CHAPTER 4 CAPTAIN GNASH 73
ENCOUNTER 4-1 74 M Encounter Level 7 AIN DECK SETUP The main deck <strong>of</strong> the Much Kill is a busy place. Pseudonatural goblins (G) and pseudonatural hobgoblins (H) go about their business: swabbing the deck, attending to the sails, and avoiding the attention <strong>of</strong> Crunglutch, who watches their work from the forecastle (area 3). High above the main deck, a goblin lookout hides in the crow’s nest (C). When the PCs first spot the Much Kill, read: A massive black caravel plows through the waves, propelled by a strong wind that fills its crimson sails. A black flag snaps in the wind, showing a red demonic skull above a pair <strong>of</strong> crossed bones. As the characters draw closer, read: The ship is ghastly. Freshly severed heads hang from the rails, dripping blood onto the ravenous sharks that circle the vessel. Rotting corpses hang from the barbed iron pole at the front <strong>of</strong> the ship, twisting and breaking apart as the ship cuts through the waves. The deck and rigging crawls with goblins, hobgoblins, and bugbears—but these are no ordinary goblinoids. Purple tentacles emerge from their flesh, eye stalks sprout from their heads, and their features drip and writhe, transforming before your very eyes. TACTICS When combat begins, three goblins and two hobgoblins have not yet assumed their alternate forms. On the first round, they do, and then they maneuver to flank any PCs who come aboard. The other three goblins lob javelins at any player characters who are not yet on the main deck. The other two hobgoblins use their true strike ability and then either load their crossbows (if targets are available) or move to engage an opponent in melee. Once the goblins have exhausted their javelins, they draw morningstars, use true strike, and fling themselves into melee. All <strong>of</strong> the goblinoids fight to the death. The goblin lookout begins combat hidden in the crow’s nest 30 feet above the deck. He pops up and fires crossbow bolts at the character closest to his location, targeting a spellcaster in preference over someone else if two intruders are the same distance away. Then he drinks his potion <strong>of</strong> blur and continues his barrage. Goblin Lookout CR 2 hp 16 (4 HD) Male goblin rogue 3/fighter 1 CE Small humanoid (goblinoid) Init +6; Senses darkvision 60 ft.; Listen +2, Spot +10 Languages Goblin AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 armor) Resist evasion Fort +3, Ref +7, Will +3 Speed 30 ft. (6 squares) Melee mwk longsword +4 (1d6–1/19–20) Ranged +1 light crossbow +7 (1d6+1/19–20) Base Atk +3; Grp –2 Atk Options sneak attack +2d6 Combat Gear potion <strong>of</strong> blur Abilities Str 9, Dex 14, Con 10, Int 9, Wis 14, Cha 6 SQ trap sense +1, trapfinding Feats Improved Initiative, Lightning Reflexes, Rapid Reload (light crossbow) B Skills Balance +10, Climb +5, Hide +12, Jump +7, Listen +2, Move Silently +6, Pr<strong>of</strong>ession (sailor) +8, Ride +6, Spot +10, Tumble +10 Possessions combat gear plus masterwork studded leather, masterwork longsword, +1 light crossbow with 20 bolts 6 Pseudonatural Goblins CR 1/3 hp 5 each (1 HD) Male pseudonatural CAr goblin warrior 1 CE Small outsider (augmented humanoid, goblin, native) Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2 Languages Goblin AC 15, touch 12, flat-footed 14 (+1 size, +1 Dex, +2 armor, +1 shield) Resist acid 5, electricity 5; SR 11 Fort +3, Ref +1, Will –1 Speed 30 ft. (6 squares) Melee morningstar +2 (1d6) Ranged javelin +3 (1d4) Base Atk +1; Grp –3 Atk Options true strike Special Actions alternate form Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 Feats Alertness Skills Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2 Possessions leather armor, light wooden shield, morningstar, 3 javelins, 1d6 sp True Strike (Su) As the true strike spell, 1/day. Alternate Form (Su) As a standard action, a pseudonatural goblin can assume the form <strong>of</strong> a grotesque, tentacled mass <strong>of</strong> dripping tissue. While a goblin is in this form, its opponents take a –1 morale penalty on attack rolls.
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3 TABLE OF CONTENTS Contents Introd
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Illus. by J. Zhang s a Dungeon Mast
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worlds, but the PCs find it first a
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them and thwart their efforts. A ri
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VILLAINOUS PLOTS Every great villai
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Envy Envious villains pursue their
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Advancing the Villain A one-shot vi
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Typical Classes: Bard, beguiler, he
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wants, what she expects of you, and
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FEIGN DEATH A clever villain has ma
- Page 24 and 25: Table 1-1: Villainous Feats General
- Page 26 and 27: Benefit: You gain the extraplanar s
- Page 28 and 29: 2nd Level Alliance Undone: Suppress
- Page 30 and 31: whose movement rates drop to 0 feet
- Page 32 and 33: cell belongs to a third cell, and s
- Page 34 and 35: Illus. by T. Giorello he orc has fa
- Page 36 and 37: hopes to eventually claim the Eldee
- Page 38 and 39: double axe. He also carries a few s
- Page 40 and 41: CHAPTER 2 ZARGATH HUMAN-BANE DEFENS
- Page 42 and 43: changes each week. Unescorted visit
- Page 44 and 45: FEATURES OF THE AREA The area has t
- Page 46 and 47: If Dwarreg is killed or if more tha
- Page 48 and 49: War Leader Grikfell CR 3 hp 25 (3 H
- Page 50 and 51: effort to embrace this power, but h
- Page 52 and 53: small jars throughout his personal
- Page 54 and 55: Speed 30 ft. (6 squares) Melee +1 r
- Page 56 and 57: of the structure are masonry and ha
- Page 58 and 59: CHAPTER 3 EDGAR & KATARIN TOLSTOFF
- Page 60 and 61: After throwing the thunderstone, th
- Page 62 and 63: FEATURES OF THE AREA The room has t
- Page 64 and 65: Fiendish Wolverine CR — hp 34 (3
- Page 66 and 67: fragmented into smaller knots and f
- Page 68 and 69: that protrude from its surface are
- Page 70 and 71: GOALS Pog’s time as a statue has
- Page 72 and 73: of the crew into the hold. The capt
- Page 76 and 77: 4 Pseudonatural Hobgoblins CR 1 hp
- Page 78 and 79: FEATURES OF THE AREA The room has t
- Page 80 and 81: TACTICS Once the PCs are aware of t
- Page 82 and 83: way out. They took heavy damage, bu
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- Page 88 and 89: Ranged +1 hand crossbow +10 (1d4+1
- Page 90 and 91: CHAPTER 5 CALAIS ARCHWINTER among t
- Page 92 and 93: FEATURES OF THE AREA The warehouse
- Page 94 and 95: 4 Tomb Spider Broodswarms MM3 CR
- Page 96 and 97: On subsequent rounds, Calais employ
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- Page 100 and 101: USING FARROR As Emmara’s spy, Far
- Page 102 and 103: Melee mwk greataxe +22/+17/+12 (3d6
- Page 104 and 105: CHAPTER 6 EMMARA ISHANDRENN 5. Chap
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- Page 110 and 111: 2 Stone Golems CR 11 hp 107 each (1
- Page 112 and 113: The young queen set about restrengt
- Page 114 and 115: without provocatively revealing any
- Page 116 and 117: as Thaden’s way of asserting his
- Page 118 and 119: Appearance and Behavior Fire giants
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FEATURES OF THE AREA The gatehouse
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8 Advanced Hell Hounds CR 12 hp 44
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this purpose. Decapitating scarf is
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Energy Plane, where even the boldes
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4th—Moilian burning blood SC (CL
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Frightful Presence (Ex) Albrathax c
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are havens for the few inhabitants
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CHAPTER 8 KASTYA ZURITH- MOVYA 4. C
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4 Bloodfiend Locust Swarms FF CR 8
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FEATURES OF THE AREA The room has t
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the way they came, and then uses a
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Sons were allowed to claim mates fr
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5th (7/day)—dominate person (DC 2
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Rajief CR 12 hp 154 (19 HD) Male ad
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CHAPTER 9 BORAK, THUNDER TYRANT 151
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FEATURES OF THE AREA The Al-Iborak
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FEATURES OF THE AREA The main chamb
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FEATURES OF THE AREA The great hall
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THE SOTH TARNEL IN FAERÛN The Soth