding on lodged morsels, while the mobility of the claws and eyestalks allow for assault and observation from near any direction.

### Mouth and Cargo Hatch

Entry and exit from the Eidocarcinus was achieved through its mouthpiece, activated and controlled by a lever mechanism immediately overlooking the doorway. Contained within was a storage hall of unsorted refuge. Numerous chain lines hung upon the nearby wall, used by the kobolds to fasten themselves to the vessel when diving in the depths courtesy of the *Fish Suits* made by Whyz to scour and salvage anything of note upon the sea floor, using the mouth as moon pool of sorts to do so.

### Propulsion Room

Flanking the cargo hatch were a pair of rooms with tall ceilings filled with rotating rods and machinery, seemingly attached to each of the legs on the underside of the vessel responsible for its propulsion. Cramped and tight for space, remaining within this room while the Eidocarcinus was in motion for any extended period of time was liable to result in being pummelled repeatedly by the moving machinery.

### Cargo Hold

Ascending a trapped ladder, the main cargo hold was flanked by a half-dozen smaller rooms used by the kobolds as sleeping quarters, as well as a front-line of attack by teams of kobolds repeatedly opening and closing the doors to facilitate the repeated usage of bombs and other inventions to turn the Cargo Hold into a kill-room of sorts.

### Whyz's Room

Filled with fancy chairs and other furnishings collected from salvaged vessels and then refurbished by the artificer, Whyz's room is located close to the Crafting Chamber and Kiln in which most of his operations and work took place.

### Crafting Chamber and Kiln

Floor, walls and ceiling lined with various tools, mechanisms and devices, the Crafting Chamber and Kiln was in many ways the centre of activity within the Eidocarcinus, wherein the artificer Whyz trained his apprentices on the maintenance of the vessel, as well as using the salvage collected to create all manner of useful items for the delvers from that not set aside for the treasure hoard. The working kiln had a narrow chute that would deposit soot and waste into the water outside the construct, while the heat would create steam to power many of the other components of the vessel.

### Armoury

Featuring weapons and armour suitable for the delver kobolds and those scavenged and claimed alike, the armoury was a well-equipped - and heavily trapped - room in the centre of the Eidocarcinus, the long corridors with numerous side alcoves around it perfect for ambushes for any intruders passing nearby.

### Infirmary

Originally intended for sake of helping those injured in the salvage operations when crossing paths with the wide variety of aquatic denizens encountered within wrecks on the sea bed, the infirmary was recently transformed into an improvised ritual chamber by Huwk, using it to transform various members of the tribe into Depth Sorcerers to maintain his control.

### Mess Hall

A mess hall in the truest sense of the word, under the occupation of the kobold tribe, this corner of the Eidocarcinus was littered with campfires, its ceiling caked in smoke and soot. Two smaller adjacent chambers had been turned into an improved kitchen and pantry, the kobolds readily feasting through the food and drink gathered from their raiding, as well as those caught by means of the vessel's claws and then subsequently filleted down to size.

### Claw Control Room

On either side of the Bridge were a pair of rooms filled with chains that worked akin to the ligaments that shift beneath the skin, shifting the immeasurably heavy claws of the construct with enough poise and tact to be used offensively. Requiring a constant crew of kobolds to ensure their smooth operation, it was the sabotage of these two rooms by Whyz and some of the surviving kobolds that accelerated the destruction of the vessel.

### Bridge

Set at the front edge of the Eidocarcinus, visuals obtained by means of two large crystal spheres mounted upon the central command desk that aligned with the eyestalks outside, it was from the Bridge that the vessel was steered and operated. The desk featured an enchantment that worked similar to a permanent *Locate Object* trained on various items of notable material wealth, allowing for pursuit and collection to be given. The kobolds installed a series of pipes and tubing that carried the voice of those giving the commands to the various rooms throughout, but was the first to flood when Huwk used *Arcane Gate* in an attempt to wash away his assailants.

## History

After an initial comment made by Jillik to Moxzi, an adventuring party travelled to the Bay to investigate any reality of the legends, following on the trail of passing reports of merchant ships going missing in the area. Their adventure would lead to them crossing paths with the vessel dubbed the **Eidocarcinus** by baiting it with a chest filled with gold pieces. The band of cunning kobolds within had originally used it scour the depths at the behest of the dragon Raateni, before something got into the mind of some of the other kobolds, stirring a more forceful and domineering assault of active vessels, instead of just those already confined to the depths.

Fighting through the construct, the group would eventually defeat Huwk, his pet Chuul and his sorcerers, pillaging what they could before it eventually sunk and tore itself to pieces with the failure of key construction components.