Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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ENCOUNTER 4-1<br />
74<br />
M<br />
Encounter Level 7<br />
AIN DECK<br />
SETUP<br />
The main deck <strong>of</strong> the Much Kill is a busy place. Pseudonatural<br />
goblins (G) and pseudonatural hobgoblins (H)<br />
go about their business: swabbing the deck, attending<br />
to the sails, and avoiding the attention <strong>of</strong> Crunglutch,<br />
who watches their work from the forecastle (area 3). High<br />
above the main deck, a goblin lookout hides in the crow’s<br />
nest (C).<br />
When the PCs first spot the Much Kill, read:<br />
A massive black caravel plows through the waves,<br />
propelled by a strong wind that fills its crimson<br />
sails. A black flag snaps in the wind, showing a red<br />
demonic skull above a pair <strong>of</strong> crossed bones.<br />
As the characters draw closer, read:<br />
The ship is ghastly. Freshly severed heads hang<br />
from the rails, dripping blood onto the ravenous<br />
sharks that circle the vessel. Rotting corpses hang<br />
from the barbed iron pole at the front <strong>of</strong> the ship,<br />
twisting and breaking apart as the ship cuts<br />
through the waves. The deck and rigging crawls<br />
with goblins, hobgoblins, and bugbears—but these<br />
are no ordinary goblinoids. Purple tentacles emerge<br />
from their flesh, eye stalks sprout from their heads,<br />
and their features drip and writhe, transforming<br />
before your very eyes.<br />
TACTICS<br />
When combat begins, three goblins and two hobgoblins<br />
have not yet assumed their alternate forms. On the first<br />
round, they do, and then they maneuver to flank any PCs<br />
who come aboard.<br />
The other three goblins lob javelins at any player characters<br />
who are not yet on the main deck. The other two<br />
hobgoblins use their true strike ability and then either load<br />
their crossbows (if targets are available) or move to engage<br />
an opponent in melee.<br />
Once the goblins have exhausted their javelins, they<br />
draw morningstars, use true strike, and fling themselves<br />
into melee. All <strong>of</strong> the goblinoids fight to the death.<br />
The goblin lookout begins combat hidden in the crow’s<br />
nest 30 feet above the deck. He pops up and fires crossbow<br />
bolts at the character closest to his location, targeting a<br />
spellcaster in preference over someone else if two intruders<br />
are the same distance away. Then he drinks his potion<br />
<strong>of</strong> blur and continues his barrage.<br />
Goblin Lookout CR 2<br />
hp 16 (4 HD)<br />
Male goblin rogue 3/fighter 1<br />
CE Small humanoid (goblinoid)<br />
Init +6; Senses darkvision 60 ft.; Listen +2, Spot +10<br />
Languages Goblin<br />
AC 16, touch 13, flat-footed 14<br />
(+1 size, +2 Dex, +3 armor)<br />
Resist evasion<br />
Fort +3, Ref +7, Will +3<br />
Speed 30 ft. (6 squares)<br />
Melee mwk longsword +4 (1d6–1/19–20)<br />
Ranged +1 light crossbow +7 (1d6+1/19–20)<br />
Base Atk +3; Grp –2<br />
Atk Options sneak attack +2d6<br />
Combat Gear potion <strong>of</strong> blur<br />
Abilities Str 9, Dex 14, Con 10, Int 9, Wis 14, Cha 6<br />
SQ trap sense +1, trapfinding<br />
Feats Improved Initiative, Lightning Reflexes, Rapid Reload<br />
(light crossbow) B<br />
Skills Balance +10, Climb +5, Hide +12, Jump +7, Listen +2,<br />
Move Silently +6, Pr<strong>of</strong>ession (sailor) +8, Ride +6, Spot<br />
+10, Tumble +10<br />
Possessions combat gear plus masterwork studded<br />
leather, masterwork longsword, +1 light crossbow with<br />
20 bolts<br />
6 Pseudonatural Goblins CR 1/3<br />
hp 5 each (1 HD)<br />
Male pseudonatural CAr goblin warrior 1<br />
CE Small outsider (augmented humanoid, goblin, native)<br />
Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2<br />
Languages Goblin<br />
AC 15, touch 12, flat-footed 14<br />
(+1 size, +1 Dex, +2 armor, +1 shield)<br />
Resist acid 5, electricity 5; SR 11<br />
Fort +3, Ref +1, Will –1<br />
Speed 30 ft. (6 squares)<br />
Melee morningstar +2 (1d6)<br />
Ranged javelin +3 (1d4)<br />
Base Atk +1; Grp –3<br />
Atk Options true strike<br />
Special Actions alternate form<br />
Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6<br />
Feats Alertness<br />
Skills Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2<br />
Possessions leather armor, light wooden shield,<br />
morningstar, 3 javelins, 1d6 sp<br />
True Strike (Su) As the true strike spell, 1/day.<br />
Alternate Form (Su) As a standard action, a pseudonatural<br />
goblin can assume the form <strong>of</strong> a grotesque, tentacled<br />
mass <strong>of</strong> dripping tissue. While a goblin is in this<br />
form, its opponents take a –1 morale penalty on<br />
attack rolls.