rppr new world goblin hulk

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    The Goblin HulkRole Playing Public Radio

    The Goblin HulkCampaign sourcebook compatible

    with 4th edition Dungeons & Dragons

    Created by Role Playing Public Radio

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    Table of Contents

    Introduction 4

    Bazaar Deck 6

    Exterior Docks 9

    Dragon skeletal side rigging 12

    Orlop Deck 15

    Prison Deck 17

    Crew Deck 19

    Shamanic Engineering Deck 21

    Stray Dogs Adventure 23

    Break Out Adventure 28

    Destroy the Hulk 31

    New Monsters 32

    New Templates 42Cortez, tyrant and fallen paladin.

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    The hull sigils are mystic artifacts that maintain thepower of the hulk ritual. Without them, the hulk

    would collapse in a matter of hours. Only one hullsigil needs to exist in order to maintain the ritualbut the destruction of even one damages the hulkand reduces its abilities. Each hull sigil is hiddenand protected by dedicated guardians and traps.

    Only the engineers and shamans who built the hulkknow their exact location.

    The shamans and engineers who built the hulk livein the center of the ship, maintaining its hull sigilsand constantly repairing and building upon theship. All of the factions leave them alone, fearingtheir magic and armaments. For their part, theycare more about the hulk itself than where it goesor what it does. The engineers seek to perfect their

    jury-rigging skills while the shamans believe they

    are serving the will of the goblin gods by buildingthe hulk.

    Once a hulk is ready to sail, it becomes a mobilestronghold and bastion of goblin-kind. It is steeredby whatever faction currently controls the sails,

    which is usually the strongest faction currentlyonboard. Few navies can effectively stop one, as thegoblins can rebuild the hulk quickly and there arealways more goblins ready to live onboard the hulk.Like a dragon, it grows with age, becoming darker

    and more dangerous, not only to potential raidingtargets but to its own crew. Life is cheap and mostgoblins wind up feeding the sh or even as part of the next nights stew.

    Life onboard the hulk

    Anarchy on the sea, more or less. No single charactercan rule a hulk. As the hulk is kept a oat bypowerful magic and obsessive engineers who carenot what the hulk actually does or where it goes,there is no need for a disciplined and orderly crewto keep things running. Instead, the hulk housesnumerous gangs, cliques and factions that havecarved out or built their own turf. The politics of thevarious factions are mercurial. Allies turn on eachother, enemies become friends and peace or warbreaks out on a daily basis. However, all factionsdo share a few rules in order facilitate their trading

    with outside groups.

    Introduction

    No one welcomes the goblin horde into their land.No one wants the goblins as guests or friends. Noone, not even the other monstrous races, trusts thegoblins. They are as the locust, a ravenous swarmconsuming or despoiling all within reach. Normally,they are held back by the armies of civilized nationsbut the New World lacks an organized defense.

    The rst goblin ship has laid anchor off the shoreof the New World, a massive hulk that holdstogether despite its improbable construction. It is aramshackle oating fortress with countless goblinsnesting within it. Its very presence destabilizesthe region and if left unchecked, the goblins couldoverrun the New World.

    What is the Goblin Hulk?

    At rst glance, the hulk appears as an impossiblylarge misshapen ship that somehow stays a oatdespite its improbable construction. Each hulk isunique in appearance, but the one that menacesthe new world appears as a massive galleon with afull-sized dragon skeleton embedded in the side of the ship, with a shanty town built upon its top deckand a rough dock protruding from its other side.

    Smaller ships are tied onto the dock and countlessgoblins swarm over the ship.

    Goblin hulks typically start as a normal ship, oftenbuilt by another race, but piece by piece the shipgrows like a oating cancer on the oceans. Thegoblins acquire a ship through theft or brute forceand use it for piracy and smuggling. If the ship isntdestroyed quickly, it grows as the crew lashes onsmaller ships or builds new decks and sections.Normally such a ship would quickly fall apart under

    the weight of its unplanned additions.

    Every once in a while, the engineers and shamansactually work together to transform a ship into afully edged hulk. This is a lengthy ritual takingmany months and tens of thousands of gold pieces

    worth of supplies and labor. But once the ritualis completed, the magic of the ritual ensures thatthe hulk will remain seaworthy until completelydestroyed or until the hull sigils are removed.

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    A note on mapping

    There is no map of the entire goblin hulk. It isconstantly changing, as factions constantly rebuildtheir turf to keep enemies guessing and the hulk isfrequently attacked, necessitating quick xes alongthe way.

    Major AreasEach major area description uses the followingsections.

    Observations: This describes the area through theve senses, although taste and smell have been

    consolidated into one part. Use this as a guide todescribe the area to your players.

    Who Lives Here: The current residents of the

    area, even if they arent goblins. Also describes thefactions that hold turf in this area.

    Whats Going On: What the residents do on a dailybasis, whether its ghting, trading, scheming or

    whatever else. Every plot and plan is detailed.

    Getting Around: How do characters get in and outof the area or move around? Each area has its ownchallenges. Some are heavily guarded; others havemany hazards to unsuspecting visitors.

    Notable Features: Important rooms, subsectionsand unusual architectural features of the area. If ahull sigil is in the area, it will be listed in this partof the descriptions.

    Encounters: A few potential encounters the PCsmay run across as they explore the area.

    Every hulk is unique but almost all have two commonsections and are considered neutral territory: thebazaar and the docks. Visitors are allowed to tradein the bazaar but non-goblins are closely watchedand seldom allowed access to the other decks.

    The docks allow raiders and pirates to stay at thehulk while they trade and resupply. A faction that

    starts an open ght in either section will be exiledor outright destroyed by the others for threateningtheir revenue stream.

    For the average crewmember, the hulk offersconstant danger to life and limb. The corridorsare dark, dank and poorly maintained and the

    wrong step may send a goblin crashing throughrotten wood to another oor or the ocean. Diseasefesters in the lower decks and pandemics can

    wipe out entire factions. Many goblins do not

    work for any faction and survive by scavenging orpreying upon other crewmembers. It is commonfor someone to be killed over a few copper piecesor their cloak. Furthermore, the crew quarters arealways overcrowded, regardless of the time of day,as goblins gamble, ght, scheme and sleep in dirtyhammocks, elbow to elbow. Some have even turnedto sleeping wherever they can nd some peace andquiet, including the bilge deck! Despite this, goblins

    jump at the chance for getting on a hulk, as it offersmobility and adventure.

    Using the Goblin Hulk

    This module focuses on a single goblin hulk butthe concept can easily be integrated into mostcampaigns. Goblins are chaotic and inventive,so perhaps a brilliant engineer or shaman buildsthe rst one in your campaign world to ravage thecoast of the kingdom. For an epic game, perhapsan entire eet of hulks could threaten to overwhelmcivilization. Or for more morally ambiguouscampaigns, a goblin hulk could serve as a port of call for a less savory group of adventurers. Manydeals are struck in the makeshift taverns of thebazaar and everyone from elves to mind ayers canbe found buying and selling there. To illustrate howthe goblin hulk can be used, I have created threeadventures frameworks that can be used as thefoundation of many potentil adventures.

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    Taste/Smell The ocean air, still fresh as a strong breeze wipesthrough bazaar.

    The scent of a gourmet feast prepared for a VIPvisitor, heavily spiced.Perfume from a beautiful veiled courtesan asshe passes you.

    The sickly-sweet stench of death, faint but unmistakable. The bitterness of the cheap grog served as yourmeal at the One-Eyed Dolphin.

    Touch The bony hardness of the weird lump you justfound in your grog. What the hell is that?Shoving past the crowd as you make your waythrough the bazaar sweat, greasy cloth, scarredand tensed esh.

    Rusted nails hammered into the wall of a shantyfor no particular reason.

    Thick damp rope tearing your hands as youclimb the rigging.A thin leathery hand at your coin pouch, tryingto wriggle free from your grasp.

    Who Lives HereMerchants, their servants and guards compose mostof the full time residents of the bazaar. Most aretoo paranoid to wander far from their goods. A few

    foolhardy thieves, scavengers and beggars scrape ameager existence from the largesse of visitors.

    As the only attraction for outsiders, the bazaar hasseveral dozen visitors at any given time, night orday. Sel sh humans trade in the day while drowand undead do business at night. The goblins dontcare who they do business with.

    The current merchants of note are:

    Bel the Fat: Goblin chieftain and arms-dealer.Ruthless and paranoid. Likes to employ visitors forhis errands, usually of a dark and violent nature.

    Shala the Knife: Mother of ve ruthless assassins,Shala has cornered the fur and silk trade on thehulk. Anyone who competes with her winds up witha dagger in their back.

    The Bazaar

    Observations

    SightA crowded shantytown built on the top deck.Dozens of wooden shacks and tents vie for spaceon the hulk.Swarms of goblins hurry through the narrowopenings between each shanty.Visitors such as other humanoid species andexotic races such as a minotaur.

    The glint of precious metals re ects as merchantsexamine jewelry in the sunlight.Merchant stalls selling everything from weapons,spell components to rare spices.A slave trading block, with an auction underway.Elves and humans for sale.A goblin chieftain surrounded by hobgoblinguards forces its way through the crowd.An unlucky goblin thief having his hand choppedoff by an orc mercenary.Several crewmembers climbing the masts andriggings above you.

    Sound The roar of a crowd as they watch a knife ghtto the death, somewhere out of sight.

    The clanging of a blacksmith xing a damagedsword.Merchants and hawkers yelling out to the crowd,advertising their goods for sale.

    The rustling of cloth as a servant folds out anorder of silk bed sheets for the goblin chieftain.A tie ing and a gnome argue in an unknownlanguage.

    The squealing of livestock as a butcher slaughtersthem.A dozen orcs singing a drinking song far in thedistance.A goblin high above shouting to another rightnext to you.

    The ritual chanting of a goblin shaman as sherepairs the hulk with a ritual.A human visitor, hung over, puking over theside of the rails.

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    Finally, a character can climb above it all by usingthe rigging above the bazaar. This requires a DC 10acrobatics check as the wind will toss the characterback and forth. Failure indicates a drop of 20 feetinto an angry goblin.

    Notable Features

    There are three inns in the bazaar.The One-Eyed Dolphin , known for its relativesafety and owned by Melgab. Zeernebooch the orc

    warlock is the bouncer.The Slaughtered Fool, known for its absolutelylow prices and absolute lack of safetyThe Royal, an inn available only to goblin chieftainsand important visitors.

    Bel the Fat has a weapons stall that offers aunique try before you buy feature. Characters

    can take a few swings at an amputated troll withany weapon before they buy it. The troll is chainedup and regenerates injuries quickly. Of course,good characters should think twice before takingadvantage of this service.

    Cranes constantly haul up supplies from the docksto the top deck. The cranes can drop a crate nearlyanywhere on the top deck and more than once, anaccident has taken the life of an unfortunate tooslow to avoid a falling crate.

    Encounters

    The HawkersMelgabs hawkers prowl the bazaar looking for well-dressed visitors. If they nd one, they encouragehim to visit the One-Eyed Dolphin, maybe get a fewdrinks or even stay the night. If the visitor refuses,the hawkers pretend to leave but tail him. Aftera few hours, they will try to rob the visitor, eitherpicking his pocket or outright mugging him. The

    hawkers ght if confronted. Use four level 1 goblinmonsters for stats. They are cowardly and will eeif two or more are killed.

    Tangled HarpyA mean harpy has been tangled up in the riggingof the ship and left to die. She cant escape andgoblins lazily pelt rocks at her and otherwisetorture her. Shell die an agonizing death over thenext few days. While the harpy is evil, even she

    Melgab the Friendly: Owner of the One-EyedDolphin, an inn noted for a still moving one-eyedzombie dolphin hanging over the bar. Despite itsname, its the safest place for a visitor to sleep.Melgab charges top gold for his rooms and hisincome depends on a solid reputation for safety.

    Whats Going OnDespite their raids, rampant pillaging and frequent wars, trade is the lifeblood of the goblin clans. As a weaker, smaller species they rely on becoming vitalbusiness partners with the other humanoid speciesin order to avoid being slaughtered. Furthermore,trade provides valuable lore on distant lands ripefor the plunder.

    Currently, the goblins on this hulk are acquiringas many slaves, plants and animals from the New

    World as possible in exchange for poisons, weapons,alchemist-made potions and livestock from theold world. They deal primarily with unscrupulousnatives and a few rogue merchants from the colonyalthough a few undead from the new world havestruck deals with the merchants.

    Getting AroundCharacters must y, climb a rope ladder or take acrane from the docks to get to the bazaar. Flyingrequires magic or a powerful ying creature, the

    rope ladder is free but requires a DC 10 endurancecheck or the character loses a healing surge fromthe long climb and taking a ride with the newestcargo shipment costs 5 gold coins per person.

    Characters can push their way through the crowd,hire guards to do the pushing for them or take to therigging above for a quick but dangerous alternateroute.

    If a character pushes through the crowd, a

    successful DC 10 Athletics check is needed or thecharacter can only move at a greatly reduced speed,

    which makes them vulnerable to pickpockets. Thecharacter must make a DC 12 Perception check orlose 2d6 gold coins from a goblin thief.

    A character can hire goblin bravos to push throughthe crowd for them, costing only 5 gold pieces forthe duration of the visit.

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    doesnt deserve to die such a horrible death. Goodcharacters should try to free her, which requires aneasy skill challenge to climb up, cut the right ropes

    without hurting the harpy (3 successes before 2failures, DC based on level of party, use acrobaticsand athletics as primary skills). If the party freesher, they will receive no reward, as the harpy will

    simply y off without so much as saying thanks.

    Drunken BrawlSeveral drunk orcs and goblins have gotten into a

    ght and the characters are about to get caught upinto it. An orc throws a goblin into a PC, causingno damage but knocks the character prone. At thispoint, the characters can either join in the fray,attempt to stop the ght, run away or stand backand watch the ght.

    The ght is composed of 6 goblins ghting 4 orcs.All are level 1 monsters (use any appropriate statblocks from the MM or from this PDF). Both thegoblins and orcs will attack the nearest target and

    will not ally with characters, unless a charactermakes a successful DC 20 diplomacy, bluff orintimidate check to convince one of the groups(either goblin or orc) that they are friends.

    Stopping the ght is a skill challenge requiring 4successes before 3 failures with the primary skills

    being diplomacy, bluff, insight and intimidate. TheDC is based on party level. A level 1 party wouldhave a DC 13 for the challenge.

    Running away or watching the ght does not requireany rolls. The battle becomes a brutal street ghtthat eventually ends up with all of the ghters deador dying. Once it is over, a few servants loot thebodies of the dead and throw them over the side,

    while the dying crawl away to hide.

    Entrance to the One-Eyed Dolphin Inn.

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    Exotic music coming from an unseen source, asailor playing tunes from a distant land to wileaway the hours.A vampire being burned in the sunlight afterbeing kicked out of its cof n for failing to pay itsbill to the captain that transported it.

    Smell/Taste The scent of dead sh permeates the area.Many scales and bones have wedged themselvesbetween the planks of the docks.

    The aroma of a dead sea monsters bloatedcarcass oats in the water, tied onto a pier.A piece of fresh fruit taken from a basket carriedby an overworked slave. The citrus sweetness issurprising given the time it must have spent ina dank ships hold.

    TouchSlime covered tentacles wrapping around yourankles, as an unseen sea monster tries to drag

    you off the docks for a feast. The fur robe of a rich merchant and a hardelbow to the stomach shoving past you in orderto inspect the wares of a newly arrived ship. Hisbodyguards eye you warily, ready to pounce on

    you if you object to the rough treatment. The rough ceramic wine ask as you take a swigof the nest goblin vintage available for a few

    copper pieces.

    Who Lives HereDozens of stevedores and dockworkers and thestaff of the Red Barrel live full time on the docks,leaving only when a storm threatens to sweep themoverboard. Many sailors visit the docks, althoughquite a few remain onboard their ships to guardthem from thieves.

    Whats Going OnA bustling hub of trading and commerce, the docksare busy night and day. Not as busy as the bazaar,but still quite active. There are no peacekeepers or

    watchmen or any laws whatsoever. However, thepresence of many armed gangs, crews, and factionsensures that no one group gets too violent, lest itbe taken down by the rest for acting out. The docksare too pro table for too many separate groups tolet a single group take them over or destroy it. Theyare maintained by engineers and shamans from the

    Exterior Docks

    Observations

    SightShips bobbing in the water, tied up to ricketydocks that look as though they could fall apartat any moment.Countless workers and slaves loading andunloading cargo from ships. Crates, barrels,livestock, chained up slaves and other moreexotic cargo are moved constantly, yet the imsygangways of the docks somehow support themassive weight.A goblin-built crane lifts up a pallet of goods tothe top deck of the ship. It sways unsteadily inthe wind, yet no one seems to pay heed to thepotential hazard.A goblin with a knife in his back staggers around.No one pays attention to him, until he falls intothe water. Sharks begin tearing at the corpse.Giant torches and magical spotlights made bygoblin shamans keep the docks illuminated atnight, more to keep aquatic monsters at baythan to aid the nocturnal goblins.A goblin engineer and several junked men repaira broken section of the docks. Their work issurprisingly skilled. Perceptive characters noticethat the engineer is somehow able to reinvigoraterotten and decayed materials, making themstronger than when they were new.A single open air wine shop called the RedBarrel, where captains, sailors and merchantsmake deals, nd work and trade gossip.

    SoundArgument between a hobgoblin captain and agoblin merchant over the price of elven silk.Words become louder until blades are drawnfrom sheathes then a deadly silence falls as boththe merchants entourage and the captains crewstand off. Finally, the captain laughs and agreesto the price.Churning of the water underneath as dozensof aquatic scavengers bicker and ght for thescraps casually thrown off the docks.

    The twang of crossbows and a scream as slaversshoot down a slave trying to jump off the docksand swim to safety.

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    powers them or how to operate them, except a fewselect goblin engineers and dockworkers. Bribingthem to move cargo is a tradition.

    Encounters

    Want to join the navy?

    A press gang of 7 humanoids looking to recruit afew more sailors for the next voyage. They usuallycollect drunks and weaklings from the docks butcharacters who look unthreatening are taken as

    well. Players will see the gang picking up passedout drunks and throwing them into a wooden cage.

    The gang leader will ask them if they want to join anaval expedition that pays handsomely. No insightcheck is necessary to see the orc is lying throughhis teeth.

    The characters can either ght the gang (levelappropriate encounter of humanoids) or intimidatethem into leaving them alone. The press gang istrying to raise the numbers of the ships crew, soeven a single death on their side will cause them to

    ee.

    The Escaped Slavestwo rail-thin half-elves in rags, a man and a woman,rush to a nearby character and beg for help. Theyve

    just escaped from a slave ship and want help before

    the slavers nd them. Characters can already hearthe shouts of the slavers offering a 25 gold coinreward for each slave. The slaves are half out of their mind with fear. Characters can easily hidethem for now, but the slaves want more than justprotection from the slavers. They will demand anadditional service from the characters. This couldbe anything pick one of the following options ormake up one of your own.

    Rescue mission

    The slaves know others from the ship they were on. These are family members or dear friends that theescaped slaves wont leave. The characters must get2d6 additional slaves off the ship.

    Transportation The slaves are needed back home. Perhaps they were taken from their children and need to ndthem or they must plant crops now or their village

    will starve in the winter. Whatever the reason, the

    hulk, who do so in order to keep the rest of thegoblins happy.

    Getting AroundCharacters have to either swim or take a ship tothe docks. This can be an adventure in of itself,as predators swarm the ship, looking for easy prey

    and ships that frequent the hulk arent safe forinexperienced travelers. A character in the bazaaron the top deck can climb down from a rope ladderor hitch a ride with the crane.

    The docks are actually quite strong, reinforced bythe best in goblin engineering and shamanic magic,in order to bear the strain of so much cargo shippedthrough it. However, there are no railings to speakof and it is quite easy to fall or get knocked off thedocks and into the water below.

    A character who falls into the water is fair gameto the countless aquatic scavengers and predators

    who gather under the docks to feast. It is pointlessto ght them off, as more will gather. Instead,characters must evade the hungry critters and getback onto the docks.

    Notable FeaturesOn any given day, one might see pirate ships, slaveships, the yachts of noblemen, steam-powered

    gnome or dwarven built warships side by side atthe docks conducting business. Practically anyship might stop by sooner or later. Currently anadventurer named Rigor watches the ships, waitingfor a particular one. No one knows what his abilitiesare or what ship hes looking for. Hes been knownto help other adventurers with directions, if askedpolitely.

    The Red Barrel, an open air wine shop, where dealsare made and sailors gamble their pay away. The

    wine is kept in the water to keep it cool, in thicknets guarded by a few goblins who use harpoons tokill any curious sea creatures. Brant, a mysteriouscleric works as information broker, buying andselling secrets to anyone with gold in his purse.Of course, he has a personal agenda but hes notletting on what that might be.

    The Cranes, mighty contraptions able to pick upmulti-ton cargo pallets easily. No one knows what

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    slaves wont be satis ed with being dropped at thenearest safe city.

    Revenge The slaves hate the head slaver with a passion anddemand that he must be punished for his crimes.

    The head slaver is of course an elite monster level

    appropriate for the characters.

    The characters can either talk the escaped slaves outof this mission with a successful DC 25 diplomacycheck or help them complete the mission. If thecharacters dont talk them out of it or help them,the escaped slaves abandon the characters andattempt to complete it without them. They willalmost certainly die or be recaptured without thehelp of the PCs.

    Axgore, half-ogre slave trader and merchant lord. Bel the Fat, a goblin chieftain and merchant.

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    Smell/Taste The unmistakable odor of salted sh beingprepared for long term storage.

    The scent of leather that has dried out in thesun. Leather bindings, ropes, straps, weatheredfrom years under a bright sun.

    The exotic fumes of a makeshift alchemist lab,

    where various potions are being brewed for saleand use.

    Touch The smooth bone of the dragon, cool to thetouch.Rough hemp ropes, used to form ladders betweeneach section of the skeleton. Kobolds scrabblepast slower characters without so much as a

    word. The scaly hide of a kobolds shoulder, after the

    skeleton lurches in the wind and you grab ontothe nearest solid object to hold on. The koboldis not amused.

    Who Lives HereA tribe of kobolds has colonized the skeleton,

    ghting off the goblins with a tenacity thatsurprised everyone. The goblins arent united ororganized enough to drive them out once and for alland some goblins trade for alchemist-made itemsmanufactured by the kobolds, so an uneasy cease-

    re holds over the skeleton. Many pseudo-dragonsnest within the skeleton, helping the kobolds asscouts and watchmen in exchange for scraps of foodand entertainment. A few visitors, mostly scalykind,stop by the skeleton to trade with the kobolds orsimply gossip in draconic. A single dwarf lives withthe kobolds, a strange hermit who says little butapparently hates goblins. Some believe he is anexiled mercenary hired by the kobolds to protectthem against the goblins. He doesnt talk about it.

    Whats Going OnOnly a few still remember when the elder dragoncrashed into the side of the goblin hulk and died.No one even knows what color it was or what it wasdoing. Many crewmembers boast about killing thedragon but some believe that it had been mortally

    wounded by a powerful enemy before it lostconsciousness and slammed into the ship.

    The Dragon Skeleton side rigging

    Observations

    SightA massive elder dragons skeleton, half-embeddedin the side of the hulk, between the top deckand the waterline. Rope ladders, ziplines andpulley pushed carts connect it to the top deckand docks.Small tents and lean-tos built around theskeleton, forming a village of kobolds. Sometents are teardrop shaped and are attached onlyby a single rope to the skeleton. Yet, each koboldseems adept at climbing as a monkey and assure-footed as a mountain goat.A kobold engaged in a crossbow sniping duel witha goblin on the top deck. Both take turns ringat each other. Finally, the kobold is shot in theleg, pinned down, but manages to ght throughthe pain to launch a bolt into the goblins neck.

    The goblin falls over the side into the water.Small pseudo-dragons y around the skeleton.

    The kobolds feed and talk to them, treating themas equals.A kobold artisan building ingenious lobster trapsand other tools while sitting on a rib bone of thedragon. The bone sways wildly in the wind, butthe artisan seems at ease.

    Sound The constant clattering of the dragon boneshitting the wooden hull of the goblin hulk.Despite years of weather and abuse, the bonesseem as strong as ever.A kobold elder speaking in draconic to a crowdof younger kobolds. He speaks of the power of dragons and how they provide for their kin, evenin death, using the skeleton as an example. Healso speaks of the need for self-reliance in timesof crisis.Strong winds rattling the entire skeleton, amournful howl that chills the soul.Debris, rocks and waste smacking the tents,thrown by goblins from the top deck andaccompanied by guttural cat-calls from thesmirking goblins.

    The chanting of a kobold sorcerer as she performsa ritual in her tent.

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    a make-shift DMZ to keep the skeleton riggingseparate from the rest of the ship.

    The rigging itself is mostly safe to walk around, asthere are numerous nets, handholds and footholdsto keep someone from falling overboard. However,visitors must make a DC 10 acrobatics check or

    lose one healing surge from stumbling around andgetting bonked on the head every few minutes.

    Notable Features The kobolds maintain an elaborate pulley cartsystem to move goods and people to other parts of the hulk. It can reach the docks, bazaars and someparts of the crew quarters. However, it is underconstant guard by the kobolds.

    Several kobolds are skilled alchemists and they

    share a single communal lab, working in shifts.Day and night, the kobolds crank out alchemistproducts for trade and use by the tribe. They favortanglefoot bags, as they make great weapons when

    ghting the goblins.

    The elders share the largest tent in the village. Thekobold elders are capable healers and channel divinepower to raise the dead and curse illness. However,they seldom reveal their powers to outsiders and

    will never say who they worship.

    Encounters

    An Imperfect StormA storm sweeps over the hulk. To the goblins,its merely an inconvenience, as the hulk is fartoo massive to be threatened by a normal storm.However, on the skeleton a storm is dangerous tovisitors not used to the wind, which can slam anunwary visitor into the bones incredibly hard.

    Dirty BusinessA kobold trader asks the characters to accompanyhim as he visits the docks to pick up a shipment.

    The trader does not mention that a band of thugs want to kill the trader for cheating them out of 2,000 gold pieces with a fake magical sword. Thecharacters must either ght off an ambush of alevel appropriate group of thugs, talk them into afair deal with the trader or ee and earn the ire of the kobold tribe.

    At any rate, the dragon embedded itself into the hulkand nearly sank the ship. However, the engineersand shamans worked round the clock to save thehulk and they managed to keep it together byactually using the dragons corpse as a substitutebulkhead. For the rst few months, the corpse

    worked well for this purpose, but the voracious crew

    quickly devoured the esh right off the corpse andthe remaining skeleton was structurally unsound.

    The engineers and shamans were planning toremove the dragon skeleton and simply rebuild thebulkheads but a tribe of kobold squatters literallyappeared overnight and reinforced the skeleton.

    They lashed every bone together, replacing thecartilage and remaining bits of esh with magicalbonds that held the skeleton intact. When theengineers learned of this, they were enraged that

    another group had repurposed part of the hulk without their permissions.

    A brief war followed. The engineers placed bountieson the kobolds and greedy crewmembers raidedand harassed the kobolds. However, the squattersheld onto their turf with a erce determination.

    The goblins could not budge them off the skeleton.Eventually, the engineers gave up when they learnedthat the kobolds had several skilled alchemists withthem and were willing to trade their potions to the

    goblins.

    Since then, the kobold tribe has grown in numbersand transformed the skeleton in a village of sorts.

    The goblins merely tolerate their presence outof apathy and no goblin would a raise a hand toprotect them. Fortunately for the kobolds, goblinsseldom avenge the death of their comrades, even if they were killed by kobolds. Most goblins believethat a dead goblin got what he deserved.

    The kobolds do not tell outsiders where they camefrom, why they live on the skeleton and what theyplan to do.

    Getting AroundCharacters must climb down from the bazaar, takea pulley cart from the docks or climb through thecrew quarters in order to get on the skeletal rigging.Kobold guards constantly keep an eye to keepgoblins from sneaking onboard and have created

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    Grab and FlyA pseudo-dragon steals a necklace, trinket orsimilar item from a player and ies in front of them,taunting them with the stolen item. The playersmust either chase after the ying creature or giveup the item.

    A chase is a simple skill challenge, requiring athleticsand acrobatics checks of DC 15, 3 successes before2 failures.

    Once caught, the dragon gives the item back thentries to escape. It appears as though this was just a

    joke to the dragon. Kobolds on the dragon skeletal rigging.

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    market to minimize the stench. The scent of fresh moss. No source can be foundand certainly nothing in this dark level wouldsmell so pleasant. An odd mystery indeedinreality, the albino grippli smells of fresh moss,an odd mutation that betrays his presence.

    TouchVirtually everything is dank and cool to thetouch the moisture is thick and heavy in theair. Nothing is dry.

    The faint crackle of magical energy whenpassing through the airlock portal of the centralchamber.

    Who Lives Here The exiles, pariahs and outcasts of goblin societylive in the orlop deck, too cowardly, de ant or

    paranoid to live in the upper decks. Most live herebecause theyve made too many enemies and needa place to hide. Others are simply tired of the goblinlifestyle and want to get away from the chaos. Allvalue their privacy highly. The one unwritten ruleof the deck is to keep your distance. A person whogets too curious about the inhabitants of the deck

    will soon nd themselves feeding the sh.

    Very few non-goblins live here, as the idea of livingin a cramped, dank and dismal chamber with

    little food or drinkable water somehow seems lessthan appealing. Still, there are three notable non-goblin residents. Solarus, an exiled human wizard,conducts his research in a cramped storage room,protected by only a curtain and the wizards notinconsiderable magical skills. The last two burglars

    wound up as mentally dominated slaves and soldfor pro t. His apprentice, a tie ing and formerstreet urchin named Werckmeister, buys food forthe two.

    The third non-goblin resident is a malevolentcreature known as an albino grippli. Unlike theirsurface cousins, the albino grippli are evil beingsbent on world domination and pleasing their darkgods through ritual sacri ce. They have onlyrecently rediscovered the way to the surface sothey have sent scouts to explore the surface world.

    This albino grippli is one of these scouts. It hasin ltrated its way into the ship and has decided totake it over. In order to do this, it needs a power

    Orlop Deck

    Observations

    SightA darkened deck, barely illuminated by the eerieblue glow of the magic used to sustain the central

    moon pool chamber. The chamber is airtightand the only way in or out of the chamber is amagical airlock portal. It appears as a normalopen doorway, but an invisible eld keeps theair from owing out.Numerous side corridors and chambers crowdaround the central moon pool.Piles of trash, rusted tools and endless coils of rope left to rot in the darkness. Goblin bones areintermixed with the stored tools.Sinister gures lurking in every niche and

    hiding spot, watching and waiting for a sign of weakness.Goblin weavers repairing and making shingnets. Rows of nets hang from the ceilings,forming a strange maze that only the weaverscan safely navigate.Weird lights playing over the walls, re ectionsof the moon pool that somehow are visibleeverywhere on the orlop deck.

    Sound The echoes of water splashing, churning anddripping .A goblin sherman singing an obscene sea-shanty, chuckling every time he repeats thechorus.

    The sounds of sh being gutted esh tearing,guts being pulled out, sh feebly opping aroundas they suffocate.Ominous creaking from the water-logged boardsthat make up the bottom deck. Is the ship aboutto collapse?

    Something large slamming into the bottom of the hulk, right below the characters feet. The

    wood groans and bends inward for a moment,but unbelievably it manages to hold together.

    Smell/TasteWater-soaked wood and metal, rust and rot.A sickly dead sh smell near the sh market,strangely not as horrible as one would think.Incense is burned night and day near the sh

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    Notable FeaturesA hull sigil is embedded in the ceiling above themoon pool. It is an obvious mystical symbol,approximately three feet in diameter and glows withblue mystical energy. It has 25 hit points, althoughdamaging brings the wrath of every goblin in thechamber. Destroying it breaks the magic keeping

    the chamber airtight and starts an emergencyprocedure to lock the chamber down. Charactershave 3 rounds to ee the chamber before an ironshutter closes, trapping them inside. Then thechamber will ood and the moon pool will be gone.

    The hulk remains a oat as the iron shutter keepsthe hulk safe from ooding.

    The goblin sh market works constantly, harvesting,gutting and preparing sh for consumption by thecrew and then moving it up through various elevators

    located around the market. Some merchants andchefs actually visit the sh market in person tostrike deals with the shermen

    The albino grippli lairs in a hidden altar to namelessdark gods. It is very dif cult to nd and requires acareful search to uncover. Unless the party makesan effort to track the albino down, they are unlikelyto nd the altar. It has no inherent magical powers

    yet.

    Encounters

    The Friendly Drunk The albino grippli sends a single goblin cultist tosize the characters up. The goblin pretends to bedrunk and tries to talk to the characters and ndout why they are here and what they intend to do.

    The goblin is easily killed but will try to pry out theircharacters secrets by appearing to be harmless.

    The ApprenticeWerckmeister, the tie ing apprentice to Solarus the

    wizard, sees the characters and immediately runsfrom them. In his experience armed adventurersmean trouble and he means to get away from it.Characters can chase after him if they can beathis athletics skill bonus of +13 in an opposed skillcheck. If successful, the apprentice will demand tobe let go and will not betray his master.

    base and has begun recruiting goblins to serve it asloyal cultists.

    Whats Going On The moon pool was designed as a way for the goblinsto feed themselves even if the hulk was under attack.It allows shermen to throw nets into the water and

    harvest vast quantities of sh. Of course, this isntquite enough to feed the entire crew and it depletesthe waters quickly but the goblins dont really care.Groups of shermen work in shifts around theclock to bring in as many sh as possible. Nothingis wasted or thrown away. Even the worst tasting

    sh will be eaten by some goblin.

    Not every goblin on the bottom deck works as ashermen. Some are just loafers who steal just

    enough food to survive. The albino grippli has built

    a cult by brainwashing the weak-willed goblins who dwell here. It will soon rise up and make abid to take over the entire hulk. Of course, in themeantime it cant risk detection and will eliminatepesky adventurers that nose around the orlopdeck.

    Solarus the wizard is researching some kind of powerful ritual but wont let tell anyone about it.Rumors run wild though

    Getting Around The easiest way to get into the orlop deck is to takeone of the elevators that carry fresh sh from themarket to every other deck of the ship. No one willstop or even charge the characters, as most goblinsavoid the orlop deck whenever possible.

    A few staircases from the crew deck lead into theorlop deck, but they are hard to nd and seldomused.

    Daring characters can swim under the hulk and upinto the moon pool. This is a skill challenge withathletics, endurance and perception as primaryskills. It requires 4 successes before 3 failures.Failure indicates that the character is unable toreach the moon pool before turning back for airand loses one healing surge from the exertion of swimming.

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    like a thick grainy coating that gets everywhereand seems to burrow under the skin.

    The clammy hands of heavily infected prisonersaround you as they drag you towards theirmaster.

    Who Lives Here

    The prisoners and captives of the goblin hulkare forced to dwell here. Most are simply thoseunfortunate enough to fall into the goblins handsor fall into debt with them. If they are not enslaved,they are thrown into the prison. Others have madeenemies of powerful chieftains or merchants whopaid to have them arrested.

    The prison warden is a monstrous creature knownonly as the shoggothic garden. No one knows whereit came from, but it controls the prison.

    Whats Going On The goblin shamans and engineers who buildand maintain the hulk have made a deal with theshoggothic garden. The goblins allow the garden toexist and in exchange the garden provides food andkeeps watch over the prisoners left in its care.

    Usually the garden simply infects the prisoners,transforming them into mind-controlled slaves.However, the garden can control the infections and

    even cure the fungal growths and will take care of special prisoners if requested to do so.

    The garden is content to lord over the prisoners,although its tendrils have been known to ndtheir way on parts of the hulk. The garden denieskidnapping and killing anyone but no one has everchecked to make sure its true.

    Getting Around The prison deck is accessible only through two

    heavily guarded gates, constantly monitored bylarge groups of armed goblins. Prisoners are usuallystripped of all weapons and equipment and thenthrown into the prison. Of course, characters canbribe the guards to let them in but the guards wontlet them out so easily.

    In order to get out of the prison, the charactersmust either destroy the shoggothic garden and thenuse the crawlspace behind it to sneak up to another

    Prison Deck

    Observations

    SightAn open deck covered in fungus. The walls andceilings are over owing with strange mushrooms,toadstools and moulds. It was once obviously anopen cargo deck. Bio-luminescent mushroomsprovide a hazy greenish light.Every grate and entrance to the prison deck islocked and barred. The only way in are a fewheavily guarded gates, manned by goblins withtorches to keep the fungus from spreading tothe other decks.Gaunt prisoners curiously left unchainedor guarded but all seem to be infected withcancerous fungal growths on their bodies.Orderly rows of grey mushrooms tended byslaves. The mushrooms are being raised as foodfor the hulks crew.

    Thick organic tendrils winding across the entirelength of the deck. All of them lead to a singlesource in the aft. Dark shadows conceal thesection.

    SoundSoft moans from the prisoners. A patheticmewling of pain as the fungus grows roots deepinto their esh, utterly corrupting their bodies.

    The rustle of fungus growing and absorbingnutrients from nearby corpses and waste.Water dripping from the ceiling.Massive jaws slowly chewing on a corpse in theaft section.

    The screams of a new prisoner begging to be letout before he becomes infected with the rot.

    Smell/TasteA thick earthy smell of soil and mushrooms.

    The bland but lling taste of the grey mushrooms, which seem to pass for rations in the goblinhulk.A foul acidic smell, the stench of the ShoggothicGarden.

    TouchSpores so thick, they hang heavy in the air andcoat the characters clothing and skin. It feels

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    deck or break out when the guards attempt to throwmore prisoners in. More prisoners are added on adaily basis, so the characters must overpower, trickor threaten the guards into letting them out. This isfully detailed in the rescue scenario.

    The crawlspace behind the garden is a series of

    tunnels where the gardens tendrils have burrowedfar and wide to nd new victims. They connect tothe bazaar, docks and crew deck but it is a one waytrip. Once a character crawls through the tunnel,it becomes structurally unsound and will collapsesoon afterwards.

    Notable Features The shoggothic garden guards the prison deckshull sigil. It can only be destroyed if the gardenitself is rst destroyed. The sigil is fragile and easily

    smashed once uncovered.

    The entire aft section of the prison deck is dark.Characters who bring light into it see a massivefungal monster, the shoggothic garden. It willattempt to intimidate the characters into eeingand then attack if it feels threatened by the party.See its section for more information.

    Encounters

    Help me!A newly infected prisoner is desperately trying tocure himself by tearing chunks of fungal infected

    esh out. Hes peeling skin off and biting ngernailsoff. Its fairly gruesome. Good aligned charactersshould at least give him a healing potion or use ahealing spell on him while neutral or evil characterscould offer to take him out of his misery.

    Attack of the fungus zombies!Four infected prisoners mindlessly attack the

    characters. They are easily subdued as they weremerely commoners and are too weak to seriouslyharm the characters. However, if they are notdestroyed quickly they could raise an alarm andsummon more dangerous zombies. Is it right todestroy such unfortunate souls?

    Watcher, warforged ghter and adventurer.

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    trade tokens for drugs, booze and favors. Still, thesystem works more or less, as the hulk is nevershort of crew and the various leaders make sure itstays a oat.

    Getting Around The crew deck is connected to every other deck some

    way or the other. For example, it is easy to take aladder or staircase from the bazaar or an elevatorfrom the orlop deck. Assume that characters canenter the crew deck from any other section of theship. They can even enter the deck directly, if theycan y through one of the numerous holes in theships sides to get in.

    Notable FeaturesA hull sigil is prominently af xed to the wall next tothe door between the crew deck and the shamanic

    engineering deck. It is reinforced and must take100 points of damage before it is destroyed and four junked men guard it at all times.

    There are numerous bars, taverns, ghting ringsand mess halls but they come and go on a regularbasis. Seldom does a single establishment last morethan a few weeks.

    Encounters

    Excuse me, Im not quite deadA junked man is dragging a wounded goblin awayto be thrown into the ocean. The goblin is quitealive and begs to be let go. Hell ask for help fromthe player characters and promises them valuableinformation if they destroy the junked man. Of course, destroying a junked man may get the PCsnoticed by the engineers and shamans. The exactnature of the goblins aid is left up to the DM.

    Fire!

    A re has broken out in a mess hall. A mobof panicked goblins stampedes the charactersfollowed by a quick burning inferno. Such res arecommon on the hulk and the junked men can putthem out quickly but quick a few goblins die in themeantime.

    Vasshyk, dragonborn ghter and adventurer.

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    TouchOil dripping on your cheek, from an overheadcable.Metal shavings from a nearby ledge you touchedmomentarily.Acid from a spilled beaker melting your boots.

    Who Lives Here The engineers and shamans of goblin society alldwell within here. They seldom let others even visitthis deck, but they do take on acolytes to replenishtheir ranks on a regular basis. Only extremelyknowledgeable sages are allowed to stay on thisdeck and only if they help the goblins with theirexperiments.

    Whats Going On This deck is a never ending hive of activity, as rituals

    and experiments are conducted around the clock.Every engineer and shaman works independentlymost of the time and simply tries to stay out of eachothers way but it rarely works out well. They get intoarguments over shared resources and space, whichimpedes progress on research and development.Most of their work never pans out or only producesinsigni cant results but the goblins did manage toproduce a few success stories, such as the junkedmen and the hulk itself.

    If the hulk comes under attack, the engineers andshamans band together to protect the hulk. Afterall, their work cant continue if their workstationsare destroyed.

    The many inventors and spellcasters can becommissioned by a suf ciently rich patron to createany type of machine or perform any sort of magicnecessary. They will raise the dead, cure diseases,brew lethal poisons, erase someones memoryanything is possible.

    Getting Around The shamanic engineering deck is the heart of thehulk, so it is heavily guarded. Only authorizedvisitors can enter the deck. Thick iron gates armed

    with junked men and goblin artillerists guards arethe only way in or out. Almost.

    Clever characters can nd air ducts that lead intothe shamanic engineering deck. These ducts are

    Shamanic Engineering Deck

    Observations

    SightA mad scientists steampunk dream. Countlessmachines, boilers, gears and dials powering andmaintaining the goblin hulk. Shamanic runesare carved into many pieces of machinery andall glow with residual mystical energy.A goblin engineer fabricates a junked man byassembling a crude goblin ef gy out of trashand discarded parts.Shamans chant while meditating in a mysticrune circle, performing a powerful ritual.Massive furnaces fed with skeletal remains by

    junked men. The furnace visibly glows withnecromantic energy as the spirits of the deadbecome fuel for the hulk.A ships wheel with a periscope guarded by six

    junked men. No one is allowed to touch it unlessthe goblin engineers and shamans all agree thehulk needs to move.

    Sound The cackling of an engineer as he builds a newsteampowered magical weapon.

    The roar of bound demons and spirits as theyfutilely try to break their mystical cages.

    The grinding and clanking of metal gears, bothsmall and huge.A muf ed explosion from a failed weaponsexperiment, followed by laughter andscreaming.A furious argument between engineers andshamans over the direction of the next expansionof the hulk.

    Smell/TasteOzone, from the lightning bolts leaping from onetesla coil to the other.Brimstone from the many demons and reelemental spirits bound within the machinery of the hulk.

    The taste of ash in your mouth, from the smokeexpelled by the machinery of the hulk.

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    found in concealed pipes in the bazaar and leadstraight into the deck.

    Rich characters can pay to visit the deck if theypromise to be peaceful. It costs 100 gold to tour theesteemed shamanic engineering deck. They will beclosely watched by the guards and if a ght breaks

    out, the goblins will do everything in their power tostop them.

    Notable Features The machinery of the deck is everywhere. Goblinsconstantly cannibalize older machines to build newones while shamans inscribe new runes over olderones.

    The major hull sigil covers a 20 foot diameter sectionof the decks oor. It is incredibly delicate though,

    so a single scratch would destroy it. In order toget to the hull sigil, the characters must rst ghtthrough a horde of junked men, artillerists andother nasty monsters.

    Encounters

    This will only hurt for a momentA goblin shaman wants to try out a new magicalpotion hes brewed. Hes not sure what it will do,but offers the character a free potion of healing if

    they drink it in front of him. The DM may ask fora saving throw or make the player nervous beforenally informing him that the potion was a dud.

    The shaman sighs and hands the healing potionover.

    Your theory is bad and you should feel bad! Two engineers are screaming at each other, arguingover a theory about a new gear design. The actualsides of the lecture are too esoteric to be recountedhere but characters can take advantage of the

    situation, as limited by their imaginations. Forexample, characters could get everyone on the deckto take sides and then whip them into a fury, thusstarting a riot. Or they could use the distraction tosabotage or steal some machinery. See Destroy theHulk for more information.

    Cassius, orc warlord and adventurer.

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    Above the bazaar: The rigging can be climbedacross the entire length of the hulk. However, onefailed athletics check and a player character fallsinto the bazaar, taking 1d6 damage.Suggested Challenges: Chase, Stare-down,Hazardous Terrain, Hungry Sea Gulls, GrapplingHook.

    The long way: Sneaky characters can climb downto the dragon skeletal rigging, ask permission fromthe kobolds to go to the docks, then go from thedocks to the One-Eyed Dolphin. This long path willrequire the characters to move fast as the distanceis much greater, but it should be safer than goingthrough the bazaar.Suggested Challenges: Chase, Stare-Down,Hazardous Terrain, Kobold Diplomacy, PressGang.

    Encounters The following encounters can be mixed andmatched, depending on which of the three pathsthe characters take the box. The players should atleast go through three of the encounters. Unlessotherwise noted, all skill DCs are 11.

    The PC carrying the box is known as the courier.

    ChaseA group of unsavory orcs spot the characters andstart chasing after them. Run!Complexity: Special the courier must get 3 moresuccesses than the orcs. The orcs make all skillchecks with a +6 bonus.

    Primary Skills: Athletics, AcrobaticsSecondary Skills: Thievery, Streetwise, Bluff,Intimidate

    The chase works on a round by round basis. Each

    round, every player character can make one skillcheck. The orcs can only make one athletics checkper round to chase the courier but can make asmany other skill checks as necessary.

    Athletics/Acrobatics: The courier must get 3 moretotal athletics and/or acrobatics checks than theorc pursuers in order to get away from them. Othercharacters in the party cannot make these checksas the orcs are doggedly chasing after the courier

    Complexity: 4 successes before 2 failuresXP:Primary skills: Arcana, Religion, ThieverySecondary skills: Insight, StreetwiseDC: 13

    Arcana: The design of the box seems mundane,but it is in fact magical. The box seems designed

    to mute or block outside in uences, particularlythe psychic residue from strong emotionalstates.Religion: The no-murder sanction is obviouslynot based on Bels personal beliefs. It must tieinto the nature of whatever is inside the box.Perhaps a magical item or creature that isaffected by violence or death. Killing someone inproximity to the box would alter or damage theobject, thus ruining its value.

    Thievery: The box is heavily padded, cushioning

    for a very small but delicate object.Insight: Bel is deadly serious about the conditionsof the job and wont tolerate any deviation fromthe rules.Streetwise: Bel has been known to deal in strangeand unique items and has sold to practicallyeveryone at one time or the other.

    Challenge Success: The item is a delicate magicalitem that would be altered or destroyed if someoneis killed near it. The box seems to block the item

    off from the outside world but there is no way of knowing if it will save the item if someone diesnear it. Nothing else can be learned about the item

    without opening the box.

    Challenge Failure: the players cannot learnanything else about the box.

    We got the box, now what?Once the players receive the box, they will have a fewoptions available to them. The One-Eyed Dolphin

    is on the other side of the hulk, so the charactersmust determine which path to take and how theyshould move the box.

    The available paths are:

    Straight through the bazaar: The shortest pathbut the most heavily traf cked.Suggested Challenges: Chase, Stare-down, Lost,Con Artist, Kind Beggar,

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    Intimidate: Each character may attempt oneIntimidate check in order to get the orcs to backoff.Insight (DC 15): A successful check reveals that theorcs want to scare the characters into giving the boxup. Perhaps they are under the same restriction as

    the player characters regarding killing?Bluff (DC 12): The characters can make up anynumber of lies to get the orcs off their backs.Diplomacy: A successful diplomacy check lets acharacter grant a +4 bonus on the next Bluff orIntimidate check.Streetwise: The orcs are obviously hired muscle andtheir commitment is shaky at best.

    Success: The orcs waver and the characters areable to ee.

    Failure: The orcs manage to wrest the box away fromthe courier. Now the players will have to chase theorcs to get the box back. Use the Chase challengeas before.

    Lost The party is lost somewhere in the bazaar. They will have to either backtrack or get a new view byclimbing up. But they must gure out a way to getback on track. If they spend too long, they will draw

    the notice of the orcs.

    Complexity 3 successes before 2 failures.Primary skills: Perception, streetwise diplomacy

    Perception: The character can get a visual clueabout where the Inn is from here.Streetwise: the character looks around andremembers some familiar landmarks to orienthimself.Diplomacy: The character talks to a passerby and

    manages to get directions, although the quality of these directions is highly uncertain.

    Success: The characters can continue on their way.Failure: The characters are too slow and the orcsdescend on them. Run Chase or Stare-down.

    only. Characters using athletics just use raw speed,pushing through the crowd to outrun the orcs whilecharacters using acrobatics weave and tumblethrough the crowds.

    Thievery: A character can set up a makeshift trap todelay the orcs, tipping over tables, stalls, breaking

    bottles on the ground as caltrops and so on. If thethievery check is successful, the orcs will get anathletics check to avoid the trap, with a DC equalto the thievery skill check. If the orcs fail to avoidthe trap, they lose one success. The party can onlyattempt one trap per round of the challenge.

    Streetwise: A successful check lets the charactergure out a shortcut to gain ground on the orcs. This

    gives a +3 bonus on the couriers next athletics oracrobatics check. Failure means that the orcs gain

    a +2 bonus on their athletics check next round.

    Bluff: A character can trick the orcs into chasingafter a different member of the party. The orcs arehighly suspicious and are anticipating this trickso they will make their insight check at +10. If successful, the orcs lose one athletics success.

    Intimidate: A character who makes a DC 13intimidate check gives the orcs a slight pause intheir pursuit. They take a -1 penalty to their next

    athletics check. Multiple characters can intimidatein a single round and the penalties are cumulative. They only last for one check though.

    Success: If the courier has 3 more successes thanthe orcs, the party gets away from the orcs.

    Failure: The characters are surrounded by the orcs. The party must get beat the Stare-down challengein order to get away.

    Stare-down The characters are cornered by a group of large andtough looking orcs. They have to talk their way out.A ght would almost certainly result in someonesdeath.

    Complexity: 6 successes before 3 failures

    Primary skills: Intimidate, Insight, Bluff Secondary skills: Diplomacy, Streetwise

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    to the inn.Failure: The hobgoblins demand payment from thecharacters. The characters must ee or risk a ghtto the death with the thugs.

    Hazardous Terrain The group comes across a dangerous section of

    terrain. The terrain will be hard to cross in a timelymanner. Cautious characters can take a slowand safe route but will lose precious time. Boldcharacters can test their agility against the terrain,at the risk of great injury.

    Above the bazaar, its either a section of rigging thatsgone bad, with heavily frayed ropes or the rigging iscoated with glue and rusty nails, a surprise left bya mischievous goblin.

    In the docks, the characters come across a sectionof rotten planks that threaten to send anyone whoputs too much weight on them tumbling into theocean below or a stack of crates and other cargothat blocks the path. Characters must scrambleover the cargo without falling off.

    Skills: Acrobatics, AthleticsSuccess: The characters easily get around theterrain without losing time or getting hurt.Failure: Characters might lose a healing surge from

    an injury or they might attract the attention of theorc pursuers.

    Hungry Sea GullsWhile the characters climb the rigging above thebazaar, a group of hungry sea-gulls descend onthem, looking for an easy meal. As the characterscant kill the gulls, they will nd themselvesharassed by the birds relentlessly. Beaks peck atthe characters esh and the squawking draws theattention of everyone in the vicinity. The characters

    must scare or trick the birds into ying away.

    Skills: Bluff, intimidate, thievery, natureSuccess: The characters can get the birds to yaway or better yet harass someone else, like theorcs chasing after them.Failure: The gulls are vicious enough to distract thecourier that he either drops the box down into thebazaar or gets tangled up in the rigging. The partymust either leap into the bazaar to get the box back

    Minor encounters: These are not fully statted out,but use them as guidelines for other encounters.

    Con ArtistA beautiful elven maiden rushes towards thecharacters and tells them that they are beingpursued by evil forces and must come with her if

    they want to live. She will lead them away from theinn, towards the crew deck. She is a con artist andis working with the orcs to get the box.

    She will try to lure or separate the charactersfrom the party and get the box for herself. She hasdiplomacy, bluff and insight at +7. Her thievery is+9. If she cant get the box by herself or if the partydecides not to trust her, she will call on the orcs.

    Skills: Insight, bluff, streetwise, thievery.

    Success: The players gure out that the maiden isa con artist and can trick her into leading the orcsaway.

    Failure: The con artist can attempt to swipe thebox with a thievery check opposed by the couriersinsight. If she is successful, she grabs the box andruns away with it. The players must chase after herto get it back.

    Kind BeggarAn old goblin beggar asks the characters for somechange. If the characters refuse, he follows themand says he can help them out. He offers to carrysomething for them or show them around thebazaar. Insight reveals the beggar is honest anddoesnt seem interested in the box.

    The beggar is a useful guide but has his ownproblems. He owes a few hobgoblins 50 gold and

    wants to stay with the player characters in thehopes that they will scare off the hobgoblins. The

    hobgoblins will show up at some point and try toget their money back, either from the beggar or theplayer characters. The thugs are more of the breaklegs rst ask questions second variety so there isample room for confusion and misdirection.

    Skills: Diplomacy, streetwise, insight.Success: The thugs realize their mistake and let thecharacters go. If the characters pay for the beggarsdebt, the thugs will offer to help the characters get

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    persuade them peacefully.Failure: the press gang drags one or more charactersaway! The characters can either bribe the ganginto giving up, rescue the character now and failthe mission or come back later after delivering thebox.

    FinaleAssuming the characters get to the One-EyedDolphin, the cloaked stranger is there waiting forthe box. The orcs show up a moment later, intenton getting the box by any means necessary.

    Just before the inn descends into the chaos of amass brawl, the cloaked stranger stands up andreveals that he is an angel from the higher planes.Everyone at the Inn is stunned to say the least. Theangel thanks the characters, pays them and then

    plane shifts away. The characters may talk to himfor a few moments before he leaves, but the angel iselusive and vague. The DM may introduce new plothooks through the angel. The NPCs at the inn aretoo stunned and confused to act while the angel isaround.

    Once the angel leaves, the orcs sigh and leave. Their job is over. They will not attack the players but theplayers may wish to attack the orcs. In that case,the orcs ee.

    The angel will know if the players have killed anyone.If this is the case, it will sigh, take the box and leave

    without paying the characters.

    Aftermath

    By delivering the crate without killing anyone, thecharacters have made a name for themselves onthe hulk. Bel the fat is quite happy and will offerthem more work if they want it. The other power-

    brokers on board the ship will also take notice andthe players may nd themselves wrapped up in thepolitical struggles of the ship before they know it.

    or help the courier out before the orcs nd them.

    Grappling Hook The orc pursuers see the characters climbing therigging and decide to pull the courier down withgrappling hooks! One hook latches onto the boxand the characters have to ght a tug of war until

    someone can cut the line off.

    Skills: Athletics, Acrobatics, Intimidate, ThieverySuccess: The characters get free of the grapplinghooks, either by climbing out of range or the orcsrun out of hooks and ropes to use on the playercharacters.Failure: the orcs rip the box out of the couriershands and run away with it.

    Kobold Diplomacy

    Before the characters can get to the docks, theshould through the dragon skeletal rigging rst,because it is much quicker than going straight fromthe bazaar to the docks. The kobolds are highlysuspicious of strangers so the players must rstconvince the kobolds to let them in.

    Skills: Diplomacy, insight, bluff, streetwiseSuccess: the kobolds let the characters in withoutcharging a toll. They will even block the orcpursuers.

    Failure: The kobolds demand a toll to pass throughthe rigging or might not even let the charactersthrough at all. In that case, the characters musttake another path.

    Press GangWhile the characters move through the docks,a group of goblin sailors spots them and decidesthat they would be great sailors. The sailors willsurround the characters and attempt to intimidatethem into surrendering. The player characters will

    need to scare or trick them or simply outrun them. The press gang is not willing to kill simply becausethey need live sailors, not corpses and they are not

    willing to die to recruit some sailors.

    Skills: Intimidate, insight, diplomacy, bluff

    Success: The press gang changes their mindsand leaves the characters alone. Perhaps they areintimidated into leaving or perhaps the characters

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    The other prisoners: The fully infected fungalzombies are the rst prisoners the characters willsee. Every time new prisoners are throw in, thezombies shamble over towards them, instinctivelyseeking to infect the uninfected. If the players standaround and dont try to hide or move away from thegates, a group of zombies will attack, attempting

    to incapacitate the characters so they can beinfected.

    If the characters take any kind of precautionaryactions, they can avoid the zombiesfor now.Sooner or later they will run into them, but theycan buy some time to gure out a plan.

    Players will also nd recently infected prisoners who have yet to become fungal zombies. They are amiserable lot, malnourished, exhausted and many

    are on the verge of madness. There are only a fewdozen such prisoners at any given time at the most,but they can be useful to crafty players.

    Some prisoners have given up and just want to beleft alone while some hold out hold for an escapeor rescue. The former group is useless but thelatter can be very helpful to the players. They cando the following in exchange for a promise to letthem escape with the players. Each favor adds onemore NPC prisoner, which imposes a -1 cumulative

    penalty on appropriate skill checks, at the DMsdiscretion. The prisoners are malnourished anddesperate, so they may interfere with the actions of the players.

    In general, each favor grants either a +1 bonus toall skill checks of a given skill or a single +4 skillbonus to a single check. For example, a prisonercould provide makeshift thieves tools to aid inall thievery skill checks or back up a charactersstory when trying to bluff the guards for a one time

    bonus.

    Getting Out

    Unfortunately the shoggothic garden is toopowerful to face head-on without proper weaponsand equipment. The players have to escape withoutslaying it. There are three main ways to escape:

    Trick the guards into opening the gate: Simpl

    Break Out A level 6 adventure framework

    Synopsis The players or a valuable NPC has been capturedby the goblins and has been thrown into the prison

    deck. The PCs have to break out of the prison deck. The exact reason for the imprisonment should bebased on the campaign youre running. Perhapsthe PCs angered an important goblin leader whopaid to have them arrested and thrown in. Perhapsthe goblin shamans and engineers just decided tocapture them because they might become a threatto the goblins or they just want hold someone forransom. Whatever the cause, the prisoner is at themercy of the shoggothic garden, a powerful monsterand warden of the prison deck.

    New prisonersEvery new prisoner has their equipment takenfrom them. The goblins keep it outside the prisondeck in vaults placed at the guard stations betweenthe prison deck and crew deck. Only a few trustedguards and engineers have the keys needed tounlock the vaults.

    Prisoners are allowed to keep their own clothesbecause the goblins dont bother to make uniforms.

    Characters can attempt to smuggle small itemsinside the prison by making an opposed thieveryskill check against the guards notice skill of +10.Success indicates that the character can sneak one

    wand or dagger sized item in. Success by more than10 allows a character to sneak two items inside.It is impossible to sneak in armor or large itemsin without magic. For example, a character couldsneak in summonable armor if the goblins were notaware the character owned it or bluffed them intobelieving the armor was gone for good. The guards

    arent too concerned about contraband becausethe shoggothic garden soon infects most of theprisoners, rendering them mindless slaves.

    Once inside the prison deck, the characters haveabout 10 minutes before the fungal zombies showup. If they loiter near the gates, the guards will recrossbows through the bars of the gate at them forfun.

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    have to devise a way to keep them from learningabout the escape tunnel.

    First, the characters have to nd a suitable site tostart work and gather some tools to do so. If theydont get help from the other prisoners, then theyneed to make a DC 20 perception check to nd a

    good site rst. Finding the tools is more problematic.Digging tools are easy to come by, as the characterscan steal a few of the rusted farming implementsused by the zombies to harvest the edible fungus.

    However, tools strong enough to cut through theouter walls of the prison deck are harder to acquire.If the characters snuck in any bladed weapons,they could work, although they will be useless aftersawing through the thick wood of the bulkheads.Furthermore, a new, well-made saw lies hidden in

    the refuse pile near the center of the deck. A few of the prisoners know about it and characters can ndout about it independently with a careful search of the entire deck. Finally, the teeth of the shoggothicgarden are strong enough to cut through the walls.

    The characters can nd some of them by searchingthe refuse pile or asking the prisoners to gathersome up.

    Once the site is found and the characters gathera few tools, they can begin digging. All of the walls

    are lined with dirt and fungal growths, which mustbe cleared away before the characters can startdismantling the walls. Then the characters mustcarefully cut a tunnel through the wall, so as to nottrigger a collapse or alert the shoggothic garden.

    The last consideration is keeping the tunnel secret. The shoggothic garden isnt the most attentive warden but it may notice the tunnel before it is

    nished. It has two ways of detecting a tunnel through its many tendrils that ow throughout the

    deck or through the fungal zombies. The tendrilsdetect tremors but are only moderately sensitive soas long as the characters are careful, they wont alertthe garden. The zombies are more problematic.

    The fungal zombies are instinctively driven to infectothers as new zombies. They endlessly patrol theentire deck looking for uninfected prisoners. Theyare mindless so they dont know to simply wait atthe gates looking for prisoners and the shoggothic

    skill checks will not alone suf ce to convince theguards to open the gates. The characters mustcome up with a believable story. The guards areused to hearing all kinds of lies from the prisonersand dont care whether the prisoners will live or die.

    The characters must get the guards to want to openthe gate.

    Greed will work best on the guards. They arentstupid though, so the players should create someproof that will help trick the guards. For example,the party could tell the goblins that they know of ahidden treasure onboard a ship in the docks and

    would be willing to let the guards in on the heist if they freed them. As proof, the players could offer aforged receipt listing the treasure on the ship or asketch of the goblin merchant who owns the ship.

    The guards have a base bluff skill of +15 when itcomes to prisoners asking to be let out. Characterscan gain a +2 bonus for each prop to back up theirclaim. The party can make a check for every versionof the story they can come up with. For example, if the goblins dont believe the story about the treasureon the ship, the players can mention the magical

    wish-granting harp that they were going to keep forthemselves but they could part with it if thats whatit will take to get out of the prison.

    If the players fail to make their check, it doesntmean total failure. The goblins may believe thestory but still dont trust the players. The guardsmay impose a condition in order to guarantee thatthe characters will stay in line. For example, theguards may want to keep a character hostage whilethe others retrieve the loot or keep most or some of the equipment locked away.

    Ultimately, if the players can convince the guards toopen the gates, theyre free. The guards dramatically

    underestimate the ghting prowess of the charactersas they are only level 1. The characters can easilyoverpower, intimidate or outwit the guards, retrievetheir gear and escape.

    Make a tunnel to the crew deck: The prison deckis still inside the ship, so the party could simplymake a new tunnel through a bulkhead to escape.Of course, the zombies and the shoggothic gardenarent keen on letting anyone escape, so the players

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    The characters must defeat a large group of zombiesor convince the shoggothic garden to let them go.

    Success means that the tunnel is complete and thegroup can escape! Of course, they have to deal withthe rest of the ship.

    Convince the shoggothic garden to let the partygo: The nal option is to negotiate with the wardento let them go. The garden isnt very loyal to thegoblins but it wont betray them without a properincentive. It primarily wants three things:

    Food: In the form of living creatures and soil. Livingcreatures become fungal zombies which becomefungal infested corpses, which are consumed bythe garden, along with various nutrients providedby the soil. The characters either promise two living

    creatures for each party member or twice their weight in soil.

    Power: The garden is interested in expanding itspowerbase. It needs more gold in order to recruitvarious goblins into its service. It wants 1,000 goldper character released.

    Knowledge: The garden is curious about whatthe engineers and shamans are planning. If thecharacters can either lure an engineer or shaman

    into the prison deck, kidnap one and bring it to thegarden or steal some documents from them.

    Each task is a separate adventure in of itself. Inorder to ensure compliance, the shoggothic gardeninfects each adventurer with the fungal zombiespores and promises to cure them if they completetheir side of the bargain.

    Getting through the ship: Getting out of the prisondeck is only part of the problem. The characters will

    have to sneak through the ship, make allies out of some goblins or ght their way through. Every exitout of the prison deck leads to the crew deck. Fromthere, the characters can go up to the top deck, gobelow to the orlop deck or go to the skeletal dragonrigging to get out of the ship. Let the characters

    which path they should take to get out of the hulk.

    Whatever path they do take present appropriatechallenges along the way. The hulk is a vast and

    garden nds the cat and mouse game quiteentertaining. 1d10 zombies will shamble by the digsite every 1d8 hours (or whenever the DM nds itdramatically appropriate). The characters can ghtoff the zombies, hide from them or distract them.

    To ght them off, simply build a level appropriate

    encounter with humanoid creatures and add thefungal zombie template. Keep in mind that thetemplate makes a normal monster elite so adjustthe number of zombies accordingly. Also, theplayers will not have as much equipment as before,so make the ght easier than a standard ght.

    Of course, violence isnt the only option. Hidingfrom the zombies is a perfectly valid option. Thetypical zombie has a perception bonus of +8 anda canny group can disguise the entire dig site so

    only one character would have to make a stealthcheck, instead of every member. Disguising the digsite takes two hours.

    Distracting the zombies is easy enough. They willfollow after any uninfected person who makes theirpresence known. They are slow (base speed is 4and they are unable to run) but the prison deckis only so big. The hunted prisoner must decide toeither let the zombies infect him or lose them in achase. The hunted must complete a skill challenge

    set the DC based on the characters level, with 4successes before 2 failures, using athletics, stealthand perception as primary skills. Failure indicatesthe character is cornered and must either ght orsurrender to the zombies.

    The characters need at least 12 hours to make afunctional tunnel. Treat the construction as askill challenge: 10 successes before 5 failures. Theprimary skills are dungoneering (to know how tomake the tunnel), athletics (to actually make the

    tunnel) and stealth (to keep the tunnel constructionsecret). At least 5 successes must come fromathletics checks and 1 success minimum fromdungoneering and stealth. Furthermore, eachcharacter who contributes at least one athleticscheck must make an endurance or lose a healingsurge from the work.

    Failure indicates that the tunnel is discovered byeither the shoggothic garden or the fungal zombies.

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    chaotic place so they can meet virtually any kind of monster, hazard, trap or puzzle imaginable.

    A note on rescuing prisoners from the outside:A rescue party will have a different adventureobviously. However, many of the elements work thesame work way. The guards at the gate must be

    bypassed. Trickery works better than brute force.If the characters kill the guards at the gate, a newgroup will be waiting for them by the time they ndtheir rescue target and return. The zombies arenumerous and an encounter with them is inevitable.Finally, get out is just as much of a hurdle.

    Destroying The Hulk

    In order to sink the hulk, characters must destroythe magical sigils holding it together. There are foursigils in all: one in the orlop deck, the prison deck,the crew deck and the shamanic engineering deck.If even one sigil is allowed to survive, then the hull

    will hold together. However, for each sigil that isdestroyed, the hulk becomes increasingly unstableand dangerous to everyone dwelling in it.

    With one sigil destroyed, the hulk is a little moreunstable than normal. Bulkheads and oorscollapse more frequently and the hulk trembles ina strong wind.

    Two sigils destroyed: The docks break away, as thehulk is too shaky to keep them tied on long enough.

    The skeletal rigging partially falls apart. The koboldseither ee or cling to the remains for dear life.

    Three sigils destroyed: the orlop deck is ooded,totally gone. The skeletal rigging falls into theocean. Most of the goblins abandon the ship. Onlythe most desperate remain along with the shamansand engineers.

    Pontifex, a nice lich whose actions are greatly misunderstood, especially by self-righteous heroes

    who dont know what theyre talking about and if they would just leave well enough alone, everything will work out for the best. Except for those poor unfortunate souls who must be sacri ced for the greater good. That cant be helped. But, really you can trust Pontifex.

    Seriously.

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    The Albino Grippli

    Dark cousins to the grippli, these degeneratecreatures worship a dark nameless entity - perhapsan ancient god whose name was forgotten by civilizedman or a demon lord so corrupting that even toname it is to grant it power. The albino grippli have

    wormed their way ever closer to the surface and

    are now ready to strike. While their ultimate plansare unknown, they have sent many scouts andagents into the surface world to learn of it and toestablish footholds. These agents are sly creatures,adept at blades, subterfuge but most importantlythey are masters of hypnotism. A single scout canhypnotize dozens or even hundreds of weak-willedcreatures and organize them into a secretive cultthat obeys only the albinos commands. With theselackeys, the albino can subvert the local powers

    that be and prepare the way for the rest of hiskin to invade. Thats whats happening onboardthe goblin hulk. In the bottom deck of the hulk, alone albino grippli has started a small cult amongthe goblins. He wants to take over the hulk andhas found the goblins to be the perfect minions.

    They are ruthless, easy to hypnotize and totallyexpendable. No one misses a goblin if breaks thehypnosis or has outlived its usefulness. Despite

    these advantages, the albinos cult is still smalland vulnerable if it is detected by the goblinshamans or chieftains of the upper decks. If agroup of adventurers enters the bottom deck,the albino will try to either kill or hypnotize themas he is afraid that their presence will draw theattention of the goblin leadership and thus revealhis cult. He strikes from the shadows when theadventurers least expect it.

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    Albino Grippli Level 6 Solo ControllerMedium natural humanoid (aquatic) EXP 1,250Initiative: +7 Senses: +8 DarkvisionHP: 228; Bloodied: 114AC: 22 Fortitude: 17 Re ex: 21 Will: 20Saving Throws +5Speed 6 swim 6Action Points 2

    M Bite (standard; at will)+13 vs. AC; 2d6+5 damage.r Dagger (standard; at will) WeaponRange 5/10; +10 vs. AC; 1d10+4 damage.c Spray of Blades (standard; recharge 6 ) WeaponClose Blast 3; +11 vs. Re ex; 3d6+4r Hypnotic Glare (Minor 1/round; at-will)Ranged 10; +11 vs. Will; Target is dazed (save ends). Second Failed Save:

    Target is dominated (save ends).

    c All Hail the Dark Entity! (Standard; recharge 5 6 ) PsychicClose Burst 5; Each creature in burst; 1d8+4 psychic damage and anadditional 2d8 damage if the creature is dazed, and the creature maymake a saving throw with a +2 power bonus.c His Masters Voice (Free, when rst bloodied; encounter) Psychic

    The Albino Gripplis All Hail the Dark Entity recharges, and the AlbinoGrippli uses it immediately.Powerful Leaping (Move; at-will)

    The albino grippli jumps up to its full move speed either horizontallyor vertically, but not both in the same jump. It ignores dif cult terrain

    while jumping. If it jumps horizontally, the height of the jump is equal toone quarter of the horizontal distance it travels. It is still subject to op-portunity attacks from enemies when moving with this ability.Unnatural Re exes

    The Albino Grippli does not roll initiative. It has two turns per round, oninitiative counts 25 and 15.Alignment Chaotic EvilLanguages Common, Elven, Deep SpeechSkills Athletics +14, Endurance +7, Stealth +12Str: 10 (+1) Dex: 19 (+7) Wis: 10 (+3)

    Tactics

    The Albino Grippli starts battle by targeting a character with its hypnotic glare and moving into range while attacking with its dagger throwing. Then once it has dazed at least one charac