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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.

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