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Exemplars of Evil

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CHAPTER 4<br />

CAPTAIN<br />

GNASH<br />

Illus. by J. Hodgson<br />

Fecar on one <strong>of</strong> his forays before they set eyes on the ship<br />

or the rest <strong>of</strong> its crew.<br />

Appearance and Behavior<br />

Fecar has earned the moniker “the Unclean” because a putrid<br />

odor follows him wherever he goes. A mixture <strong>of</strong> brine, sweat,<br />

and cheese, the stench comes from his unwillingness to<br />

bathe, and his body is covered with leprous sores and colonies<br />

<strong>of</strong> vermin that feast on the sour excreta.<br />

His clothing is similarly soiled, and the once-beautiful<br />

artistry <strong>of</strong> his enchanted mithral shirt is lost beneath years <strong>of</strong><br />

accumulated filth. His breeches are tattered and torn, stained<br />

with pale rings <strong>of</strong> salt and sweat. Fecar wears old boots stolen<br />

from a human captive. When he takes them <strong>of</strong>f; the ghastly<br />

stink <strong>of</strong> his feet is strong enough to repel even the crustiest<br />

sailors.<br />

The hobgoblin delights in causing pain, and he giggles with<br />

sadistic glee in combat. Whenever he lands a sneak attack,<br />

he shrieks with pleasure, laughing for several seconds before<br />

he renews his assault.<br />

Fecar the Unclean CR 7<br />

hp 48 (7 HD)<br />

Male hobgoblin rogue 3/hexblade CW 3/scarlet corsair Sw 1<br />

CE Medium humanoid (goblinoid)<br />

Init +4; Senses darkvision 60 ft.; Listen –1, Spot –1<br />

Languages Common, Goblin<br />

AC 21, touch 14, flat-footed 17; Dodge, Mobility<br />

(+4 Dex, +5 armor, +2 shield)<br />

Resist evasion, mettle<br />

Fort +4, Ref +10, Will +3; +3 against spells and spell-like effects<br />

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

Melee +1 longsword +9/+4 (1d8+3/19–20) or<br />

Melee dagger +8 (1d4+2/19–20)<br />

Ranged mwk composite longbow +11/+6 (1d8+2/×3)<br />

Base Atk +6; Grp +8<br />

Atk Options Improved Feint, sneak attack +2d6<br />

Special Actions hexblade’s curse 1/day<br />

Combat Gear flask <strong>of</strong> alchemist’s fi re, potion <strong>of</strong> bear’s endurance,<br />

2 potions <strong>of</strong> cure light wounds, oil <strong>of</strong> magic weapon,<br />

tanglefoot bag<br />

Abilities Str 15, Dex 18, Con 14, Int 10, Wis 8, Cha 16<br />

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

Feats Dodge, Improved Feint B , Mobility, Spring Attack<br />

Skills Appraise +2, Balance +10, Bluff +12, Climb +6 (+8<br />

ropes), Diplomacy +5, Disguise +3 (+5 acting), Escape<br />

Artist +4 (+6 ropes), Hide +8, Intimidate +14, Jump +9,<br />

Knowledge (geography) +2, Listen –1, Move Silently +12,<br />

Pr<strong>of</strong>ession (sailor) +4, Spot –1, Swim +7, Tumble +11, Use<br />

Rope +9<br />

Possessions combat gear plus +1 mithral shirt, +1 buckler, +1<br />

longsword, dagger, masterwork composite longbow (+2<br />

Str bonus) with 20 arrows, ring <strong>of</strong> swimming<br />

Mettle (Ex) If Fecar makes a successful Will or Fortitude save<br />

against an attack that normally would have a lesser effect<br />

on a successful save (such as any spell with a saving<br />

throw entry <strong>of</strong> Will half or Fortitude partial), he instead<br />

negates the effect.<br />

Hexblade’s Curse (Su) Once per day as a free action, Fecar<br />

can select one visible target within 60 feet and impose<br />

a –2 penalty on the target’s attack rolls, saves, ability<br />

checks, skill checks, and weapon damage rolls for 1 hour<br />

unless the target succeeds on a DC 14 Will save.<br />

POG THE NAVIGATOR<br />

“We owe a great debt to Captain Gnash. We were bound in stone,<br />

and he freed us. For ninety-nine turns <strong>of</strong> the moon, we shall<br />

serve him, guiding his ship to the far ends <strong>of</strong> the world if he<br />

requires it.”<br />

—Pog the Navigator<br />

68<br />

Fecar the Unclean<br />

When Captain Gnash dropped anchor near a tiny island<br />

alone in the middle <strong>of</strong> a cerulean sea, he thought that he had<br />

reached the end <strong>of</strong> his mission—but alas, it was not the isle<br />

that appeared in his nightmares. This one held little more<br />

than bent trees, clusters <strong>of</strong> rock, and a stone statue <strong>of</strong> a goblin.<br />

Intrigued by the statue, Gnash brought it on board, hoping<br />

that it was a sign from Shothotugg. He assigned a rotation<br />

<strong>of</strong> crew members to watch the statue day and night, for<br />

fear that he might miss some vital clue.<br />

Not surprisingly, the statue remained immobile<br />

and unyielding. Eventually it occurred to Gnash that<br />

the stone figure might actually be a petrified creature.<br />

One day while the ship was in port taking on supplies,<br />

the captain brought aboard a wizard he had hired<br />

to remove the enchantment. The wizard cast his<br />

spell, and—lo and behold!—the statue became a<br />

living creature.<br />

Thus was the goblin named Pog released from a<br />

long period <strong>of</strong> petrification. Pog vowed ninety-nine<br />

months <strong>of</strong> service to Captain Gnash as a measure <strong>of</strong><br />

thanks, and today he serves as the Much Kill’s navigator.

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