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Exemplars of Evil

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that protrude from its surface are cords that hold fingers and<br />

toes <strong>of</strong> his previous victims.<br />

Madness-inducing visions fill the bugbear’s mind, but his<br />

insanity does not interfere with his cunning in battle. He is<br />

a shrewd strategist, and his crew owes much <strong>of</strong> their success<br />

to his brilliant maneuvers. Once invested in a fight, Gnash<br />

loathes leaving it; thus, he never attacks unless he can be<br />

assured <strong>of</strong> victory.<br />

His crew has one standing order: Always take thirteen<br />

prisoners from any attack or raid. Gnash feeds these living<br />

captives to a terrifying creature that he keeps in the ship’s<br />

hold. He believes that the sacrifices placate the horror<br />

and ensure that it will continue to grant him the “dark<br />

blessings” he endures when he sleeps. (Gnash does not<br />

know it, but the creature is a kython; for details, see tactical<br />

encounter 4–3, page 78. In truth, it has nothing to do<br />

with his nightmares, but he nonetheless considers it to be<br />

Shothotugg’s emissary.) Crew members that fail to deliver<br />

the required sacrifices are fed to the beast instead; thus,<br />

the goblinoids almost always comply with their disturbed<br />

captain’s wishes.<br />

Captain Gnash CR 9<br />

hp 72 (10 HD)<br />

Male bugbear rogue 5/dread pirate CAd 2<br />

CE Medium humanoid (goblinoid)<br />

Init +5; Senses darkvision 60 ft., scent; Listen +4, Spot +9<br />

Languages Common, Goblin, Orc<br />

AC 26, touch 16, flat-footed 21; uncanny dodge<br />

(+5 Dex, +5 armor, +2 shield, +1 deflection, +3 natural)<br />

Resist evasion<br />

Fort +6, Ref +16, Will +6<br />

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

Melee +1 rapier +13/+8 (1d6+5/18–20) or<br />

Melee +1 rapier +10/+5 (1d6+5/18–20) and<br />

+1 spiked light steel shield +9 (1d4+2)<br />

Ranged mwk light crossbow +13 (1d8/19–20)<br />

Base Atk +7; Grp +11<br />

Atk Options Maiming Strike, Quick Draw, sneak attack +3d6<br />

Combat Gear 2 flasks alchemist’s fi re, potion <strong>of</strong> blur, potion<br />

<strong>of</strong> cure light wounds, potion <strong>of</strong> cure moderate wounds, 5<br />

smokesticks, 2 tanglefoot bags<br />

Abilities Str 18, Dex 20, Con 16, Int 13, Wis 12, Cha 13<br />

SQ seamanship, trap sense +1, trapfi nding<br />

Feats <strong>Evil</strong> Brand B (see page 24), Iron Will, Maiming Strike<br />

(see page 25), Quick Draw, Two-Weapon Fighting B ,<br />

Weapon Finesse<br />

Skills Appraise +11, Bluff +6, Climb +11, Diplomacy +3 (+5<br />

evil creatures), Disguise +1 (+3 acting), Hide +8, Intimidate<br />

+8 (+10 evil creatures), Jump +7, Knowledge (geography)<br />

+3, Listen +4, Move Silently +12, Pr<strong>of</strong>ession (sailor)<br />

+11, Search +6, Spot +9, Survival +1 (+3 following tracks),<br />

Swim +10, Tumble +8, Use Rope +9<br />

Possessions combat gear plus +2 studded leather, +1 spiked<br />

light steel shield, +1 rapier, masterwork light crossbow<br />

with 20 bolts, ring <strong>of</strong> protection +1, cloak <strong>of</strong> resistance +1,<br />

1 gp<br />

Seamanship (Ex) Gnash gains a +2 insight bonus on Pr<strong>of</strong>ession<br />

(sailor) checks. The bonus extends to all allies within<br />

his sight or hearing.<br />

FECAR THE UNCLEAN<br />

“At first, Gnash seemed mad. I was certain that whatever he found<br />

in that city had shattered his mind. Over the last few years, though,<br />

I found myself coming to share his vision, and now I look forward<br />

to the day when the World Eater arrives.”<br />

—Fecar the Unclean<br />

From the beginning, Fecar the Unclean has been one <strong>of</strong><br />

Captain Gnash’s most loyal allies. The two were fast friends<br />

for years, setting aside the natural rivalry that exists between<br />

bugbears and hobgoblins, and spending long nights swilling<br />

ale and playing cards. When Gnash took charge <strong>of</strong> the<br />

remnants <strong>of</strong> the ogre’s marauders, Fecar followed. In return<br />

for his loyalty, Gnash named him first mate.<br />

GOALS<br />

Although Captain Gnash counts Fecar as one <strong>of</strong> his most<br />

trusted minions, the hobgoblin has plans <strong>of</strong> his own. Fecar<br />

rightly believes that Gnash will eventually expend every<br />

member <strong>of</strong> his crew in his mad quest to find his coveted lost<br />

island, discarding carelessly those who die along the way.<br />

Fecar agrees that finding the island is paramount, but he<br />

has no intention <strong>of</strong> being sacrificed with the others. Instead,<br />

he looks for an opportunity to kill his comrade and take<br />

command himself.<br />

Aware <strong>of</strong> the dangers <strong>of</strong> leading a mutiny, Fecar has been<br />

slow to recruit other crew members in case they reveal his<br />

treachery. He watches and waits, listening to the grumbles<br />

<strong>of</strong> the pseudonatural goblins. If one expresses dissatisfaction<br />

with the captain, Fecar plucks him from the crew and<br />

tortures him until he is convinced that the goblin is on his<br />

side. These interrogations are <strong>of</strong>ten fatal, and only reinforce<br />

Gnash’s belief that Fecar is his staunchest supporter—because<br />

the captain wrongfully believes that Fecar is discovering and<br />

dispatching mutinous soldiers, The goblinoids that survive<br />

Fecar’s abuse are horribly scarred, but they become unwaveringly<br />

loyal to the first mate.<br />

Fecar knows that if he does manage to murder Gnash<br />

and take command, he will still have to deal with what<br />

the crew calls “the thing in the hold.” The monster is loyal<br />

to the captain and considers the bugbear to be its mother.<br />

To gain the thing’s trust and affection, Fecar volunteered<br />

for the dangerous task <strong>of</strong> feeding captives to the monster.<br />

Again, Gnash misinterpreted this action as pro<strong>of</strong> <strong>of</strong> the<br />

hobgoblin’s allegiance. Now, after weeks <strong>of</strong> taking its meals<br />

from Fecar, the kython has begun to come around, occasionally<br />

favoring the first mate with a few splashes <strong>of</strong> its<br />

slippery mucus.<br />

USING FECAR<br />

When the Much Kill sails into port, Fecar and a hand-picked<br />

team <strong>of</strong> goblinoids scout the community and search for clues<br />

about the lost city or anything else that will help them. As<br />

they nose around, they also steal food, weapons, and other<br />

equipment before returning to the ship to report their<br />

findings. In ports that are particularly hostile to goblins,<br />

the Much Kill drops anchor in a nearby cove, and the spies<br />

infiltrate the city under the cover <strong>of</strong> darkness. Since Captain<br />

Gnash uses this tactic to judge a city’s strength before he<br />

gives the order to attack, the PCs are likely to encounter<br />

CHAPTER 4<br />

CAPTAIN<br />

GNASH<br />

67

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