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Exemplars of Evil

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<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

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