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Exemplars of Evil

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4 Pseudonatural Hobgoblins CR 1<br />

hp 13 each (2 HD)<br />

Male pseudonatural CAr hobgoblin warrior 2<br />

CE Medium outsider (augmented humanoid, goblinoid,<br />

native)<br />

Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2<br />

Languages Common, Goblin<br />

AC 15, touch 11, flat-footed 14<br />

(+1 Dex, +3 armor, +1 shield)<br />

Resist acid 5, electricity 5; SR 12<br />

Fort +5, Ref +1, Will –1<br />

Speed 30 ft. (6 squares)<br />

Melee longsword +3 (1d8+1/19–20)<br />

Ranged light crossbow +3 (1d8/19–20)<br />

Base Atk +2; Grp +3<br />

Atk Options true strike<br />

Special Actions alternate form<br />

Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8<br />

Feats Alertness<br />

Skills Hide +3, Intimidate +0, Listen +2, Move Silently +3,<br />

Spot +2<br />

Possessions studded leather, light steel shield, longsword,<br />

light crossbow with 10 bolts, pouch containing 1d12 gp<br />

True Strike (Su) As the true strike spell, 1/day.<br />

Alternate Form (Su) As a standard action, a pseudonatural<br />

hobgoblin can assume the form <strong>of</strong> a grotesque, tentacled<br />

mass <strong>of</strong> dripping tissue. While a hobgoblin is in this form,<br />

its opponents take a –1 morale penalty on attack rolls.<br />

FEATURES OF THE AREA<br />

The area has the following features.<br />

Barrels: Three barrels stand between the doors to the captain’s<br />

quarters (area 5) and the wardroom (area 6). Characters standing<br />

in a space that contains a barrel gain cover.<br />

Ladders: The ship has five ladders. Two lead up to the forecastle,<br />

two lead up to the sterncastle, and one leads down to the<br />

lower deck. Characters on a ladder who fight opponents standing<br />

below them gain a bonus for being on higher ground.<br />

Grates: Two wooden grates serve as cargo hatches that lead<br />

down to the lower deck. Moving through a space that contains<br />

a grate costs 2 squares <strong>of</strong> movement. Characters can try to<br />

move more quickly, but they must succeed on a DC 10 Balance<br />

check or their feet slip through a gap and they fall prone.<br />

Spilled Blood: A great deal <strong>of</strong> blood has been spilled near<br />

the main mast. Characters standing in a square that contains<br />

spilled blood must succeed on a DC 5 Balance check each round<br />

or fall prone.<br />

Main Mast: The main mast (protruding upward from the spot<br />

marked C) provides cover to anyone standing behind it. The mast<br />

has AC 3, hardness 5, and 200 hit points. Anyone who tries<br />

to climb the mast in an attempt to reach the crow’s nest, 30 feet<br />

above the deck, must succeed on a DC 15 Climb check.<br />

ENCOUNTER 4-1<br />

DEVELOPMENT<br />

This encounter escalates each round after combat begins.<br />

Crunglutch (see page 71) watches the fight from the forecastle<br />

(area 3) in the first round and joins the melee on<br />

the second. If any PCs have not yet boarded the Much Kill<br />

and are in range, the pseudonatural hobgoblins on the<br />

forecastle fire the ballistae at them and then spend the<br />

next 2 rounds reloading the weapons. If the PCs engage<br />

these hobgoblins, they drop what they are doing and fight<br />

to the death.<br />

Additionally, Pog, the bugbear pilot, and two ordinary<br />

hobgoblins stand on the sterncastle (area 2). The hobgoblins<br />

fire their ballistae at the PCs, following the same tactics as<br />

their mutated brethren on the forecastle. The bugbear pilot<br />

remains at his station unless attacked.<br />

Pog casts blur (or manifests concealing amorpha) in the first<br />

round and then supports his comrades with fireball (energy<br />

burst) and Melf’s acid arrow (energy stun). However, he has no<br />

interest in dying. If half the defenders fall or if he is attacked,<br />

Pog retreats, cuts the lines that hold one <strong>of</strong> the rowboats,<br />

and then jumps over the rail, using feather fall (catfall) to<br />

land gently in the boat. If pursued, the goblin tries to use<br />

his powers to destroy the party’s vessel, but if escape looks<br />

impossible, he surrenders.<br />

If the fight lasts for more than 8 rounds, Captain Gnash<br />

explodes out <strong>of</strong> his quarters. The bugbear uses his crew<br />

to flank the PCs and tries to make sneak attacks. He uses<br />

Maiming Strike frequently, laughing as he disfigures<br />

his foes.<br />

75

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