Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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ENCOUNTER 4-2<br />
76<br />
L<br />
OWER DECK<br />
Encounter Level 9<br />
SETUP<br />
The crew uses the lower deck to store cargo because<br />
Gnash insists on keeping the kython in the hold. Crates<br />
and boxes are piled in the corners, and water pools on the<br />
floor beneath the cargo hatch in the ceiling. The planks<br />
are weak in places and sag under pressure.<br />
When the PCs board the Much Kill, the sounds <strong>of</strong> combat<br />
from the main deck alert Fecar, who quickly sets up an<br />
ambush for the intruders on the lower deck. The map<br />
shows the positions <strong>of</strong> Fecar (F) and a pair <strong>of</strong> varag barbarians<br />
known as Fecar’s Boys (V). Just before springing the<br />
ambush, the first mate drinks his potion <strong>of</strong> bear’s endurance<br />
(see his modified statistics below), and each <strong>of</strong> Fecar’s Boys<br />
uses his blur spell-like ability.<br />
A maximum <strong>of</strong> three characters can be on the ladder at<br />
one time.<br />
When the characters climb down to the lower deck,<br />
read:<br />
The stench is particularly foul here, a blend <strong>of</strong><br />
sweat, blood, and dung. The light from above<br />
breaks through the gloom just enough to reveal<br />
what looks like a cargo hold. But before you have a<br />
chance to assess your surroundings, a filthy<br />
hobgoblin springs out <strong>of</strong> the shadows. The creature<br />
screams with rage as it swings its sword.<br />
Fecar the Unclean CR 7<br />
hp 62 (7 HD)<br />
Fort +6<br />
Abilities Con 18<br />
These statistics represent Fecar after he drinks his potion<br />
<strong>of</strong> bear’s endurance; see page 68 for his full normal<br />
statistics.<br />
TACTICS<br />
On their turn, Fecar’s Boys each take 5-foot steps to<br />
attack the first PCs who come down the ladder. Throughout<br />
combat, they use a 5-point Power Attack (+9 attack,<br />
+10 damage), regardless <strong>of</strong> the success or failure <strong>of</strong><br />
their attacks. They remain at the base <strong>of</strong> the ladder<br />
to restrict entry by other PCs and to make attacks <strong>of</strong><br />
opportunity against anyone who gets past them. They<br />
make full attacks each round for 6 rounds, at which<br />
point their blur effect ends. For the remaining 3 rounds<br />
<strong>of</strong> their rage, they use Spring Attack to strike and then<br />
leap away.<br />
Fecar is more careful. He starts by throwing a tanglefoot<br />
bag at the lead character, and while his allies crowd<br />
the ladder, he uses Spring Attack to dart in, attack, and<br />
leap back, always moving to a space where he can take<br />
2 Fecar’s Boys CR 5<br />
hp 81 each (6 HD); DR 5/magic<br />
Male half-farspawn LoM varag MM4 barbarian 3<br />
CE Medium outsider (augmented humanoid, goblinoid,<br />
native)<br />
Init +8; Senses blindsight 60 ft., darkvision 60 ft., scent;<br />
Listen +12, Spot +9<br />
Languages Goblin<br />
AC 18, touch 12, flat-footed 18; uncanny dodge<br />
(+4 Dex, +4 armor, +6 natural, –2 rage)<br />
Miss Chance 20% blur<br />
Immune poison<br />
Resist acid 10, electricity 10; SR 16<br />
Fort +12, Ref +8, Will +7<br />
Speed 70 ft. (14 squares); Run, Spring Attack<br />
Melee +1 greatsword +14 (2d6+13/19–20) and<br />
2 tentacles +8 each (1d4+3)<br />
Space 5 ft.; Reach 5 ft.<br />
Base Atk +5; Grp +13<br />
Atk Options magic strike, rage 1/day (9 rounds)<br />
Special Actions change shape<br />
Combat Gear elixir <strong>of</strong> hiding, potion <strong>of</strong> cure moderate wounds<br />
Spell-Like Abilities (CL 6th):<br />
3/day—blur†<br />
1/day—stinking cloud (DC 14), touch <strong>of</strong> idiocy (+15<br />
melee touch)<br />
† Already used once<br />
Abilities Str 22, Dex 19, Con 22, Int 4, Wis 16, Cha 12<br />
SQ trap sense +1<br />
Feats Improved Initiative, Power Attack, Run B , Spring<br />
Attack B<br />
Skills Intimidate +4, Jump +29, Listen +12, Move Silently<br />
+18*, Spot +9, Survival +9 (+13 tracking by scent)<br />
*Fecar’s Boys can always choose to take 10 on Move<br />
Silently checks, even if rushed or threatened.<br />
Possessions combat gear plus +1 studded leather, +1<br />
greatsword<br />
Change Shape (Su) Fecar’s Boys can transform into horrid,<br />
tentacled masses. The ability works as change shape<br />
(MM 306), except as follows: Their movement modes<br />
remain unchanged; they retain their tentacle attacks;<br />
they become amorphous and immune to flanking and<br />
critical hits; and creatures native to the Material Plane<br />
take a –1 penalty on attack rolls against Fecar’s Boys.<br />
Magic Strike (Su) Fecar’s Boys’ natural weapons are<br />
treated as magic weapons for the purpose <strong>of</strong><br />
overcoming damage reduction.<br />
When not raging, Fecar’s Boys use the following statistics.<br />
hp decrease by 12<br />
AC 24, touch 14, flat-footed 20<br />
Fort +10, Will +5<br />
Melee +1 greatsword +12 (2d6+10/19–20) and<br />
2 tentacles +6 each (1d4+3)<br />
Grp +11<br />
Special Actions change shape, true strike<br />
Abilities Str 18, Con 18<br />
Skills Jump +27<br />
True Strike (Su) As the true strike spell, 1/day.