1. Characters

Narouc Goldengut

Captain

Captain Narouc Goldengut is a Dwarf shrouded in both mystery and contradiction. The owner and master of Crom's Riddle, a formidable sailing ship renowned for its ability to circumnavigate the treacherous waters of the Island of Moog and beyond, Goldengut has a reputation that shifts depending on who is telling the tale. To some, he is an honorable seafarer, a man of his word who, despite his rough edges, is loyal to his crew and true to his ship. To others, particularly his rivals and enemies, Goldengut is a ruthless pirate, a man who rose to power through treachery and bloodshed, with a past stained by smuggling and the illicit trade of human lives.

The story of how he came to captain Crom's Riddle is often told in hushed tones in taverns and docksides. The official version, the one Captain Goldengut himself might share, speaks of a harrowing encounter with a flock of harpies, during which the previous captain was tragically killed. Goldengut, then the first mate, took command of the ship and led the crew to safety. With the support of the grateful crew, he declared himself the new captain, a position he has held ever since. But there are darker versions of the tale, whispered by his competitors, who claim that Goldengut orchestrated a mutiny, murdering the captain and using the harpy attack as a convenient cover for his treachery. Whether these rumors hold any truth is known only to Goldengut and his crew, who remain fiercely loyal to their captain, suggesting that if there was treachery, it was not without reason.

Goldengut is a man of peculiar habits and tastes. He is rarely seen without a cigar clenched between his teeth, a cloud of smoke trailing him wherever he goes. His cabin is said to be well-stocked with fine spirits, which he hoards jealously, offering a drink only to those he truly respects—or when the situation demands a bribe. The captain's appearance is as distinctive as his reputation; he wears the hat of a naval officer from the Free Peasant Republic of Yaland, a symbol of his disdain for nobility and his embrace of the republic's values. At his waist, he carries a wand of web, a magical tool he uses with surprising skill when words fail to resolve a conflict.

Goldengut tells the stories of sailing the open seas. He had a good 120 years of sailing in his youth, before the seas shut down with filth, as he calls it. He dreams of returning home one day, but only under power of sail.

Despite his rough demeanor and questionable past, Captain Goldengut is a man who commands respect from his crew. They trust him, not just because he has kept them alive through countless storms and skirmishes, but because he shares their contempt for the world's ruling elites. Goldengut's hatred for royalty and any form of social hierarchy is well-known, and it is this shared disdain that binds him to his crew, a motley band of sailors who have all, in one way or another, been wronged by the powerful.

In the quiet moments, when the sea is calm and the moonlight dances on the waves, Captain Goldengut sometimes hears the haunting songs of the harpies that took his predecessor's life. Whether it is the memory of that day or something more supernatural, he cannot say. But the song is a reminder of the fine line he walks every day, between honor and infamy, between life and death.

Worked with Sentinels of Seregon on the Case of the Missing Boson.

Stats

Captain

Medium humanoid (any race), any alignment

Armor Class 18 (chain mail and shield)
Hit Points 65 (10d8+20)
Speed 30 ft.

STRDEXCONINTWISCHA
18 (+4)10 (+0)15 (+2)12 (+1)12 (+1)16 (+3)

Saving Throws Strength +6, Constitution +4
Skills Athletics +6, Perception +5, Intimidation +7
Senses passive Perception 15
Languages Common, Dwarven
Challenge 4 (1,100 XP)

Special Traits

  • Brave. The captain has advantage on all saving throws against fear.
  • Leadership (recharges after a short or long rest). For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

Actions

  • Multiattack. The captain makes three melee attacks.
  • LongswordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands.
  • Heavy CrossbowRanged Weapon Attack: +2 to hit, range 100/400, one target. Hit: 5 (1d10) piercing damage.


The ship’s actions are as follows

  • Keep Steady, Change Course, Drop, or Raise Anchor:  Captain maintains course, changes changes to a different heading, drops anchor to stop, or raises anchor to get under way. 

  • Command Ether Cannons. Gives Advantage to Ether cannons.

  • Take Cover – Crew members are ordered to take cover. Damage to crew from missile weapons is halved.

  • Repair damage – Crew members repair their damaged hull. Heal 1d10 + CON hull HP.

  • Tend the wounded – Crew members give medical treatment to their fallen crew members, allowing them to return to the fight. Heal 1d8 damage to each crew.

  • Grapple and board – When a ship moves within 50 feet of another, they can attempt to grapple and board. The attacking ship will roll a Strength check +1 for every 10 crew members rounding down contested by a Constitution save +1 for every 10 crew members rounding down. The boarded ship can choose to fail this save. Once the two ships are grappled together, they are both restrained.


Ship Actions: The ship can take 3 actions if at full crew: Move, Fire, Fire. It can take two actions at less than 20 crew and 1 action with less than 10 crew.