Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
<strong>of</strong> the crew into the hold. The captain keeps the monster<br />
because he believes that it helps to guide him in faithful<br />
service to Shothotugg.<br />
AREA DESCRIPTIONS<br />
The Much Kill is a large caravel crawling with activity. There<br />
are few ways to infiltrate the ship, and adventurers who intend<br />
to make a direct assault against Captain Gnash on the deck<br />
<strong>of</strong> his own vessel are in for a tough go.<br />
1. The Sea: Sharks infest the waters around the ship,<br />
drawn by the promise <strong>of</strong> regular feeding. The crew dumps<br />
scraps and buckets <strong>of</strong> <strong>of</strong>fal over the rail to keep them<br />
close. At any given time, there are 1d4+1 Medium sharks,<br />
1d3 Medium sharks and 1 Large shark, or 1d3–1 Medium<br />
sharks and 1 Huge shark swimming around the hull <strong>of</strong><br />
the ship.<br />
2. Sterncastle: The crew can reach the sterncastle by<br />
two ladders. In the center <strong>of</strong> the deck is the mariner’s<br />
wheel, where Pog (see above) spends most <strong>of</strong> his time peering<br />
through a spyglass and making course corrections.<br />
A bugbear steers the ship, enduring Pog’s shrill insults<br />
with incredible patience, and a hobgoblin operates each<br />
ballista. Two davits lead to the ship’s boats, each <strong>of</strong> which<br />
holds up to twelve Medium passengers (if they squeeze<br />
in tightly).<br />
Bugbear Pilot: hp 13 (3 HD); MM 29.<br />
Hobgoblins (2): hp 6 each (1 HD); MM 153.<br />
3. Forecastle: The forecastle holds the anchor and two<br />
ballistae that can fire anywhere in a 90-degree arc. Coils <strong>of</strong><br />
rope litter the deck, as do scraps <strong>of</strong> food and old body parts<br />
that the pirates kick around when bored. Second Mate<br />
Crunglutch spends most <strong>of</strong> his time here, barking orders<br />
through a mass <strong>of</strong> gelatinous tentacles oozing from his face.<br />
Each ballista is operated by a pseudonatural hobgoblin.<br />
For their statistics, see tactical encounter 4–1, page 74,<br />
but add the following line.<br />
Ranged +1 ballista –1 (3d8/19–20)<br />
Crunglutch, Second Mate CR 2<br />
hp 16 (3 HD)<br />
Male pseudonatural CAr bugbear<br />
CE Medium outsider (augmented humanoid, goblinoid,<br />
native)<br />
Init +1; Senses darkvision 60 ft., scent; Listen +4, Spot +4<br />
Languages Common, Goblin<br />
AC 17, touch 11, flat-footed 16<br />
(+1 Dex, +2 armor, +1 shield, +3 natural)<br />
Resist acid 5, electricity 5; SR 13<br />
Fort +2, Ref +4, Will +1<br />
Speed 30 ft. (6 squares)<br />
Melee morningstar +5 (1d8+2)<br />
Ranged heavy crossbow +3 (1d10/19–20)<br />
Base Atk +2; Grp +4<br />
Atk Options true strike<br />
Special Actions alternate form<br />
Abilities Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9<br />
Feats Alertness, Weapon Focus (morningstar)<br />
Skills Climb +3, Hide +4, Listen +4, Move Silently +6,<br />
Spot +4<br />
Possessions leather armor, light wooden shield, morningstar,<br />
heavy crossbow with 10 bolts, pouch containing<br />
2d12 gp<br />
True Strike (Su) As the true strike spell, 1/day.<br />
Alternate Form (Su) As a standard action, Crunglutch can<br />
assume the form <strong>of</strong> a grotesque, tentacled mass <strong>of</strong> dripping<br />
tissue. While he is in this form, his opponents take a<br />
–1 morale penalty on attack rolls.<br />
4. Crew Quarters: Bunks fill this large room. All crew<br />
members except for Pog and the <strong>of</strong>ficers sleep here in shifts.<br />
When every bed is taken, which is <strong>of</strong>ten the case, the rest <strong>of</strong><br />
the crew sleeps on the main deck or on the galley floor.<br />
Since the pirates work in shifts, the crew quarters always<br />
has 1d10 goblins, 1d6 hobgoblins, 1 bugbear, 1d6 pseudonatural<br />
goblin pirates (see tactical encounter 4–1, page<br />
74), and 1d3 pseudonatural hobgoblin pirates (see tactical<br />
encounter 4–1).<br />
Goblins (1d10): hp 5 each (1 HD); MM 133.<br />
Hobgoblins (1d6): hp 6 each (1 HD); MM 153.<br />
Bugbear: hp 16 (3 HD); MM 29.<br />
5. Captain’s Quarters: This filthy room serves Captain<br />
Gnash as his living quarters. It stinks <strong>of</strong> sweat, and unspeakable<br />
foulness stains the bunk. On a writing desk in the corner<br />
The Much Kill<br />
Illus. by R. Horsley<br />
CHAPTER 4<br />
CAPTAIN<br />
GNASH<br />
71