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Exemplars of Evil

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CHAPTER 4<br />

CAPTAIN<br />

GNASH<br />

is a pile <strong>of</strong> identical drawings, each depicting a huge black<br />

disc with smudged edges.<br />

Gnash spends much <strong>of</strong> his time here, leaving the day-today<br />

operation <strong>of</strong> the ship to his first and second mates. He<br />

writes nonsense on the walls or hunches over his desk, wildly<br />

sketching new pictures <strong>of</strong> the Eater <strong>of</strong> Worlds. If the Much<br />

Kill comes under attack, he bursts out <strong>of</strong> his quarters to direct<br />

the crew’s response.<br />

6. Wardroom: This room serves as the <strong>of</strong>ficer’s mess.<br />

Captain Gnash, Pog, and the other <strong>of</strong>ficers take their meals<br />

here, and except for Gnash, they all spend time here when<br />

not on duty. The room holds little more than a large table and<br />

six chairs. At any given time, the table holds the remains <strong>of</strong><br />

the last meal or two.<br />

7. Galley: The galley is a chamber <strong>of</strong> horrors. Arms,<br />

legs, and torsos hang from hooks set in the ceiling. A<br />

butcher block stands in the center; a huge, stained knife<br />

is stuck into it. The floor is sticky with gore, and bold<br />

dire rats snatch morsels as they slough <strong>of</strong>f the bones. The<br />

ship’s cooks, a pair <strong>of</strong> pseudonatural hobgoblins (see page<br />

75), pass time arguing over the finer points <strong>of</strong> roasting<br />

human flesh.<br />

Dire Rats (2d4): hp 5 each (1 HD); MM 64.<br />

8. Pog’s Quarters: When he is not navigating on the<br />

stern castle or taking meals in the wardroom, Pog stays in<br />

his quarters. He tolerates the crew well enough, but has no<br />

affection for them or their deformities. The room is sparsely<br />

furnished with a bunk, a small chest <strong>of</strong> spare clothes, and a<br />

padded chair. Aside from the possessions mentioned in his<br />

statistics block, Pog owns nothing <strong>of</strong> value.<br />

9. Fecar’s Quarters: This appalling room makes the galley<br />

seem pleasant by comparison. It is stripped <strong>of</strong> everything<br />

but a darkly stained mattress on the floor. The walls, floor,<br />

and ceiling are splashed with gore, on which maggots dine<br />

and flies drop their eggs. Fecar sleeps here when he must,<br />

but otherwise spends most <strong>of</strong> his time elsewhere.<br />

10. Brig: This filthy chamber holds prisoners until Gnash<br />

is ready to sacrifice them to the thing in the hold. The<br />

floor is covered with old straw and excrement, and a sludgecaked<br />

bucket sits next to the door. Captives are never fed,<br />

since Gnash does not waste food on something he intends<br />

to kill anyway.<br />

11. Crunglutch’s Quarters: A simple cabin equipped<br />

with a bunk, desk, lamp, and chair, these quarters hold little<br />

<strong>of</strong> interest. As with the first mate, Crunglutch is frequently<br />

busy and rarely in his quarters.<br />

12. Chain Locker: This room holds a long coil <strong>of</strong> heavy<br />

chain, which passes up through the ceiling and onto the forecastle,<br />

where it is attached to the anchor. Additionally, spare<br />

sails, coils <strong>of</strong> rope, and other supplies clutter the floor.<br />

72<br />

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SHIP STATISTICS<br />

The Much Kill is a beefed-up version <strong>of</strong> the caravel—a relatively<br />

advanced type <strong>of</strong> sailing ship. The statistics block presented<br />

here summarizes the most important characteristics <strong>of</strong> the<br />

ship for use in a combat situation. The Stormwrack supplement<br />

contains much more information on waterborne vessels.<br />

Much Kill<br />

Colossal caravel<br />

Seaworthiness +4<br />

AC section 3, rigging 1<br />

Hull Sections 48 (sink 12)<br />

Section hp 120 (hardness 8); Rigging hp 80 (hardness 0)<br />

Speed wind × 30 ft. (average)<br />

Melee ram (6d6)<br />

Ranged 4 +1 ballistae (3d8/19–20)<br />

Mounts 4 light<br />

Space 120 ft. by 20 ft.; Height 20 ft. (draft 20 ft.)<br />

Complement 60; Watch 14<br />

Cargo 240 tons<br />

Rigging hp: The number <strong>of</strong> hit points and the hardness <strong>of</strong><br />

each rigging section.<br />

Melee: The damage dealt by the vehicle per 10 feet <strong>of</strong> speed<br />

it currently possesses if it rams another object. For example, a<br />

ship with a base ram damage <strong>of</strong> 6d6 deals 6d6 points <strong>of</strong> damage<br />

if moving at a speed <strong>of</strong> 10 feet, 12d6 at a speed <strong>of</strong> 20 feet, and<br />

so on.<br />

Ranged: The damage dealt by any projectile weapons the ship<br />

possesses. The attack bonus for a ranged attack is based on the<br />

creature operating the weapon, modifier for the difference in size<br />

between the weapon and the creature. In the case <strong>of</strong> a ballista (see<br />

DMG 100), which is a Huge weapon, a Medium creature takes<br />

a –4 penalty on its attack roll when operating the weapon.<br />

Mounts: The number <strong>of</strong> weapons the ship can mount. A light<br />

mount is suitable for a ballista. (The Much Kill has four ballistae,<br />

two on the forecastle and two on the sterncastle.)<br />

Space: The length and width <strong>of</strong> the area taken up by the ship.<br />

Height: The height <strong>of</strong> the main deck above the waterline. Most<br />

vessels <strong>of</strong> Huge or larger size have deckhouses, forecastles, or<br />

sterncastles that are above this level.<br />

Draft: The amount <strong>of</strong> the ship’s overall height that lies below<br />

the waterline.<br />

Complement: The number <strong>of</strong> crewmembers, passengers, and<br />

soldiers who can be carried by the vessel for extended voyaging.<br />

For a short voyage (a day or less) a ship might be able to cram<br />

two or three times this number <strong>of</strong> individuals on board.<br />

Watch: The number <strong>of</strong> crew members necessary to make<br />

course changes, adjust for wind changes, and generally handle<br />

the ship. Usually the watch consists <strong>of</strong> a helmsman, a lookout<br />

or two, and a small number <strong>of</strong> deck hands who can go al<strong>of</strong>t to<br />

change the set <strong>of</strong> the sails as necessary.<br />

Cargo: The capacity <strong>of</strong> the vehicle’s hold, in tons (1 ton =<br />

2,000 pounds). Most ships are slowed to 3/4 normal speed if<br />

carrying half this load or more.<br />

Seaworthiness: The ship’s overall sturdiness. This modifier is<br />

applied to any Pr<strong>of</strong>ession (sailor) checks the captain or master<br />

makes in order to avoid foundering, sinking, and hazards that large,<br />

well-built vessels avoid more easily than small and frail ones.<br />

AC: The AC <strong>of</strong> each hull section (see below) and the AC <strong>of</strong><br />

the rigging (which comes into play when attackers are trying to<br />

eliminate or reduce a ship’s mobility).<br />

Hull Sections: The number <strong>of</strong> hull sections the ship<br />

possesses.<br />

Sink: The number <strong>of</strong> destroyed hull sections necessary to sink<br />

the ship outright.<br />

Section hp: The number <strong>of</strong> hit points and the hardness <strong>of</strong> each<br />

hull section.<br />

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