TEXT: 1
  Detective Carnacki’s
  Serial Killers
  of Vathak
  Fellow Detectives & Investigators,
  My name is Detective Carnacki and 
  I am currently aiding in the inves-
  tigation of strange events, macabre 
  happenings, and other unexplained or 
  gruesome cases in the lands of Vathak. 
  Working closely with the vindari chief 
  constables, I have been assigned with 
  documenting several case files in man-
  uscript form to be delivered to acting 
  agents across the lands.
  It is my hope that these papers and es-
  says can aid you in the discovery and 
  capture of those people or things that 
  haunt and terrorize the citizens of this 
  land. 
  I do not expect you to believe all of 
  what is contained here, these are my 
  accounts and my theories based on re-
  search and experience,my hope is that 
  this information will at the least aid 
  you in surviving another night. 
  Sincerely,
  Detective Carnacki
  Written by: 
  Rick Hershey & Jason Stoffa
  Edited by: Logan Foley
  Layout and Design: Rick Hershey
  Published by: Fat Goblin Games
  www.fatgoblingames.com
  fatgoblingames@gmail.com
  Compatibility with the Pathfinder® Roleplaying Game requires 
  the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not 
  guarantee compatibility, and does not endorse the product.
  A collection of serial killer villains 
  for Shadows over Vathak.
  
  2
  The Mind of a Serial Killer
     
     The tone and mindset of the events in 
  Shadows Over Vathak are painted as a dread and 
  dire time. Nothing could be more truthful, as in 
  the shadowed lands each and everyday seems 
  a bleak struggle for survival. While the most 
  obvious effects of the spreading evil manifests as 
  the deterioration of an individuals heath, these 
  manifestations are simply an outwardly decay. Far 
  more alarming, and of a greater concern for the 
  safety of the common man, is the mental health 
  and the preservation of sanity. For without sanity, 
  the corruption of an individuals mind and actions 
  becomes an ensured path towards evil. 
    With such elements of supernatural horror 
  present in Shadows Over Vathak, a well placed 
  villain which is comprised of flesh and blood can 
  be one of the most disturbing events that player 
  characters can face. The discovery of a once 
  trusted ally, now unmasked as a deranged killer 
  who dines on the flesh of the innocent, and who 
  has skillful hidden his indulgence for murder away 
  from his once trusted friends can cause players 
  to question any and all of their acquaintances 
  from that point forward. A powerful tool when 
  presenting mystery and suspense based scenes in 
  a gaming session.   
  Anatomy of a Killer 
   
  Some tragic events can lead an individual’s 
  to the path of a serial Killer. The stress of such 
  events becomes to much for them to bear and 
  because of the event a fracture begins to take form 
  leading to a mental breakdown or disconnect 
  from society. Traditional explanations include 
  ritual abuse, augmented chemical imbalances, 
  brain injuries, exposure to traumatic events, and 
  perceived societal injustices. Paired with the 
  mind shattering horrors which assault the lands 
  along with a tide of evil influence emerging from 
  the waking Old Ones and their cults, Vathak is a 
  land primed for the appearance of serial killers en 
  mass. The frightening implication is that a huge 
  population has been exposed to one or more of 
  these events. 
  Serial killers often choose victims weaker than 
  themselves. And more than likely, all of their 
  victims fit a certain pattern which has significant 
  meaning to the killer himself. Most often, serial 
  killers blend in and through years of practice, have 
  learned how to camouflage themselves.  They lie in 
  wait, in churches, in the magical academy, enlisted 
  in the armies, anywhere. Like all predators, they 
  get close to their victims by gaining their trust. 
  Serial killers don’t show their emotions openly. 
  Instead, they hide behind a carefully constructed 
  mask of normalcy. 
   
  Each of the Serial Killers in this 
  supplement are presented with a brief history of 
  how they came to be the twisted persons they are 
  today, a description of their appearance, a Modus 
  Operandi ( or calling card ) for each of their 
  murders, and how to incorporate and use them 
  into your campaign. 
  
  3
  Elizabeth 
  Howervell
   Born in a poor area on the outskirts of Zanderhorn in 
  Moorhaven, Elizabeth Howervell had a relatively normal 
  upbringing. In fact, the normalcy of her life soon bored her, 
  and she started lashing out in unusual ways. At the age of 12, 
  she burned her neighbor’s house down. The elderly woman 
  died in her sleep from smoke inhalation, but Elizabeth was 
  never caught. This would be the first in a long series of 
  crimes committed to fill a perceived void in her life.
  At age 14, she tried filling the void with sex. At first, she 
  was successful, but the sex became less rewarding, and due 
  to her strict vindari upbringing, she started to feel guilty. 
  Her guilt came to a head the first time she was with another 
  woman, on an overnight trip to the city at age 15. Overcome 
  by guilt, she arranged a secret meeting with her lover, and 
  when she arrived, she smashed her in the head with a brick 
  and left her to die in the streets.
  The next few years of her life were relatively quiet, 
  until she sent for schooling in Grigoria. Here, on her own, 
  her sexual encounters became increasingly violent, and 
  she would often cut her own body during sex. One night, 
  she picked up the knife she used and stabbed her lover 
  in the stomach, leaving him to slowly bleed to death in an 
  abandoned barn. The thrill of this act was unimaginable to 
  her, and she’s repeated it several times since, disposing of 
  the bodies in random places, centered 5 miles east of her 
  own home.
  Description
  Elizabeth appears to be sweet and unassuming. A 
  petite redhead with deep green eyes, she often has a smile 
  on her face as she goes through the motions of her day job 
  as a librarian in Eisin’ Dorf, Grigoria. She is smart and 
  personable, with many friends and associates, none of whom 
  suspect her true nature.
  Modus Operandi
  Except for the first, all of Elizabeth’s victims have been 
  killed by a single, severe stab wound to the stomach. Most of 
  her victims have been males, often young vindari soldiers.
  Elizabeth Howervell In Your Campaign
  Investigating Elizabeth’s murders may prove difficult for 
  the PCs for they will probably be looking for a man due to 
  the nature of the crimes. They might even investigate one of 
  Elizabeth ’s coworkers, a creepy, slightly slow book shelver 
  named Matthew Fuller. In this case, Elizabeth  herself will 
  point blame towards him.
  In a game where the PCs are not investigating the 
  murders, Elizabeth may approach one of them as a target. 
  This could be a good trap if you have a player who’s always 
  playing the “ladies man.” Play the encounter up as a normal 
  encounter with a girl, and don’t tip your hand to the PC once 
  he’s alone with her.
  ElizabEth    howErvEll
  XP 1,600
  Vindari expert 7
  CE Medium humanoid
  init –1; Senses Perception +12
  DEfEnSE
  aC 10, touch 9, flat-footed 10 (+1 armor, –1 Dex)
  hp 31 (7d8)
  fort +2, ref +1, will +5
  offEnSE
  Speed 30 ft.
  Melee dagger +4 (1d4–1/19–20)
  ranged light crossbow +5 (1d8/19–20)
  StatiStiCS
  Str 8, Dex 9, Con 10, int 14, wis 11, Cha 14
  base atk +5; CMb +4; CMD 13
  feats Alertness, Combat Expertise, Deceitful, Persuasive, 
  Skill Focus (Profession [librarian])
  Skills Appraise +12, Bluff +14, Diplomacy +12, Disguise +6, 
  Handle Animal +10, Intimidate +4, Knowledge (geography) 
  +10, Knowledge (local) +10, Knowledge (nobility) +3, 
  Linguistics +12, Perception +12, Profession (librarian,) +13, 
  Ride +6, Sense Motive +12
  languages Common, Dwarven, Elven, Giant, Gnome, 
  Goblin, Halfling, Orc, Sylvan
  Gear padded armor, dagger, masterwork light crossbow 
  with 10 bolts, ring of sustenance, disguise kit, light horse
  
  4
  John Blackwell
  John was raised in a family that strictly adhered to 
  outdated tenets of the Church of the One True God. His 
  father had 4 wives in addition to his mother, and at age 
  twelve John was forced to marry his older sister. From a 
  young age, John was taught strict religious beliefs.
  Among the strictest of the beliefs was that only pain 
  could purify the body of sin. For lesser sins, flogging was 
  sufficient, but more serious sins required a sacrifice of 
  blood. The most serious offenses against the One True God 
  were punishable by death.
  At age 17, John saw the most serious punishment 
  administered to his younger sister. At age 13, Johanna ran 
  away. When she was found by city guard, they dismissed 
  her claims of abuse and returned her to her family. Johanna 
  was now labeled a sinner and segregated from the rest of the 
  community. She was forced to wear all black and locked into 
  a room by herself. After six months, she was released, and 
  John was relieved to have his sister back.
  His relief, however, was short-lived. It was decided that 
  for trying to leave and turning against the family, her sins 
  would cost her life. She was strapped to a board and her 
  head was dunked in water while she was forced to confess 
  her sins. She refused, and her last words before she drowned 
  were “Johnnie, Johnnie leave this place, please.”
  John’s morose grew over the next few years. His older 
  sister forced herself on him repeatedly, and all he could 
  think about was how he missed Johanna. Finally, when 
  his sister announced she was to have his child, John had 
  enough. He grabbed the lamp from his night stand and hit 
  her in the head with it. Then he found his father, and stabbed 
  him in the throat. He didn’t stop until he had killed every 
  single member of his family. And when he had, he burned 
  the compound to the ground. The bodies were mangled and 
  burned, and the locals assumed John was amongst the dead.
  Only knowing religion, John joined the Church of the 
  One True God with the intent of becoming a cleric. He was 
  taken in by nuns and went to seminary school. As he sat in 
  confession one day, all his father’s teachings came back to 
  him. He realized the only way to absolve the woman giving 
  her confession of her sins was the way his father absolved 
  his sister. He stalked the woman, knocked her unconscious, 
  and took her back to the small church he oversaw... When 
  she came to, she was strapped to a board above a bucket of 
  water, and John was telling her to confess her sins.
  Description
  John is a youthful and quiet man in his mid-twenties. 
  He has blonde hair with brown eyes and is most commonly 
  described as quiet. He is soft spoken, reassuring, and well-
  liked by his parishioners.
  Modus Operandi
  John’s victims have all been drowned by having their 
  heads submerged in a bucket of water while being forced to 
  confess their sins.
  John Blackwell In Your Campaign 
  Sometimes religious characters will seek a priest to hear 
  their confession. Depending on their actions, John may 
  seek them out for additional punishment.
  If the characters are investigating the killings, none of 
  his flock will point the blame at Father John. Most think 
  that murders are barbaric, or specifically murder of vindari 
  citizens. Older parishioners will blame “the youth falling 
  away from the church,” even though they won’t be able to 
  be more specific. Some blame may be cast at the local romni, 
  but this is just paranoia from some of the members.
  John    blaCkwEll 
  XP 200
  Vindari cleric 1LE Medium humanoid
  init +0; Senses Perception +2
  DEfEnSE
  aC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 5 (1d8+1)
  fort +3, ref +0, will +4
  offEnSE
  Speed 20 ft.
  Melee shortspear +1 (1d6+1)
  
  5
  ranged shortspear +0 (1d6+1)
  Special attacks channel positive energy 7/day (DC 12, 1d6)
  Domain Spell-like abilities (CL 1st; concentration +3) 
  5/day—rebuke death, touch of law
  Cleric Spells Prepared (CL 1st; concentration +3) 
  1st—bless, command (DC 13), cure light wounds 
  0 (at will)—guidance, resistance, virtue
  Domains Healing, Law
  StatiStiCS
  Str 12, Dex 10, Con 13, int 10, wis 15, Cha 14
  base atk +0; CMb +1; CMD 11
  feats Extra Channel, Selective Channeling
  Skills Diplomacy +6, Heal +8, Knowledge (religion) +4, 
  Sense Motive +6
  languages Common
  Combat Gear scroll of protection from chaos, scroll of 
  sanctuary;
  other Gear scale mail, heavy wooden shield, shortspears 
  (2), healer’s kit, silver holy symbol
  Christian 
  Bordelleria
  Christian is an up and coming musician who has made his 
  way into the hearts of many noble families. Wearing the finest 
  vindari clothing and custom tailored imported suits; he brings an 
  air of sophistication only outdone by his wit and sarcasm. Behind 
  Christian’s finely tailored exterior is the heart of a cold-blooded 
  killer. He’s not playing out a fantasy, and he was never abused 
  as a child. He wasn’t pushed until he snapped, he doesn’t see 
  himself as a misunderstood romni musician, and he’s perfectly 
  sane. Christian Bordelleria murders people because he enjoys 
  it. It’s a game to him, and a game he always wins.
  Bordelleria began the life of a killer to cover his tracks as a 
  rapist. Being attractive and charismatic, he was used to always 
  getting his way. One night, when a woman followed him back 
  to his tavern apartment but refused to give in to his advances, 
  he held her down and forced her. Afterwards, he was overcome 
  with strong emotion. Not regret or guilt the way a normal person 
  might, but anxiety about being punished. 
  He decided the best way to handle the situation was not to 
  let the woman leave. As she sobbed quietly to herself on his bed, 
  he walked over to her, sat beside her to comfort her, and slit her 
  throat.
  Bordelleria enjoyed killing the girl more than he enjoyed 
  forcing himself on her. His next victim was a rival bard he felt 
  was making him look bad by landing better performances. 
  Under the guise of seeking advice, Bordelleria invited him to his 
  home after a show. When he arrived, Bordelleria slipped him a 
  drugged glass of wine. When the man awoke, he was tied up in 
  Bordelleria bedroom, where he was tortured and taunted before 
  being killed.
  Bordelleria’s murderous rampage has taken in several more 
  victims. Generally, when Bordelleria can’t get his way, he kills 
  someone who he feels is standing in his way. He’s also lured 
  women home with the sole intention of raping and killing them.
  Description
  Christian is a well-groomed, well dressed man. He has dark 
  hair and features typical of romni and always wears the finest 
  clothing. He has a thin goatee and strikingly blue eyes, that are 
  often the first thing people notice about him. He is extremely 
  charismatic, and women often describe him as very charming 
  and personable.
  Modus Operandi
  Bordelleria has no particular M.O. His victims don’t 
  appear to follow any particular pattern, and don’t have 
  physical similarities. He instead chooses victims either 
  randomly, or who stand in his way. His method of murder is 
  always different, as well. Bordelleria thinks doing the same 
  thing over and over is tedious, and he wants to try all the 
  different methods of killing his victims.
  Christian Bordelleria In Your Campaign
  Finding Christian Bordelleria out will be no small task 
  for the PCs. Both his victims and his methods change in 
  each instance. The PCs may believe each murder has been 
  committed by a different person. With enough detective work 
  Christian will appear as someone close to all of his victims in 
  
  6
  one way or another. He shouldn’t be the only name that keeps 
  showing up, since that would be too obvious. The link may 
  even be hidden in a few instances, causing a hole in theories 
  pointing to him. Christian can bring about his own undoing 
  by making a critical error, but it is up to the PCs to discover 
  his error.
  ChriStian    borDEllEria 
  XP 1,600
  Romni bard 6 N Medium humanoid
  init +2; Senses Perception +8
  DEfEnSE
  aC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
  hp 30 (6d8+3)
  fort +2, ref +7, will +4; +4 vs. bardic performance, 
  language–dependent, and sonic
  offEnSE
  Speed 30 ft.
  Melee mwk rapier +6 (1d6+1/18–20)
  ranged +1 light crossbow +7 (1d8+1/19–20)
  Special attacks bardic performance 24 rounds/day 
  (countersong, distraction, fascinate [DC 17], inspire
  competence +2, inspire courage +2, suggestion [DC 17])
  bard Spells known (CL 6th; concentration +10)
  2nd (4/day)—calm emotions, enthrall (DC 16), sound burst
  (DC 16), tongues
  1st (5/day)—charm person (DC 15), cure light wounds,
  expeditious retreat, grease (DC 15)
  0 (at will)—ghost sound (DC 14), light, lullaby, mage hand,
  resistance, summon instrument
  StatiStiCS
  Str 12, Dex 14, Con 10, int 13, wis 8, Cha 18
  base atk +4; CMb +5; CMD 17
  feats Extra Performance, Point Blank Shot, Precise Shot, 
  Skill Focus (Perform [String])
  Skills Acrobatics +10, Bluff +18, Diplomacy +18, Knowledge 
  (nobility) +9, Linguistics +5, Perception +8, Perform 
  (oratory)+13, Perform (sing) +13, Perform (string) +18, Sense 
  Motive +13, Sleight of Hand +11, Spellcraft +10, Stealth +10
  languages Common, Dwarven, Elven
  SQ bardic knowledge +3, lore master 1/day, versatile
  performance (oratory, string)
  Combat Gear scrolls of cure light wounds (2), disguise self 
  (2), remove fear (2), pyrotechnics; 
  other Gear masterwork chain
  shirt, masterwork buckler, +1 light crossbow with 10 bolts,
  masterwork rapier, masterwork harp
  Chang’u Thalqu
  Chang’u was brought up in a family that valued power 
  above else, even though they had moved long ago away 
  from tribal life and embraced vindari tenants. At a young 
  age, his mother secretly trained him in the mystic arts, 
  and his father whipped him daily, to “beat the weakness” 
  out of him. Chang’u grew up bitter, and used his mother’s 
  mystical training against the other kids. No one believed the 
  other children when they said what he had done, but he was 
  quickly labeled as strange and became an outsider, even by 
  bhriota standards.
  The night he turned 18, he had a fight with his father. 
  Things got out of control, and Chang’u used his mystic 
  powers violently, accidentally killing his father in the 
  process. He was scared and fascinated by his new power, 
  and he started to run, hiding in the streets of the city.His 
  father’s cause of death was never determined by tribe elders, 
  and foul play was ruled out. But it was already too late for 
  Chang’u to be redeemed. Killing his father had made his 
  mystical power grow, and Chang’u had become addicted to 
  that power. Living on the streets, he started killing the city’s 
  homeless, finding them to be easy targets.Valuing power 
  above all else, Chang’u has never tried to use his magic to 
  gain fame or wealth. Instead, he kills solely to acquire more 
  power. This arcane energy has almost become an addiction 
  for him, and he prowls the night street looking for easy 
  targets.
  Description
  Chang’uis a short man with a shaved head. He has 
  a prominent nose and a twisted face caused from tissue 
  damage from one of his father’s beatings.  
  Modus Operandi
  Chang’u uses his magic to defend and hide himself, and 
  also to kill. This has helped him to evade capture, as his 
  murders are often unexplainable and, unlike most other 
  serial killers, neither the victims or the method of murder 
  follow a consistent pattern.
  .
  Chang’u Thalqu In Your Campaign
  Chang’u is one of the villains you can use in your 
  campaign when you want a drag-out, knock down fight. Of 
  all the characters in this book, he’s the most apt to jump 
  the PCs for no reason. Chang’u seeks power and considers 
  himself to be invincible despite the odds thrown against 
  him. No matter what happens to bring the PCs to him, the 
  
  7
  confrontation with Chang’u will be a fight to the death, even 
  if the PCs try to stop him.
  ChanG’u    thalQu
  XP 2,400
  Male bhriota necromancer 7 NE Medium humanoid 
  init -1; Perception +8
  DEfEnSE
  aC 15, touch 11, flat-footed 15 (+4 armor, +2 deflection, 
  -1 Dex)
  hp 57 (7d6+21)
  fort +6, ref +1, will +8
  offEnSE
  Speed 30 ft.
  Melee dagger +3 (1d4/19-20)
  Special attacks channel negative energy (DC 14, 6/day), 
  grave touch (3 rounds, 6/day)
  wizard Spells Prepared (CL 7th; concentration +10)
  4th—enervation (2, DC 18), black tentacles (CMB 15)
  3rd—hold person (2, DC 17), vampiric touch (2)
  2nd—acid arrow, darkvision, false life (already cast), ghoul 
  touch (DC 16), see invisibility
  1st—cause fear (DC 15), charm person, feather fall, mage armor 
  (2, 1 already cast), unseen servant
  0th (at will)—acid splash, detect magic, light, read magic, touch 
  of fatigue (DC 14)
  opposition Schools: evocation, illusion
  StatiStiCS
  Str 10, Dex 8, Con 14, int 17, wis 12, Cha 13
  base atk +3; CMb +3; CMD 14
  feats Combat Casting, Command Undead, Forge Ring, 
  Great Fortitude, Iron Will, Scribe Scroll, Spell Focus 
  (necromancy), Toughness
  Skills Appraise +9, Diplomacy +5, Heal +2, Intimidate +11, 
  Knowledge (Arcana) +13, Knowledge (dungeoneering) 
  +9, Knowledge (history) +14, Knowledge (planes) +13, 
  Knowledge (religion) +7, Linguistics +7, Perception +8, 
  Spellcraft +13
  languages Common
  SQ arcane bond (ring of protection +2)
  Combat Gear dagger, potion of cure moderate wounds, 
  ring of counterspells (contains magic missle); 
  other Gear ring of protection +2 (bonded item, 
  nonfunctional for anyone but him), scrolls of gentle repose 
  (3), gp worth of crafting supplies, 35 gp 
  Base Statistics without his mage armor spell, Chang’u has 
  the following statistics:
  aC 11, touch 11, flat-footed 11
  Grave touch (Sp) As a standard action, Chang’u can 
  make a melee touch attack that causes a living creature 
  to become shaken for a number of rounds equal to 1/2 
  his wizard level (minimum 1). If he touches a shaken 
  creature with this ability, it becomes frightened for 1 
  round if it has fewer Hit Dice than his wizard level. He 
  can use this ability a number of times per day equal to 3 + 
  his Intelligence modifier.
  Avery Coulter
  Many generations ago, Avery’s great-great grandfather 
  came to the lands of Vathak. Seeking a better life for his 
  family, he became a town guard in Old Huntsvania, in the 
  island known as the Colonies. He was an honest man, and 
  he eventually became constable. His three sons became 
  guards, as well, and were recognized for exemplary service.
  Tradition held, and Avery and his brother both became 
  city guards in New Huntsvania . Avery was particularly 
  good, and he had a number of high profile collars. Avery 
  was eventually promoted to deputy for his bravery and 
  cunning.
  But Avery started to develop a hatred of the new justice 
  system. He, like so many others, felt criminals weren’t 
  being punished. He started planting false evidence to 
  ensure convictions. But soon, even that wouldn’t be 
  enough for him.
  Five years ago, Avery solved a child abduction case. The 
  child escaped and identified his captor, but the kidnapper 
  was released with a light sentence due to influential friends 
  with deep pockets. Justice had not been served, and Avery 
  wasn’t satisfied. When the kidnapper was released after 
  serving just two years, Avery was waiting for him. As he 
  stepped into his room at a small tavern, Avery used his 
  halberd to gut  him. Knowing what investigators look for, 
  Avery had no problem covering his tracks for the murder.
  For the first time in years, Avery felt justice had truly 
  been served. His first murder would lead to a bloody trail 
  of vigilante justice. Most of his victims have been drug 
  dealers and prostitutes. Avery feels no remorse for killing 
  these poor souls, broken men and women doing what they 
  can to survive. To him, they’re lawbreakers, a viewpoint 
  shared by most of the rest of the guard, most of whom are 
  willing to turn a blind eye to a few dead dealers and thugs.
  
  8
  Description
  Avery is an average looking man in his mid forties. His 
  eyes are blue, though they look cold and vacant from a life 
  spent seeing the worst of society. He’s fit, of average height, 
  with short, unkempt brown hair. Though he doesn’t have 
  a beard, Avery doesn’t shave often, giving him a stubbly, 
  disheveled look. He dresses like a typical city guard, and is 
  usually either in his uniform or a cheap commoner clothing.
  Modus Operandi
  Avery solicits his victims to commit a crime, usually 
  selling him drugs or having sex for money. When they 
  agree, he executes them, cutting their stomach open to let 
  die in a pool of their own blood.  
  Avery Coulter In Your Campaign
  If your characters are investigating the string of murders 
  Avery is responsible for, he may very well be their contact 
  with the local guard. He’s a good deputy with a clean record, 
  and fellow guards won’t have anything bad to say about him. 
  He may even approach the PCs and confess his crimes if they 
  appear outwardly sympathetic to the actions of the killer and 
  the idea of removing criminals from the streets by executing 
  them.
  avEry   CoultEr
  XP 2,400 
  Human   warrior 7  LN  Medium  humanoid
  init  +1;  Senses  Perception  +6
  DEfEnSE
  aC  20,  touch  11,  flat-footed  19 (+9  armor, +1  Dex) 
  hp  57 (7d10+19)
  fort  +9,  ref  +5,  will  +5; +2 vs. fear 
  Defensive abilities  bravery +2
  offEnSE
  Speed  30 ft. Melee  +1 halberd +15/+10 (1d10+11/x3) 
  or sap +11/+6 (1d6+4  nonlethal) 
  Special attacks  weapon training (pole arms +1)
  StatiStiCS
  Str  18,  Dex  12,  Con  14,  int  13,  wis  8,  Cha  10 
  base atk  +7;  CMb  +12 (+16  trip);  CMD  23 (25 vs.  trip) 
  feats  Alertness,  Combat Expertise,  Dazzling Display, 
  Greater Trip,  Improved Trip,  Iron Will, Persuasive, 
  Weapon Focus  (halberd),  Weapon Specialization  (halberd) 
  Skills  Diplomacy  +5,  Handle Animal  +4,  Intimidate  +12, 
  Knowledge  (engineering) +5,Perception  +6,  Profession 
  (soldier) +5,  Ride  +2,  Sense Motive  +8 
  languages  Common, Halfling 
  SQ  armor training 2 
  Combat Gear  potions  of  cure moderate wounds  (2), 
  tanglefoot bags (2);  
  other Gear masterwork full plate, +2 halberd, sap,  cloak of 
  resistance  +2, 35 gp
  Crispin 
  Holloway 
  (The Ring Finger Rapist)
  When Crispin was five years old, his parents were killed by 
  bhriota undead. Crispin survived, but memories of that night 
  haunted him for his whole life. With no family to take him in, 
  he was put into a vindari orphanage. He was treated poorly by 
  the orphanage nuns and abused by his foster siblings.
  When he turned thirteen, he met his first girlfriend, a girl 
  named Lauren Holsinger. The two were sweethearts and as 
  affectionate as one could be under the constant supervision 
  and harsh discipline the nuns supplied,when he turned 16 
  Crispin proposed. Lauren rejected him, telling him she was 
  going to a nunnery in Moorhaven. She also told him she had 
  been seeing someone else for the last few months. The two 
  never saw each other again.
  Something inside Crispin snapped, and he didn’t know 
  how to deal with the rejection of the only person he’d loved 
  
  9
  since his parents died. A few weeks later, he met a girl who 
  reminded him of Lauren. They started talking, and eventually 
  went back to his home, a room in a small hostel he’d been 
  staying since leaving the orphanage. When they arrived, 
  Crispin choked her until she passed out, then tied her to 
  the bed. He proceeded to rape and torture her, beating her 
  brutally until he had satisfied his rage. He then suffocated her 
  with a pillow.
  The body of the girl, a seventeen year old barmaid named 
  Kyrel Hilbourne, was found in a ditch about five miles from 
  Crispin’s home. Her left ring finger was severed and not 
  recovered. Over the next three years, Crispin killed 14 more 
  women. He was dubbed the “Ring Finger Rapist” by traveling 
  bards and vindari authorities.
  One of his potential victims escaped, however. He met 19 
  year old Thea Patrovich in a tavern, and after charming her, 
  he invited her back to his room. Once they got in his carriage, 
  however, he knocked her out  and drove her into the woods. 
  He miscalculated, however, and she woke up before he could 
  bind her arms and legs. She fought him off and stole his 
  carriage, driving it straight to the local guard post.
  With the carriage and Thea’s statement, the constable and 
  his men went to Crispin’s house. The guards were shocked to 
  find a list of names of his victims, and, even more disturbingly, 
  a collection of severed ring fingers in a small box.
  With the evidence piled against him and an testimony 
  from Thea, they found Crispin guilty of fourteen murders, 
  one count of kidnapping, and one count of attempted rape. 
  He was sentenced to death by hanging.
  Five years ago, Crispin Holloway, age 45, was executed 
  by public hanging. Three months later, another woman was 
  found killed, her ring finger removed. More victims started 
  to turn up, but instead of in Crispin’s home town, the victims 
  were scattered all over Vathak, and were far more frequent. 
  The vindari authorities believed it was a copycat killer, 
  someone possibly Crispin had met in jail.
  In truth, however, death just made Crispin a more 
  dreadful being. He now stalks the shadows, dragging 
  unfaithful women to their death, severing their ring fingers 
  as a warning to others.
  Description
  In life, Crispin was a tall, handsome man with blue 
  eyes and blonde hair. He was fairly nondescript, with no 
  distinguishing marks or features. Since his execution, he’s 
  become covered in scars, scratches, and bite marks from his 
  victims.
  Modus Operandi
  Crispin’s original killing spree was of women who 
  physically resembled his love, Lauren, who broke his heart. 
  They were tall women with long brown hair and blue eyes, 
  all slightly overweight. His recent victims don’t have any 
  physical characteristics in common, but all are women who 
  have scorned or jilted men, or committed infidelity.
  Crispin Holloway In Your Campaign 
  The Ring Finger Rapist is an urban legend. PCs will 
  hear whispers and jokes about him, but no one seriously 
  believes Crispin Holloway is back from the dead. If your 
  PCs work for a branch of the vindari military exploring the 
  unexplained, they may be following the lead that he really 
  is back. In this situation, it’s not a question of who, but a 
  question of how and where to find him. 
  CriSPin    holloway 
  XP 1,600
  Ghoul rogue 5 CE Medium undead
  init +5; Senses darkvision 60 ft.; Perception +12
  DEfEnSE
  aC 18, touch 16, flat-footed 12 (+5 Dex, +1 dodge, +2 natural)
  hp 50 (7 HD; 2d8+5d8+19)
  fort +3, ref +9, will +6
  Defensive abilities channel resistance +2, evasion, trap 
  sense +1, uncanny dodge; immune undead traits
  offEnSE
  Speed 30 ft.
  Melee bite +9 (1d8+4 plus disease and paralysis), 2 claws 
  +9 (1d6+4 plus paralysis)
  Special attacks disease, paralysis (1d4+1 rounds, DC 13), 
  sneak attack +3d6
  StatiStiCS
  Str 18, Dex 20, Con —, int 13, wis 14, Cha 14
  base atk +4; CMb +8; CMD 24
  feats Dodge, Improved Natural Attack (bite), Mobility, 
  Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +15, Climb +14, Disable Device +14, 
  Escape Artist +15, Intimidate +12, Knowledge (religion) 
  +11, Perception +12, Stealth +18
  languages Common, Necril
  SQ rogue talents (finesse rogue, surprise attack), 
  trapfinding +2
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; 
  onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 
  Dex damage; cure 2 consecutive saves. 
       The save DC is Charisma-based.A humanoid of 4 Hit 
  Dice or more who dies of ghoul fever rises as a ghast at the 
  next midnight; all other humanoids rise as ghouls.
  
  10
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying 
  Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Pub-
  lishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Detective Carnacki’s Serial Killers of Vathak, Shadows Over Vathak and all other Fat Goblin Games product names and their 
  respective logos are trademarks of Fat Goblin Games in the U.S.A. and other countries.
  All Fat Gobin Games characters, character names, and the distinctive likenesses thereof are property of Fat Goblin 
  Games. This material is protected under the copyright laws of the United States of America. Any similarity to actual 
  people, organizations, places, or events included herein is purely coincidental.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, artifacts, places, etc.), dialogue, plots, story lines, language, incidents, locations, characters, artwork, and trade 
  dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Fat Goblin Games 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game Content might be reproduced in any form without written 
  permission. To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20.
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this 
  License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of any 
  Open Game Content You are copying, modifying or distributing, and You must add 
  the title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam 
  Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
  MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale,Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  “Armed and Dangerous: Serial Killers” Copyright 2007, Reality Deviant 
  Publications.; Author Eric Karnes
  Shadows over Vathak, copyright 2012, Fat Goblin Games
  Detective Carnacki’s Serial Killers of Vathak, copyright 2012, Fat Goblin 
  Games; Authors Rick Hershey and Jason Stoffa
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Shadows over Vathak/Detective Carnacki's Serial Killers of Vathak.pdf