TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, 
  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URC8−04 
   
   
  The Witches of Pikemaster  
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  County of Urnst Regional Adventure 
   
  By Jean-Philipe ‘JP’ Chapleau 
  Circle Reviewers: Colleen Simpson  
  Reviewers: JP Chapleau and D’Anne Rooney 
  Playtesters: Sean Clark, Brian Glose, Leonard Logan, Murry McEntire, David Short and Dustin Short 
  Additional Thanks to: Creighton Broadhurst, Britt Frey and Pieter Sliepen 
   
   
  While in the Abyss hunting for the Mad Lich Malachite, Bishop Jazan of Pelor took the Black Gem of Graz’zt to obtain 
  demonic assistance. Brought back to the County, the Gem dissolved in a puff of black smoke. More than a year later, the 
  church of Pholtus is holding witch trials.  
  This adventure is all about difficult choices and has the potential of running long. A one-round Regional adventure set 
  in the Archbarony of Eastmarch in the County of Urnst for characters level 2-16 (APLs 4-16). 
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], COR7-12 Heart’s Desire [Eric Menge], Expedition to the Demonweb pits [Gwendolyn FM Kestrel], Fiend Folio [Eric 
  Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt], Fiendish Codex 1 [Ed Stark, 
  James Jacobs, Erik Mona], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen KC Stephens, 
  John Snead], Manual of the Planes [Jeff Grubb, Bruce R Cordell, David Noonan], Monster Manual II [Gwendolyn FM 
  Kestrel, Jennifer Clarke Wilkes, Matthew Sernett, Eric Cagle, Andrew Finch, Christopher Lindsay, Kolja Raven 
  Liquette, Chris Sims, Owen KC Stephens, Travis Stout, JD Wiker, Skip Williams], Monster Manual III [Rich Burlew, Eric 
  Cagle, Jesse Decker, Andrew J Finch, Gwendolyn FM Kestrel, Rich Redman, Matthew Sernett, Chris Thomasson, P 
  Nathan Toomey] and Player Handbook II [David Noonan].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning and reporting this adventure, you accomplish 
  a couple of things. First, it is an official game, and you can 
  use the AR to advance your LIVING GREYHAWK character. 
  Second, players and DMs gain rewards for sanctioned 
  RPGA play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  URC8-04 The Witches of Pikemaster 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure set in 
  The Archbarony of Eastmarch in the County of Urnst. 
  Adventurer’s Standard Upkeep costs characters with a 
  home region of the County of Urnst 12 gp per round and 
  all others 24 gp per round. 
   
  Rich and Luxury Upkeep costs 75 gp per oround for 
  characters with a home region of the County of Urnst 
  and 150 gp for characters who do not have the County of 
  Urnst as their home region. Characters that fail to pay at 
  least Standard Upkeep retain temporary ability damage 
  until the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  This adventure takes some of the themes from John 
  Carpenter’s “Village of the Damned” and explores them.  
   
  BISHOP JAZAN 
  Jazan is the PC who took the Black Gem of Graz’zt to the 
  County. He is one of Tom Japhet’s characters. If Jazan 
  plays this adventure, he is considered to have the 
  “Pleasure of Graz’zt” AR Reward during this adventure, 
  even if Jazan does not actually have that AR entry. 
   
  PREVIOUS ADVENTURES 
  Find out which PC has played: 
  • 
  NMR6-02 Mad Baron of Pikemaster OR URC6-08 
  Tainted Passion: those PCs are recognized by Baron 
  Fennin. 
  • 
  URC3-06 Flames of Ventnor: those PCs recognize Talie 
  (Tay-Lee) the succubus. 
   
  AR ITEMS 
  • 
  URC7-04 Lord of the Castle or URC8-02 Redemption PCs 
  with the Enmity of Elphegor. 
  • 
  COR7-12 Heart’s Desire: PCs with the “Pleasure of 
  Graz’zt” whether it has already been used or not. 
   
  META−ORGS 
  • 
  PCs “Hailing From” Eastmarch receive Player 
  Handout 0: Word on the Street before the start of the 
  adventure. 
  • 
  PCs belonging to the Underley Network receive 
  Player Handout 1 before the start of the adventure. 
   
  THE OUTLANDS 
  Information and details about this plane appears in 
  Appendix 4. Make sure you are familiar with the traits of 
  that plane. 
   
  WARNING MATURE TOPICS! 
  This adventure can be played with much innuendo, 
  double-entendre and mature references. The presence of 
  succubi and Graz’zt himself gives this adventure a mature 
  theme.  
   
  However, we trust that you, as a DM will run this 
  adventure in an appropriate manner and adapt wherever 
  needed to the sensibilities and age of the players at the 
  table.  
   
  Make sure that everyone enjoys the adventure.  
   
  CHANGE SHAPE ERRATA 
  Since some of the monsters in this adventure have their 
  shape changed, the errata-ed version is copied here. 
   
  A creature with this special quality has the ability to 
  assume the appearance of a specific creature or type of 
  creature (usually a humanoid), but retains most of its own 
  physical qualities. Changing shape results in the 
  following changes to the creature: A true seeing spell or 
  ability reveals the creature’s natural form. A creature 
  using change shape reverts to its natural form when 
  killed, but separated body parts retain their shape. A 
  creature cannot use change shape to take the form of a 
  creature with a template. 
  • 
  The creature retains the type and subtype of its 
  original form. It gains the size of the new form. 
  • 
  The creature loses the natural weapons, movement 
  modes and extraordinary special attacks of its 
  original form not derived from class levels (such as 
  the barbarian rage class feature). 
  • 
  The creature gains the natural weapons, movement 
  modes and extraordinary special attacks of its 
  original form. 
  • 
  The creature retains all other special attacks and 
  qualities of its original form. 
  • 
  The creature retains the ability scores of its original 
  form. 
  • 
  Except as described above, the creature retains all 
  other game statistics of its original form, including 
  (but not limited to) HD, hit points, skills ranks, feats, 
  base attack bonus and base save bonuses. 
  • 
  The creature retains any spellcasting ability it had in 
  its original form, although it must be able to speak 
  intelligently to cast spells with verbal components 
  URC8-04 The Witches of Pikemaster 
   
  Page 2 
  
  and it must have humanlike hands to cast spells with 
  somatic components. 
  • 
  The creature is effectively camouflaged as a creature 
  of its new form and gains a +10 bonus on Disguise 
  checks if it uses this ability to create a disguise. 
  • 
  Any gear worn or carried by the creature that can’t be 
  worn of carried in the new form falls to the ground 
  in its space. If the creature changes size, any gear it 
  wears or carries in its new form changes size to 
  match 
  the 
  new 
  size. 
  (Nonhumanoid-shaped 
  creatures can’t wear armor designed for humanoid-
  shaped creatures, and vice-versa). Gear returns to 
  normal size if dropped. 
   
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  DMs should also make sure they are aware of the errata 
  for the spell chaos hammer. 
   
  ADVENTURE BACKGROUND 
  Early in 597CY, groups of high-level adventurers went 
  into the Abyss to face off against the Mad Lich Malachite. 
  Bishop Jazan of Pelor (played by Tom Japhet) agreed to a 
  deal where he would have to take a black gem back to the 
  County of Urnst in return for help from Graz’zt’s demons 
  to fight Malachite’s guardian. 
   
  Finally, Jazan agreed and both sides upheld their part 
  of the bargain: Graz’zt’s forces quickly dispatched Orcus’ 
  forces, giving the party a chance to take on the Lich with 
  limited waste of resources. 
   
  When he returned to the County, the Black Gem of 
  Graz’zt, as it became known, turned into a fine black mist 
  and dissipated. 
   
  The exact powers of the gem remain unknown to the 
  forces of the County, who have since been called upon for 
  other, more pressing things. At the start of this adventure, 
  only members of the Underley Network, a few scholars 
  in Trigol, and the adventurers who took on Malachite are 
  aware of the Black Gem’s existence.  
   
  THE BLACK GEM 
  Graz’zt has always been known for being one who sees 
  long-term and thinks of the big picture. This is no 
  exception. Though Graz’zt is only remotely interested in 
  the County of Urnst, his gaze is currently focused on the 
  Empire of Iuz; his other son. 
   
  Having other children around the crumbling 
  Empire would definitely serve him well in the long run, 
  provide him with spies, and possibly a small cult to 
  further his many other ambitions. (Graz’zt many schemes 
  are greater than this adventure). 
   
  He sent a small part of his own essence in a black 
  gem and used the County’s attack on Malachite in 
  Thanatos (Orcus’ layer of the Abyss) to have it delivered 
  to Oerth. When the gem turned to smoke, some of 
  Graz’zt’s essence was released onto Oerth. This parcel of 
  essence looked for possible females to impregnate and 
  give birth to a new round of his progeny. 
   
  In the degenerate lands around Pikemaster, he found 
  many willing females who, for their own reasons, 
  accepted the gift of Graz’zt. Some wanted power, others 
  were duped by his charm, and yet others simply wanted a 
  child, whatever the reason, the young ladies (all of whom 
  are comely and charming) became pregnant from 
  Graz’zt’s unholy essence. 
   
  The pregnancies were unnaturally fast, lasting about 
  9 to 10 days. The young women all gave birth to healthy 
  babies. In all, some 20 children were born from of 
  Gra’azt’s essence. 
   
  These children were mostly half-fiendish but a few 
  were tieflings or fiendish. They grew unnaturally fast due 
  to the unholy essence of their father. Putting on the 
  equivalent of one year’s growth for every two days, they 
  quickly reached adulthood and banded together. 
   
  Most of the “kids” have been hidden by their 
  mothers in caves near the river. There, their evil nature 
  has brought them to scheme together and against each 
  other.  
   
  THE PHOLTANS GET INVOLVED 
  A local peasant discovered the children when he spotted 
  their mothers bringing them food. He reported their 
  existence to his local priest of Pholtus, including which of 
  the women had dealt with the fiends. 
   
  Not wasting any time, members of the church of 
  Pholtus met with Lord Baron Fennin Duncombe of 
  Pikemaster and obtained rights to conduct witch trials on 
  his lands. Witchery and cavorting with fiends is 
  something that is heavily frowned upon throughout the 
  County. The Pholtans are following the law. 
   
  The Pholtans have agreed to allow a group of 
  adventurers, selected by the Baron to go and fetch the 
  women.  
   
  THE MAD BARON OF PIKEMASTER 
  Lord Baron Fennin Duncombe is somewhat insane. He 
  often acts irrationally, but is not a raving madman. The 
  Baron IS known for throwing people in jail for no 
  apparent reason. Have fun. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 3 
  
  GRAZ’ZT AND PIKEMASTER 
  Though Graz’zt’s links to decadence would seem to link it 
  to Pikemaster, the link is accidental. There is no other 
  link to be made. However, do not discourage the PCs 
  from making any links they feel appropriate. 
   
  THE WAY TO HELL IS PAVED WITH GOOD 
  INTENTIONS… 
  During this adventure, the PCs are faced with a number 
  of choices. Many of these choices are likely to have the 
  party at odds with each other. That is perfectly acceptable. 
  If a PC takes a decision that would be personal and 
  private (such as Graz’zt’s offers) do not let other PCs bully 
  that PC into changing his or her mind. 
   
  Do try to keep things somewhat serene and the 
  playing atmosphere friendly.  
   
  In many places during this adventure, the easiest 
  path is the one that leads down towards depravity and 
  evil. It is the author’s hope that PCs will show strength of 
  character and resist the temptation offered by Graz’zt. 
   
  The way to hell is paved with good intentions… 
   
  TALIE THE SUCCUBUS 
  Talie (Tay-Lee) was a former young human woman who 
  was captured by demons and eaten by a powerful one. 
  Her subsequent death and digestion transformed her into 
  a succubus, but the transformation, at the time of URC3-
  06 Flames of Ventnor, was not complete. She struggled with 
  the memories of her former life and her new demonic 
  personality.  
   
  Many adventurers showed her mercy and kindness 
  during URC3-06, and Talie has thus merged both her 
  human and succubus souls. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are contacted by the Mad Baron 
  of Pikemaster. Some PCs may have a special mini-
  encounter with Talie, the succubus. 
   
  1: The Baron The PCs meet with the baron and his 
  Pholtan advisors and are asked to arrest witches and their 
  kill fiendish offspring. 
   
  2: Pikemaster The PCs may look around town for 
  some information. 
   
  3: Graz’zt’s Envoy The PCs meet with Zeravina, an 
  envoy of Graz’zt who tells them her master wishes to 
  meet them. The PCs can fight her or agree to follow her. 
   
  4: Axiana The PCs travel to Plague-Mort with 
  Axiana, a tiefling worshipper of Farlanghn. 
   
  5: Plague-Mort The PCs get a chance to explore this 
  vile town and meet some of its inhabitants. 
   
  6: The Mercenaries The PCs are attacked by a group 
  of slaadi who believe the PCs stole something from them. 
   
  7: Demogorgon!!! Followers of the Prince of 
  Demons attempt to stop the PCs from meeting with 
  Graz’zt 
   
  8: The Dark Prince The PCs meet with Graz’zt who 
  offers them an interesting deal. 
   
  9: Back in Pikemaster More decisions for the PCs 
  when they get back on Oerth. 
   
  10: Graz’zt’s revenge If the PCs refused to meet 
  with Graz’zt, they are attacked by some of his followers. 
   
  11: The Egg Seekers The PCs are attacked by a 
  group of slaadi who believe the PCs stole something from 
  them. 
   
  12: Round Up The PCs gather the women and bring 
  them back to Pikemaster. 
   
  Conclusion: Tying up of loose ends. 
   
  INTRODUCTION 
  This extra encounter is only available to Bishop Jazan, 
  PCs who have the “Pleasure of Graz’zt” (COR7-12) and 
  those with the “Favor of Talie” (URC3-06). Run 
  “Daydream” for those PCs. 
   
  If you have no PC who fits any of the above 
  description, run “For All” instead. 
   
  DAYDREAM 
  Hand the PCs Player Handout 0: A Daydream before 
  starting the adventure. After those PC are done reading, 
  proceed to “For All”. 
   
  FOR ALL 
  Before starting, hand out Player Handout 0: Word on the 
  street to any PC Hailing from Eastmarch. 
   
  Pikemaster itself seems to be falling apart. The walls, 
  made of stone, are breached in many places. The 
  streets are dirty and overcrowded. Most of the 
  population here is of Suel descent though Halflings 
  are fairly common. This feeling of slow decay seems 
  to extend to everything. The Baron’s keep, located in 
  the center of town, is in no better shape than the rest 
  of the city. The walls are covered in ivy, and large 
  cracks can be seen in its stone walls. 
   
  Along with a small group of other adventurers 
  you have been summoned to the keep and are 
  currently seated at a table where a delicious feast has 
  been arranged. 
   
  The “Mad Baron” Lord Fennin, who has 
  summoned you here today, is yet to appear.  
   
  Allow the PCs to introduce each other and do a bit of 
  role-play. When discussions wind down, proceed to 
  Encounter 1. 
   
  1: THE BARON 
  Finally, a page announces the arrival of Lord Baron 
  Fennin Duncombe of Pikemaster. His Suel heritage 
  is obvious. He sports a well-trimmed handle bar 
  blonde moustache. His hair is sandy-blonde with 
  traces of platinum.  
  URC8-04 The Witches of Pikemaster 
   
  Page 4 
  
   
  Behind the Baron enter three men dressed in 
  white with gold highlights each of them wear 
  symbols of the sun and moon around their neck. 
   
  “Welcome to Pikemaster, I am Lord Fennin 
  Duncombe. These gentlemen are representatives of 
  the church of Pholtus and leaders of my own 
  personal inquisitors to uproot and destroy chaos, 
  evil, and the taint of fiends from my domain!” 
   
  The three Pholtans nod. “The church of Pholtus 
  was made aware of the existence of a large witch cult 
  in the wilds of Pikemaster. Like rot in an apple, they 
  are expanding their operation and promoting 
  cavorting with fiends.”  
   
  “We wish to uproot and destroy this coven 
  before they can increase their power. We wish to 
  stop whatever fiendish forces are behind them. His 
  Lordship has heard about your previous exploits in 
  fighting the forces of darkness.” 
   
  “I did?” asked the baron obviously surprised. 
   
  “Yes My lord,” replies the Pholtan. 
   
  “Are you SURE? I have no recollection of these 
  intrud…” 
   
  The Pholtan quickly interrupts the Baron. “Can 
  we count on you to bring these women to justice and 
  to take a trusty sword to their fiendish offspring? 
  And can we count on your discretion in doing so?” 
   
  The Baron seems confused about who the PCs are 
  throughout this encounter, leaving the Pholtans to 
  answer question. Any questions directed at the Baron 
  receives a “Who are you?” 
   
  • 
  What does it pay us? We are currently gathering 
  funds to pay you for this deed. In addition to your 
  pay, Lord Terard’s 5 silver castles will be paid for 
  every evil humanoid head brought back to the 
  authorities. 
   
  • 
  Where are they? They are in a small village called 
  Mulgrove (the priest provides direction). 
   
  • 
  Can we kill them? Only the fiendish horrors they 
  gave birth to. Those women are citizen of the County 
  and will be tried before being executed if found 
  guilty.  
   
  • 
  What if they fight back? Use non-lethal force. We 
  want those witches ALIVE. 
   
  • 
  Didn’t you just accuse them? Yes, but the trial will 
  determine the innocence or their guilt. 
   
  • 
  Is the Baron all right? Yes. 
   
  • 
  How long do we have? Do hurry so the witches do 
  not have time to move away.  
   
  • 
  Do we have to? Yes. 
   
  • 
  Why discretion? We do not wish to start amateur 
  witch hunts that could only result in the death of 
  many innocent. 
   
  • 
  How many women are there? There are 8 of them. 
   
  • 
  How many creatures are there? Somewhere 
  between ten and twenty abominations, we are not 
  certain. 
   
  • 
  Do they know about this? No, and until you arrest 
  them, keep this whole affair quiet 
   
  • 
  Are we the only ones? No, we have other 
  adventurers searching for more witches. However 
  you are the only ones heading to Mulgrove. 
   
  Once the PCs have agreed to work for the baron and the 
  Pholtans, proceed to Encounter 2. 
   
  2: PIKEMASTER 
  This encounter includes a number of secondary 
  encounters. When they are ready to leave Pikemaster for 
  Mulgrove, proceed to Encounter 3. 
   
  WORD ON THE STREET 
  In this section, the PCs can get some hints as to where to 
  look for information by making a Gather Information 
  check with a variable DC. Making a check takes 1d4+1 
  hours. Give a +1 bonus for each gp spent, to a maximum 
  of +4. 
   
  PCs who “Hail from Eastmarch” automatically know 
  up to and including DC 15. To get more information, they 
  need to make a check.  
   
  • 
  DC 1 The Baron has given full powers to the 
  Pholtans! No doubt he has converted! Pholtans order 
  him around everywhere. 
  • 
  DC 2 Our good Lord Terard has invaded the Bandit 
  Kingdom and is bringing law, order and justice to 
  those damned humanoids. 
  • 
  DC 3 The Countess is pregnant! So soon after her 
  wedding. This can only be a good sign! 
  • 
  DC 5 Pikemaster is the key and central point of the 
  defense for the eastern County. 
  • 
  DC 6 The two biggest temples in Pikemaster are 
  Pelor and Pholtus, but the temple of Zilchus is used 
  by all.  
  • 
  DC 7 Though the baron is in charge, the law is really 
  in the hands of the Knights of the Swan and their 
  head knight, Lady Daneris Yoro. She is at the 
  barracks. 
  • 
  DC 8 the Baron is a good man. He gives to the 
  churches, and is good and generous with its people. 
  URC8-04 The Witches of Pikemaster 
   
  Page 5 
  
  • 
  DC 9 the Baron’s son has left on adventure four years 
  ago and hasn’t been seen since. He should be coming 
  back any time now.  
  • 
  DC 10 the Baron often goes on whims for weeks at a 
  time. Those who cross him often end up in jail. 
  • 
  DC 11 There are talks of witch burnings. That’s just 
  what we need these days. It would show those 
  worshippers of evil who’s in charge here! Count on 
  the Pholtans to give us a good show when things get 
  tough! 
  • 
  DC 12 I would never leave town; there are bandits, 
  devils and undead roaming everywhere in the 
  County. 
  • 
  DC 13 Last year, criminals took down Elone’s Wall. 
  This has resulted in increased trade with the nations 
  to the east and Pikemaster serving as hub for 
  caravans.  
  • 
  DC 14 Lord Duncombe has called for extra militias 
  and mercenaries to support his war effort in the 
  north. 
  • 
  DC 20 Since Starkwall was annexed by the County, 
  the Temple of Pholtus has seen more and more 
  worshippers 
  • 
  DC 25 the troops of the East Wall have been 
  patrolling the barony of Starkwall more than the rest 
  of the border.  
   
  ENCOUNTER THE CONSTABLE  
  The local constable, Lady Daneris Yoro is a Knight of the 
  Swan and a Paladin of Zodal. Getting to meet her is very 
  easy; the heroes simply need to ask one of the guards. She 
  is the daughter of Beltha Yoro, who was a priestess of 
  Zodal. (She died at the hand of a Drow raiding party in 
  URC4-06 Restoration Part 2). 
   
  Her office is filled with reports of all kinds. When 
  portraying her, show her as resourceful and efficient but a 
  little overwhelmed. Have the heroes’ interview with her 
  be interrupted periodically by couriers bringing in 
  messages and status reports. 
   
  • 
  She can confirm that the Baron is not very interested 
  in the current situation about the Nyrond border. 
   
  • 
  She can confirm that the Baron often goes on wild 
  whims and focuses on a single issue at a time.  
   
  • 
  Lady Daneris is opposed to Sir Karl Whittenbock 
  and his Knights of the White Chevron, whom she 
  considers traitor to the house of the Countess.  
   
  TEMPLE OF PELOR 
  The priests of Pelor say they are concerned about the 
  Pholtans’ proximity to the Baron. However they believe 
  the Pholtans are working within the law. 
   
  TEMPLE OF PHOLTUS 
  The Temple of Pholtus is a tower made of white bricks 
  with many people coming and going from it. The priests 
  can share the following (with anyone not following a 
  chaotic or evil deity): 
   
  • 
  Lord Fennin insulted a guest in his own house two 
  years ago, but he has since been doing many acts of 
  contrition to get in the good graces of the Church. 
   
  • 
  The Pholtans here are not willing to discuss the 
  witch trials any more and direct any inquiries to the 
  keep, urging the PCs to be quiet. 
   
  TEMPLE OF ZILCHUS 
  Guards in half-plate armor carrying halberds with 
  the traditional plumed helmet patrol the perimeter 
  of the enclave. While not the most important temple 
  in Pikemaster, the Temple of Zilchus sees a lot of 
  business. 
   
   
  Purchaser Azumel, a half-elf runs the Temple of the 
  Money Changer in Pikemaster. He is the only ordained 
  priest in town and serves as everyone’s banker. Azumel is 
  friendly and informal.  
   
  Azumel has no relevant information 
   
  3: GRAZ’ZT’S ENVOY 
  Shortly before they reach Mulgrove, the PCs are 
  approached by a fiendish envoy from Graz’zt. Zeravina is 
  60-feet from the foremost PC. Terrain is open except for a 
  small group of trees giving her somewhere to hide. The 
  rest are fields of wheat.  
   
  You will be in Mulgrove in just a few hours when a 
  deep yet feminine voice calls out from a copse of 
  trees in a harsh-sounding Common. 
   
  “Travelers, I bear a message to you. Keep your 
  weapons sheathe and no spellcasting and we’ll all get 
  along fine. Stay where you are and we’ll talk.” 
   
  “Do you accept those terms?” 
   
  Let the PCs answer. If the PCs agree, proceed to “Let’s 
  talk” otherwise proceed to “FIGHT!” 
   
  LET’S TALK 
  Note that Zeravina knows about the usual treatment 
  reserved to fiends in Urnst: swift death. Therefore she is 
  expecting a fight. Any spellcasting, activating magic 
  items, pulling of weapons (including rods), or saving 
  throws forced on her, result in her attacking the PCs, 
  proceed to “Fight!” 
   
  When running this encounter, be sure to understand 
  Zeravina’s motivation. This should be somewhat tense 
  with neither side really trusting each other.  
   
  URC8-04 The Witches of Pikemaster 
   
  Page 6 
  
  From out of the trees comes a vile-looking winged 
  creature apparently made of stone. She wears armor 
  and has a greatsword in hand. “No further!” Her gaze 
  rests squarely on your group.  
   
  “I am Zeravina, messenger of the Lord of 
  Azzagrat and Royal Guardian of Zelatar.” 
   
  She eyes you for a moment. “My lord, the Dark 
  Prince Graz’zt wishes to meet with you in a neutral 
  ground. He will meet you in the Outlands, in the 
  town of Plague-Mort, at the Slaughtered Archon inn 
  at sunup tomorrow morning.” 
   
   
  If there are any PCs with the “Pleasure of Graz’zt” OR 
  Bishop Jazan is present, she adds the following: 
   
   
  “As for you [PCs’ usual names], due to your 
  previous services to my Lord, he feels the need to 
  reward you appropriately. My Lord wishes to impart 
  upon you his best wishes and friendship, and he 
  guarantees your safety for your trip.” 
   
  Finally, for all: 
   
   
  “I have with me a spellcaster who is ready to 
  take you there now. Will you meet the Dark Prince 
  in the neutral ground he offers?” 
   
  KNOWLEDGE CHECKS 
  Very likely by now the PCs are rolling dice and asking for 
  Knowledge checks about that creature. 
   
  Knowledge (arcana)  
  • 
  DC 12 identifies the creature as a Maug, a construct 
  that exists only to wage war. 
   
  Knowledge (the planes)  
  • 
  DC 15 identifies this creature as being half-fiendish. 
   
  Bardic Knowledge or Knowledge (the planes)  
  • 
  DC 14 identifies the Outlands as an Outer Plane 
  where every other plane can be reached. It is the 
  domain of neutrality. You can relay the information 
  in Appendix 4 (but do not give the appendix itself, 
  since it includes some DM-only material). 
   
  • 
  DC 15 yields Player Handout 2. 
   
  • 
  DC 16 The Outlands is often used by planar 
  creatures as neutral ground to meet each other. 
   
  • 
  DC 20 identifies Zelatar as the capital of Azzagrat, 
  Graz’zt’s domain in the Abyss. 
   
  • 
  DC 25 identifies Plague-Mort as a town with a 
  gateway to the Abyss in the Concordant Domain of 
  the Outlands. 
   
  Questions 
  The PCs may have additional questions for Zeravina. She 
  knows and can relay any of the information under the 
  “Bardic Knowledge or Knowledge (the planes)” from the 
  “Knowledge” section above 
   
  • 
  Why are you here? Because the Dark Prince sent 
  me to meet with you and serve as his messenger.  
   
  • 
  Who can transport us there? I have retained the 
  services of a planar traveler, a worshipper of the 
  Dweller on the Horizon. She will cast plane shift on 
  you. 
   
  • 
  What if we kill you now? Then you will fail to 
  know what my master wishes to speak with you 
  about and you will greatly anger him. He says he has 
  some great information about Iuz the Old One that 
  the County may find very useful.  
   
  • 
  What if we refuse? My Master says he has some 
  great information about Iuz the Old One that the 
  County may find very useful.  
   
  • 
  Who is your master? The Dark Prince Graz’zt. 
   
  • 
  Why should we trust you? Because I haven’t 
  destroyed you already. I am but a messenger. 
   
  • 
  Why Plague-Mort? I don’t know. It is the location 
  my Master gave. 
   
  • 
  Where is Plague-Mort? Once in the Outlands, ask 
  around, it should be a few hours away. 
   
  • 
  Are you coming with us? No! I have other things 
  to worry about. Plus I think my presence is as 
  disgusting to you as yours is to me.  
   
  If the PCs agree, to meet with her master, proceed to 
  Encounter 4. Otherwise, Zeravina attacks; proceed to 
  “Fight!” 
   
  FIGHT! 
   
  �Terrain is open except for a small group of trees 
  giving her somewhere to hide. The rest are fields of wheat 
  (open ground). 
   
  APL4 (EL5) 
   
  �Zeravina: Female Half-fiendish Maug Fighter 2; 
  hp 44; Appendix 1 
   
  APL6 (EL6)  
   
  �Zeravina: Female Half-fiendish Maug Fighter 2; 
  hp 44; Appendix 1 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 7 
  
  APL8 (EL8) 
   
  �Zeravina: Female Half-fiendish Maug: Fighter 4; 
  hp 70; Appendix 1 
   
  APL10 (EL10) 
   
  �Zeravina: Female Half-fiendish Maug: Fighter 6; 
  hp 92; Appendix 1 
   
  APL12 (EL12) 
   
  �Zeravina: Female Half-fiendish Maug: Fighter 8; 
  hp 114; Appendix 1 
   
  APL14 (EL14) 
   
  �Zeravina: Female Half-fiendish Maug: Fighter 8/ 
  Warrior 2; hp 134; Appendix 1 
   
  APL16 (EL16) 
   
  �Zeravina: Female Half-fiendish Maug: Fighter 
  10/ Warrior 2; hp 156; Appendix 1 
   
  Tactics: Zeravina attempts to take down the PCs as 
  quickly as possible, focusing on lighter-armored fighters 
  like rogues or barbarians to take them out early. If given a 
  chance, however, she moves to attack clerics, archers or 
  wizards. 
   
  She knows she has no way out, so she fights to the 
  death.  
   
  Development: If the PCs fight Zeravina and then 
  attempt to meet with Graz’zt, they find him missing 
  (proceed to encounter 5, but there is no Axiana or Graz’zt. 
  The PCs are attacked by the slaad and the demons, but 
  Graz’zt is not there. 
   
  Otherwise, proceed to Encounter 10. 
   
  4: AXIANA 
  Zeravina whistles a little tune and a comely female 
  tiefling in brown travelers’ outfit appears. She has 
  small horns on her forehead and a long forked tail, 
  and holds a quarterstaff in her hand and wears a 
  pendant with a symbol of a moon over the horizon 
  on her neck. 
   
  “This is your guide. She will take you to Plague-
  Mort. My business here is completed. May we never 
  meet again…” Zeravina turns and begins walking 
  away. 
   
  “So you wish to head to Plague-Mort? I’ll take 
  you there in an instant. My name is Axiana, I 
  worship the Dweller. I was hired to take you there. I 
  can take up to six of you. Tell me when you are 
  ready…” 
   
  If she sees the PCs buffing and casting spell, she tells 
  them that the road to Plague-Mort may be long once they 
  reach the Outlands. 
   
  Unless the PCs use teleportation-style magic, they 
  pass an uneventful night in the Outlands. 
   
  She casts plane shift on the party and herself to the 
  Outlands. Once there, the party is within 10 miles of 
  Plague-Mort. 
   
  On the way, Axiana relates the information found in 
  Player Handout 3 to the PCs. Axiana is willing to answer 
  questions. She does not know anything about the County 
  of Urnst or Oerth, having lived her whole life in the 
  Outer Planes. 
   
  • 
  Why do you worship Farlanghn? Because the 
  open road called to me, one day I just packed up and 
  left. 
   
  • 
  Where are you from? My mother worked in a 
  brothel in Zelatar. (Zelatar is in the domain of 
  Graz’zt). 
   
  • 
  Why do you do this? I was paid by a group of 
  succubi at an inn in Sigil (in the center of the 
  Outlands). It allows me to be on the road so I’m 
  happy! 
   
  • 
  Do you know the Slaughtered Archon? Yes, it’s an 
  inn in Plague-Mort, definitely upper class. It is run 
  by the pair of succubi who hired me in Sigil. (Axiana 
  can give directions). 
   
  All APLs (non-Combatant) 
   
   
  �Axiana of Farlanghn: Female Tiefling Cleric 10 
  of Farlanghn; N; Knowledge (the planes), +13; Spellcraft 
  +13 
   
  Development: Once the conversation runs dry, proceed 
  to Encounter 5. 
   
  5: PLAGUE−MORT 
  “Plague-Mort is beyond this ridge. I’m not going 
  there just now. You’ll find the Slaughtered Archon 
  near the portal. Remember, trust no one. May your 
  path be long.”  
   
  With a wave, Axiana begins walking away from 
  where she pointed for you to go. 
   
  When the PCs proceed forward, continue 
   
  Plague-Mort is one of the vilest places you have seen. 
  It is a far cry from the clean, peaceful villages of the 
  County of Urnst.  
   
  Orange-colored smog covers the town obscuring 
  most of it. From what you can make out, the streets 
  are randomly built. Some buildings stand half-
  finished, while others stand beautiful and pristine 
  in the depravity around them. 
   
  Despite the sorry state of the buildings, the 
  place is filled with creatures and people. A pair of 
  Bralani Elandrin offers their services as escorts to 
  passersby. Glabrezu merchants hawk their wares 
  URC8-04 The Witches of Pikemaster 
   
  Page 8 
  
  while tieflings slave traders offer to sell all sorts of 
  humanoids and outsiders. Though veiled in the 
  smog, the unmistakable sound of hammer on anvil 
  resonates over the ambient noises. A githzerai 
  bookseller, humanoid mercenaries, and demon 
  weapon and armor smiths, offer their wares.  
   
  Patrons include demons of all sorts: demons, 
  genies, elementals, humanoids, and even slaadi and 
  yuggoloth. All mingle in this vile place.  
   
  It might have seemed easy to make your way 
  through the crowd, but it proves to be a slow process 
  as some sort of unwritten law seems to direct which 
  creature has precedence.  
   
  The smog is difficult to breathe and smells absolutely 
  horrible, but has no game effect. Immunity to poison 
  makes breathing easier but does not remove the stench. 
   
  HOLY SYMBOLS/ SYMBOLS OF GOOD 
  PCs who carry and display holy symbols of a good or 
  lawful deity, who detect as more than faint good or law 
  (see the chart under detect evil in the PHB) or who carry 
  around insignias of good organizations (such as the 
  Knights of the Swan and Knights of the White Chevron) 
  are the target of demonic pranks. Any attempt at hiding 
  one’s holy symbol succeeds. However, during the fight 
  with the slaadi mercenaries, it is possible that a PC pulls 
  out his holy symbol. That PC is then targeted AFTER the 
  fight. 
   
  To represent the prank, every PCs with those 
  symbols visible or detection is the victim of a single 
  targeted dispel magic spell (or greater dispel magic at APL 
  12 and higher). The caster level is equivalent to the APL 
  (CL=APL, so at APL 6, the caster level is 6). 
   
  Other PCs are not targeted by this ‘prank'. 
   
  TIME CONSTRAINT 
  If you are running this adventure under a time constraint, 
  you can skip this encounter entirely. Run the “Holy 
  Symbol/ Symbols of good” prank and proceed 
  immediately to Encounter 6. 
   
  THE ELADRIN 
  The “eladrin” are in fact two Succubi. They have found 
  that many of the locals enjoy having a “good time” with 
  celestial beings. These two charming ladies offer to escort 
  any PC (male or female) wherever they want to go in 
  town, for a nominal fee (APL x 1 gp).  
   
  They make comments, references, and innuendo all 
  the time, but aren’t interested in fighting and flee if there 
  is any conflict. They are present for comedic relief. 
   
  They do not use their energy drain ability unless 
  they find themselves alone with a PC.  
   
  When playing the succubi, be mindful of the 
  sensitivity and age of the players at the table.  
   
  All APLs (non-combatants) 
   
   
  �Succubus (2): hp 33 each; Monster Manual 47. 
   
  GLABREZU MERCHANTS 
  Though there are many such merchants, each with their 
  own specialty, assume they all have the same things for 
  sale. The glabrezu merchants sell any open access item, 
  but they also have a series of planar forks, “for special 
  customers”. 
   
  Planar forks are NOT magic items and, as such, do 
  not radiate magic. A DC 20 Knowledge (arcana or the 
  planes) or a DC 20 Spellcraft check identifies the forks as 
  genuine focus for the plane shift spell. 
   
  The merchant claims to have forks to every plane, 
  but that is, of course a lie. He has 6 different forks after a 
  PC has bought one, secretly roll 1d6 and compare to the 
  table below. PCs can detect the glabrezu’s lies by 
  opposing their Sense Motive to its Bluff (see stat block 
  below).  
   
  D6 
  Target plane 
  1 
  Acheron 
  2 
  Azzagrat (45th layer of the Abyss) 
  3 
  Carceri 
  4 
  The Outlands 
  5 
  Pandemonium 
  6 
  Thanatos (113th layer of the Abyss) 
   
   
  The glabrezu has 3 quasit servants who run errands 
  for it and 2 vrocks that serve as security. Of course, this 
  being Plague-Mort, no one else comes to their aid if a 
  fight breaks out. There is no experience linked to this 
  fight. 
   
  All APLs (non−combatant) 
   
   
  �Glabrezu: hp 174; Monster Manual 47; Bluff +22 
   
  �Quasits (3): hp 13; Monster Manual 46; 
   
  �Vrocks (2): hp 115; Monster Manual 46; 
   
  TIEFLING SLAVE−TRADERS 
  The slave traders sell criminals captured in Plague-Mort. 
  The following creatures are interesting, most of whom 
  flee the PCs as soon as they can. The price for a given 
  creature is (HD+1d6) x 25gp. 
   
  Don’t waste too much time on this. The rat and the 
  elemental are the only two creatures who agree to stay 
  with the PCs beyond this adventure. The price for those 
  unique creatures is as follows: 
   
  • 
  A celestial rat: 75 gp 
  • 
  A small water elemental: 100 gp 
  • 
  A wingless imp: 25 gp 
   
  Of the three, only the imp has information that might be 
  useful to the PCs. The imp is called Sleromazanax or Slero 
  for short. He knows the following information. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 9 
  
  • 
  He knows who the PCs are, as he was sent here to 
  discover what the PCs and Graz’zt wanted 
  • 
  He knows they are here to meet with Graz’zt and that 
  a number of other factions in the lower planes are 
  aware. 
   
  • 
  He was caught by a babau as he was waiting for the 
  PCs. The babau pulled its wings and gave it to the 
  traders who promptly put him up for sale. 
   
  • 
  He does not say that he works for Elphegor the arch-
  devil.  
  • 
   
  HUMAN MERCENARIES 
  These human mercenaries mostly hail from other planes 
  and are strong and determined warriors. They have no 
  particular ties to the Abyss, but can make good coin there 
  (paid up front). They demand much more money than 
  the PCs can afford and only sell out the whole unit (about 
  200 men). 
   
  GITHZERAI BOOKSELLERS 
  The githzerai sells what he calls his “self-realization 
  books, the secrets THEY don’t want you to know”. These 
  books, he sells for 27,500 gp and he guarantees they make 
  one “more than oneself”.  
   
  The books on sale are: manual of bodily health +1, 
  manual of gainful exercise +1, manual of quickness in action +1, 
  tome of clear thought +1, tome of leadership and influence +1, 
  tome of understanding +1. 
   
  The githzerai also sells a series of paperback novels 
  with prices ranging from 1 to 100 gp. 
   
  All APLs (non−combatant) 
   
   
  �Githzerai: hp 5; Monster Manual 129;  
   
  THE SMITHS 
  The forge where several dwarf-like creatures are hard at 
  work is owned by a family of five azer brothers, all of 
  whom are expert blacksmiths. 
   
  The azer smiths work constantly at crafting weapons 
  and armor, two commodities in high demand in the 
  Abyss. However with the large amounts of money they 
  handle, they are a prime target of thieves and as such 
  require a lot of guards. 
   
  The azer are currently looking for guards they can 
  trust. After talking to the PCs a little, they ask the PCs if 
  they would agree to do some guard work for them in 
  return for their crafting services. PCs who agree get the 
  “Azer Smiths” AR Reward.  
   
  The PCs must agree or disagree at this time. 
   
  All APLs (non−combatant) 
   
   
  �Azer (5): hp 11 each; Monster Manual 21  
   
  TROUBLESHOOTING: STARTING A FIGHT 
  This is a VERY bad idea. The PCs are clearly overmatched 
  here. Unless they can quickly leave the plane, they are 
  taken and slain or sold into slavery. Adventure over for 
  them. 
   
  6: THE MERCENARIES 
  Graz’zt… Now that is a twisted one. Through agents, he 
  hired a group of slaadi mercenaries to “soften up” the PCs 
  before they meet him.  
   
  This fight takes place in a wide square roughly 60 ft. 
  by 60 ft. The edges of the plaza are composed of homes 
  and stores and should include at least two 20-30-ft.-wide 
  streets leading out. When the slaadi announce their 
  intentions, the locals flee by teleportation or by running, 
  leaving the PCs to deal with the slaadi. 
   
  The slaadi were hired by a half-fiendish slaad they 
  met in Bedlam (another Portal town in the Outlands). 
  They have been paid in gold already. They believe the 
  PCs have a sacred artifact that belongs to their race (a holy 
  egg), that the PCs would use trickery not to give it to 
  them, and that they would have to fight for it.  
   
  It is very likely that the precautions the PCs with 
  good or lawful symbols from “Holy symbols/ Symbols of 
  good” in Encounter 5 may go off in smoke during this 
  battle. The prank is not played *DURING* the battle only 
  at the end. 
   
  APL 4-10 and no PC speak slaad: 
   
  “Croak! Grouag! Groooog Glarg Blurg Slaadi!”  
   
  (If a PC speaks slaad: “You there! Thief! Return the holy 
  egg at once”). 
   
   
  A group of large frog-like creatures call out, 
  obviously to you. People in the street seem to vanish 
  from the area. 
   
  APL 12-16 or if a PC speaks slaad and APLs 4-10 (the 
  death slaad speak Common) 
   
   “You! Thief! Return the Holy Egg at once or face 
  death!” calls a single medium-sized creature.  
   
  A group of large frog-like creatures call out, 
  obviously to you. People in the street seem to vanish 
  from the area. 
   
  The slaad are not really interested in talking and any 
  action that is not perceived as the PCs giving them what 
  they want immediately triggers combat. The slaad 
  EXPECT a fight and are ready to give one to the PCs. 
   
  Again, the PCs do not have the Holy Egg. 
   
  APL4 (EL7) 
   
  �Red Slaad: hp 52; Monster Manual 228 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 10 
  
  APL6 (EL9) 
   
  �Red Slaad (2): hp 52 each; Monster Manual 228 
   
  APL8 (EL11) 
   
  �Advanced Blue Slaad: hp 93; Appendix 1 
   
  �Red Slaad (2): hp 52 each; Monster Manual 228 
   
  APL10 (EL13) 
   
  �Advanced Blue Slaad: hp 172; Appendix 1 
   
  �Advanced Red Slaad (2): hp 138 each; Appendix 
  1 
   
  APL12 (EL15) 
   
  �Death Slaad: hp 142; Monster Manual 231 
   
  �Advanced Blue Slaad: hp 172; Appendix 1 
   
  �Advanced Red Slaad (2): hp 138 each; Appendix 
  1 
   
  APL14 (EL17) 
   
  �Advanced Blue Slaad: hp 237; Appendix 1 
   
  �Advanced Death Slaad: hp 210; Appendix 1 
   
  �Advanced Red Slaad (2): hp 184 each; Appendix 
  1 
   
  APL16 (EL19) 
   
  �Advanced Blue Slaad: hp 237; Appendix 1 
   
  �Advanced Death Slaad: hp 210; Appendix 1 
   
  �Advanced Green Slaad (2): hp 220 each; 
  Appendix 1 
   
  �Advanced Red Slaad (3): hp 230 each; Appendix 
  1 
   
  Tactics: the red slaad move in and engage the PCs in 
  melee, trying to Pounce and implant the PCs with eggs. 
   
  The blue slaad also wades in combat and uses its shirt 
  of the leech to prevent the PCs from healing themselves. 
   
  The death slaad opens the fight using Quickened and 
  Empowered fireballs to hurt the PCs. Every round, it 
  throws a quickened fireball targeting as many PCs as it can 
  without touching its allies. Any spellcasting PC who 
  hurts the slaad too much is the target of power word blind 
  first and any other PC is the target of an implosion. The 
  death slaad is highly intelligent and uses its ability on the 
  target that is most likely to fail their save. 
   
  The green slaad drop Quickened chaos hammers every 
  round to hurt the PCs. If none of the PCs are hurt (all the 
  PCs are of chaotic alignment), the slaad switch to their 
  fireballs. 
   
  Only the greens do not fight to the death. When 
  reduced to 10% of their hit points, the slaad use their 
  summon slaad ability to retreat to use their fast healing to 
  regain a few hit points.  
   
  Greens reduced to 10% of their hit points attempt to 
  flee, leaving their summoned allies behind to guard their 
  retreat. 
   
  Development: If the PCs are now targets for the 
  demonic prank from Encounter 5, run this now, if there 
  is time.  
   
  Proceed immediately to Encounter 7.  
   
   
  7: DEMOGORGON!!! 
  Since Graz’zt actions are known to many in the lower 
  planes, minions of Demogorgon (one of Graz’zt greatest 
  rivals) are taking it upon themselves to stop the PCs from 
  meeting Graz’zt. These creatures believe the PCs are 
  already in league with Graz’zt and plan to kill them.  
   
  If given a chance to leave with an unconscious PC 
  (especially one of Small-size like a gnome or halfling), 
  they do. These demons want to get information from the 
  PCs about their dealings with Graz’zt.  
   
  A group of demons block your path. One of them 
  speaks in a strongly accented common. 
   
  “Demogorgon will not allow the alliance 
  between you and Graz’zt. Surrender to us now or 
  die!” 
   
  If the PCs surrender, the demons take one PC away to the 
  Abyss. That PC is considered “Taken” The other PCs are 
  free to go. 
   
  APL4 (EL6) 
   
  �Babau: hp 66; Monster Manual 40. 
   
  APL6 (EL9) 
   
  �Arrow Demon: hp 135; Appendix 1. 
   
  �Jovoc (2): hp 36; Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Advanced Jovoc: hp 120; Appendix 1. 
   
  �Arrow Demon: hp 135; Appendix 1. 
   
  �Jovoc (2): hp 36; Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Advanced Jovoc (2): hp 120 each; Appendix 1. 
   
  �Arrow Demon: hp 135; Appendix 1. 
   
  �Hezrou: hp 138; Monster Manual 44. 
   
  APL 12 (EL 15) 
   
  �Advanced Jovoc (2): hp 120 each; Appendix 1. 
   
  �Advanced Elite Arrow Demon: hp 310; 
  Appendix 1. 
   
  �Hezrou (2): hp 138 each; Monster Manual 44. 
   
  APL 14 (EL 17) 
   
  �Advanced Jovoc (3): hp 120 each; Appendix 1. 
   
  �Advanced Elite Arrow Demon: hp 310; 
  Appendix 1. 
   
  �Advanced Hezrou (2): hp 280 each; Appendix 1. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 11 
  
  APL 16 (EL 19) 
   
  �Advanced Jovoc (3): hp 120 each; Appendix 1. 
   
  �Advanced Elite Arrow Demon: hp 310; 
  Appendix 1. 
   
  �Advanced Hezrou (2): hp 280 each; Monster 
  Manual 44. 
   
  �Marilith: hp 216; Monster Manual 44. 
   
  Tactics: The babau focus on one PC at a time, someone 
  they can sneak (they avoid PCs with uncanny dodge and 
  concealment). 
   
  The Arrow demon stays back and fires at the PCs. It 
  usually splits its attacks between front-line fighters and 
  spellcasters. (Note: playtesting has shown that these 
  things can inflict massive amounts of damage quickly. 
  Unless they are immediately threatened by someone, try 
  to split their attacks.) 
   
  The hezrou move right in and trade blows with 
  whoever is on the front line. 
   
  The marilith uses her blade barrier abilities to separate 
  the PCs. She then attempts to grapple one of the PCs and 
  orders the other demons to concentrate on that PC. If the 
  PCs are too difficult to hit, she begins attacking one of the 
  jovocs using non-lethal damage and keeps beating on it to 
  hurt as many PCs as she can.  
   
  Any PCs who drops and is left behind is considered 
  “taken”. 
   
  Development: Proceed to Encounter 8 
   
  8: THE DARK PRINCE 
  Just as the PCs finish fighting the demons read the 
  following. 
   
  From out of the crowd, a pair of comely females 
  dressed in the current fashions of Radigast City 
  approach you. They have their hands raised in a 
  peaceful manner.  
   
  “We mean no harm. You should come with us 
  meet the Dark Prince. He is waiting for you. Come 
  quickly.” 
   
  They motion for you to follow them as they head 
  into the crowd covering themselves with the hood of 
  their cloaks. 
   
  The two succubi do not wait on the PCs. If the PCs 
  follow, proceed to “The Slaughtered Archon”. 
   
  If the PCs decide not to follow them, all of them are 
  targeted by one demonic prank as described in Encounter 
  5 before finding “The Slaughtered Archon”. 
   
  THE SLAUGHTERED ARCHON 
  The Slaughtered Archon takes its name from the 
  many dead archons that have been nailed to the 
  walls. The stench here is absolutely repulsive. 
   
  Passing the door, you are quickly approached by 
  a quasit dressed as a butler. “Oh! His Dark Majesty’s 
  guests, you are? Yes, yes… Please he is waiting… 
  Come, follow, follow…” 
   
  The creature flies to a large-sized door where it 
  knocks. “Your Dark Majesty… your guests have 
  arrived.” The creature gestures for you to open the 
  door and flies back towards the front door. 
   
  The scene beyond is much more reminiscent of 
  a harem than an inn. In the center of the room, upon 
  a throne-like chair sits a horned man with a jet-black 
  skin. His gaze is full of intelligence and malice. 
   
  Around him sits a “court” filled with beautiful, 
  scantily-clad female creatures. A pair of drow women 
  dressed only in white spider silk sit at his feet. A 
  very comely half-orc woman stands next to him 
  holding a platter of juicy grapes. Three human 
  females sit around, smiling at you in a friendly 
  manner. Behind him, two female creatures with the 
  torso of a woman and the body of a lion seem 
  entranced by the man’s presence. Finally, close to 
  you are two more female creatures. They have six 
  arms and have serpentine bodies from the waist 
  down. 
   
  “Finally… You have been causing quite a stir in 
  Plague-Mort… No problem, you are safe here,” the 
  black man chuckles.  
   
  Give the PCs Player Handout 4.  
   
  If any of the PCs has the “Pleasure of Graz’zt” or the 
  “Favor of Talie”, give them Player handout 5. 
   
  The PCs may have the following questions for Graz’zt. 
   
  • 
  Why are you doing this? (Graz’zt) I do want my son 
  (Iuz) to learn humility. He cannot be left to gather 
  power on his own. 
   
  • 
  Who are these ladies? (Graz’zt) Friends of mine 
   
  • 
  Can you offer more? (Graz’zt)Yes (refer to Graz’zt’s 
  offer) 
   
  • 
  Why do you not care it they die? (Graz’zt)I do not 
  want weaklings for children. Your world is harsh 
  enough already. 
   
  • 
  What if we kill you? (Graz’zt) Then you are fools 
  who will die. 
   
  • 
  What if we refuse? (Graz’zt) Well… You can… But 
  you are letting go of a great offer... I have been rather 
  benevolent towards your County. This can change. 
    
  • 
  I’m not human! (Graz’zt) I can change her into any 
  race you want her. Though once I do this, there is no 
  turning back; she will be that way forever. (Talie is 
  willing to be turned into anyone the PCs wishes: 
  halfling, gnome, centaur or even a kobold!)  
  URC8-04 The Witches of Pikemaster 
   
  Page 12 
  
   
  • 
  Will she still be a succubus? (Graz’zt) No. 
   
  Talie WANTS to go back to Urnst. She WANTS to be 
  freed from her succubus state. Talie is quite honest here. 
  However, she WILL REMAIN chaotic evil. Graz’zt also 
  wants her to go (another spy for him, even more so if the 
  PC succeeds at removing her demonic state). 
   
  GRAZ’ZT’S OFFERS 
  Graz’zt makes his offers through telepathy to each PC. It 
  is recommended you pass a sheet of paper to the PCs 
  asking their answers secretly. He tries to focus on those 
  PCs who are most likely to give in: chaotic and rogue-
  types in particular and he stays away from paladins and 
  other lawful-types, unless through their discussion, they 
  indicate their willingness. 
   
  • 
  Power to command demons 
  • 
  Power to bring death to one’s enemies with a single 
  word 
  • 
  Power to liberate oneself from the yoke of any curse 
  or ill-effect. 
  • 
  Power to travel the planes. 
  • 
  (to female PCs only) The chance to bear a “royal 
  child”. If any PC volunteers for this, Graz’zt allows 
  the PCs to kill his other children without 
  repercussions. (Any female PC who accepts this offer 
  immediately is teleported to another room with 
  Graz’zt where the child is conceived). 
  • 
  (to male PCs, only if SOMEONE in the party (not 
  necessarily that PC) has the “Pleasure of Graz’zt” or 
  “Favor of Talie”) The chance to take on Talie as a 
  concubine (with immunity to her draining ability). 
  The PCs MUST agree to treat her as he would any 
  good concubine. 
   
  GRAZ’ZT GOALS 
  For Graz’zt to be satisfied with this negotiation, he needs 
  one of the following: 
   
  1. One of the PC agrees to bear his child. 
  2. One of the PC agrees to take Talie. 
  3. The PCs agree to leave half his spawn alive 
   
   
  Everything that Graz’zt promises actually works the 
  way he promises (surprisingly).  
   
  Any PC who makes an extra deal with him in 
  addition to the one he initially offered has alignment-
  based repercussions. Of course, Graz’zt attempts to obtain 
  more from the PCs.  
   
  IS THAT YOUR FINAL ANSWER? 
  If Graz’zt does not obtain one of his 3 goals mentioned 
  above, his offer is considered “Refused”.  
   
  Graz’zt obtains *ANY* one of his three goals, his 
  offer is considered “Accepted”.  
   
  Proceed to Encounter 9. 
   
  ROYAL CHILD 
  If a PCs agrees to bear a Royal Child, then Graz’zt takes 
  that PC to a private area where the child is conceived. He 
  returns the PC about 2 hours later. 
   
  FIGHTING GRAZ’ZT 
  There is no experience linked to this encounter. Anyone 
  left behind (dead or alive) without any immediate means 
  of returning to the Prime Material is considered to be 
  “Taken!” 
   
  All APLs (EL21+; not meant to be fought) 
   
   
  �Drow slaves (2): hp 4 each; Monster Manual 103 
   
  �Graz’zt: hp 445; Appendix 1. 
   
  �Lamia (2): hp 58 each; Monster Manual 165 
   
  �Marilith (2): hp 216; Monster Manual 44. 
   
  �Succubus (the 2 humans and the half-orc) (4): 
  hp 33 each; Monster Manual 47. 
   
  �Talie the Succubus: hp 65; Appendix 1. 
   
  Tactics: Graz’zt does not hesitate to use his spell-like 
  abilities in combat, and he has a particular fondness for 
  charm monster and empowered unholy blight.  
   
  Near the start of any combat, he attempts to use 
  dominate person against an obvious fighter or rogue, 
  hoping to turn the target against his or her allies.  
   
  In melee combat, Graz’zt fights with a +5 acidic burst 
  bastard sword (which functions like a flaming burst weapon 
  except that it deals acid damage instead of fire damage). 
  He uses his fear ability against spellcasters and archers to 
  prevent them from aiding those he fights. 
   
  The succubi try to use their energy drain attacks, the 
  drow charge in and the lamia use their abilities to disrupt 
  spellcasters. 
   
  One marilith summons more demons while the 
  other wades in to battle.  
   
  9: BACK IN PIKEMASTER 
  Returning to Oerth requires a plane shift. PCs can find a 
  priest of Farlanghn willing to cast the spell back to Oerth 
  in exchange for 450gp that can be offset by 100gp for each 
  influence point with the church of Farlanghn (any 
  country). Any PCs who is a divine caster devoted to the 
  Dweller on the Horizon counts has having an influence 
  point (the priest automatically reduces the price). 
   
  At this point the PCs have a choice; they can choose 
  to uphold any deals they made with Graz’zt, renege on 
  them, or continue in their original mission. 
   
  The PCs reach Mulgrove, round the women easily 
  and can obtain direction to the cavern where the children 
  are hiding. The locals all help the PCs finding the women 
  and the cave without them making any checks. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 13 
  
  TURNING ON GRAZ’ZT 
  If the PCs made a deal with Graz’zt (except one female 
  accepting to bear his offspring) and the PCs decide to 
  proceed forward and kill all the offspring, then proceed 
  to “NO DEAL”. Obviously, any benefit from deal made 
  with Graz’zt is currently voided by turning on him.  
   
  If the PC who agreed to take Talie turns on her at 
  this point she teleports away. The deal is considered 
  broken. If another PC turns on her, she also teleports away 
  but if the PC who took her wishes to keep his part of the 
  deal, the deal is still ‘on’ (ask this secretly). 
   
  HONORING THE DEAL 
  If the PCs made a deal with Graz’zt (even if one female 
  accepting to bear his offspring) and the PCs decide to 
  proceed forward and continue, then proceed to 
  Encounter 12. 
   
  Note that this is the PCs’ last chance to refuse 
  Graz’zt’s offers and personal deals. If the PCs honor any 
  deal with Graz’zt, the boon of Graz’zt come into effect and 
  the alignment change happens at this time. 
   
  Pregnant PCs cannot refuse (too late now). If one of 
  the PCs bears Graz’zt’s child OR if one of them agreed to 
  keep Talie (and keeps her), then proceed to Encounter 12 
  no matter what they do. Graz’zt keeps all his deals.  
   
  NO DEAL 
  The PCs refused to make a deal with Graz’zt or decided to 
  renege upon it. Using a number of divinations and 
  auguries, Graz’zt becomes aware of the PCs’ treachery and 
  does not uphold any of his deals. 
   
  Development: Proceed to Encounter 12. 
   
  10: GRAZ’ZT’S REVENGE 
  This encounter takes place the same days as Encounter 3 
  for all APLs. 
   
  Before the PCs reach Mulgrove, they are attacked by 
  a group of demons in Graz’zt’s service. During the first 
  round of combat, one of the demons says “You should’ve 
  listened to the Master.” 
   
  All the demons entered the County during the Civil 
  War and have remained hidden ever since. None are 
  considered summoned and all can use their summon 
  abilities (but do so only if they are in grave danger). 
   
  APL4 (EL6) 
   
  �Babau: hp 66; Monster Manual 40. 
   
  APL6 (EL9) 
   
  �Arrow Demon: hp 135; Appendix 1. 
   
  �Jovoc (2): hp 36; Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Advanced Jovoc: hp 120; Appendix 1. 
   
  �Arrow Demon: hp 135; Appendix 1. 
   
  �Jovoc (2): hp 36; Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Advanced Jovoc (2): hp 120 each; Appendix 1. 
   
  �Arrow Demon: hp 135; Appendix 1. 
   
  �Hezrou: hp 138; Monster Manual 44. 
   
  APL 12 (EL 15) 
   
  �Advanced Jovoc (2): hp 120 each; Appendix 1. 
   
  �Advanced Elite Arrow Demon: hp 310; 
  Appendix 1. 
   
  �Hezrou (2): hp 138 each; Monster Manual 44. 
   
  APL 14 (EL 17) 
   
  �Advanced Jovoc (3): hp 120 each; Appendix 1. 
   
  �Advanced Elite Arrow Demon: hp 310; 
  Appendix 1. 
   
  �Advanced Hezrou (2): hp 280 each; Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Advanced Jovoc (3): hp 120 each; Appendix 1. 
   
  �Advanced Elite Arrow Demon: hp 310; 
  Appendix 1. 
   
  �Advanced Hezrou (2): hp 280 each; Monster 
  Manual 44. 
   
  �Marilith: hp 216; Monster Manual 44. 
   
  Tactics: The babau focus on one PC at a time; someone 
  they can sneak (they avoid PCs with uncanny dodge and 
  concealment). 
   
  The arrow demon stays back and fires at the PCs. It 
  usually splits its attacks between front-line fighters and 
  spellcasters. (Note: play testing has shown that these 
  things can inflict massive amounts of damage quickly. 
  Unless they are immediately threatened by someone, try 
  to split their attacks.) 
   
  The hezrou move right in and trade blows with 
  whoever is on the front line. 
   
  The marilith uses her blade barrier abilities to separate 
  the PCs. She then attempts to grapple one of the PCs and 
  orders the other demons to concentrate on that PC. If the 
  PCs are too difficult to hit, she begins attacking one of the 
  jovocs using non-lethal damage and keeps beating on it to 
  hurt as many PCs as she can.  
   
  Any PCs who drops and is left behind is considered 
  “taken”. 
   
  Development: Proceed to Encounter 11. 
   
  11: THE EGG SEEKERS 
  At APL 4-8, this encounter takes place the next 
  day. At APL 10 and above, the slaadi attack 
  before the PCs can rest for the night.  
   
  The slaadi were hired by a half-fiendish slaad 
  they met in Bedlam (a portal town in the 
  Outlands). They have been paid in gold already. 
  URC8-04 The Witches of Pikemaster 
   
  Page 14 
  
  They believe the PCs have a sacred artifact that belongs to 
  their race (a holy egg) and that the PCs will use trickery 
  not to give them they would have to fight for it.  
   
  APL 4-10 and no PC speak slaad: 
   
  “Croak! Grouag! Groooog Glarg Blurg Slaadi!”  
   
  (If a PC speaks slaad: “You there! Thief! Return the holy 
  egg at once”). 
   
   
  A group of large frog-like creatures call out, 
  obviously to you.  
   
  APL 12-16 or if a PC speaks slaad and APLs 4-10 (the 
  death slaad speak Common) 
   
  “You! Thief! Return the Holy Egg at once or face 
  death!” calls a frog-like creature.  
   
  A group of large frog-like creatures call out, 
  obviously to you.  
   
   
  The slaad are not really interested in talking and any 
  action that is not perceived as the PCs giving them what 
  they want immediately triggers combat. The slaad 
  EXPECT a fight and are ready to give one to the PCs. 
   
  Again, the PCs do not have the Holy Egg. 
   
  APL4 (EL7) 
   
  �Red Slaad: hp 52; Monster Manual 228 
   
  APL6 (EL9) 
   
  �Red Slaad (2): hp 52 each; Monster Manual 228 
   
  APL8 (EL11) 
   
  �Advanced Blue Slaad: hp 93; Appendix 1 
   
  �Red Slaad (2): hp 52 each; Monster Manual 228 
   
  APL10 (EL13) 
   
  �Advanced Blue Slaad: hp 172; Appendix 1 
   
  �Advanced Red Slaad (2): hp 138 each; Appendix 
  1 
   
  APL12 (EL15) 
   
  �Death Slaad: hp 142; Monster Manual 231 
   
  �Advanced Blue Slaad: hp 172; Appendix 1 
   
  �Advanced Red Slaad (2): hp 138 each; Appendix 
  1 
   
  APL14 (EL17) 
   
  �Advanced Blue Slaad: hp 237; Appendix 1 
   
  �Advanced Death Slaad: hp 210; Appendix 1 
   
  �Advanced Red Slaad (2): hp 184 each; Appendix 
  1 
   
  APL16 (EL19) 
   
  �Advanced Blue Slaad: hp 237; Appendix 1 
   
  �Advanced Death Slaad: hp 210; Appendix 1 
   
  �Advanced Green Slaad (2): hp 220 each; 
  Appendix 1 
   
  �Advanced Red Slaad (3): hp 230 each; Appendix 
  1 
   
  Tactics: the red slaad move in and engage the PCs in 
  melee, trying to Pounce and implant the PCs with eggs. 
   
  The blue slaad also wades in combat and uses its shirt 
  of the leech to prevent the PCs from healing themselves. 
   
  The death slaad opens the fight using Quickened and 
  Empowered fireballs to hurt the as many PCs. Every 
  round, it throws a quickened fireball targeting as many PCs 
  as it can without touching its allies. Any spellcasting PC 
  who hurts the slaad too much is the target of power word 
  blind first and any another PC is the target of an implosion. 
  The death slaad is highly intelligent and uses its ability on 
  the target that is most likely to fail their save. 
   
  The green slaad drop Quickened chaos hammers every 
  round, to hurt the PCs. If none of the PCs are hurt (all the 
  PCs are of chaotic alignment), they switch to their 
  fireballs. 
   
  Only the greens do not fight to the death. When 
  reduced to 10% of their hit points, the slaad use their 
  summon slaad ability to retreat to use their fast healing to 
  regain a few hit points.  
   
  Greens reduced to 10% of their hit points attempt to 
  flee, leaving their summoned allies behind to block their 
  retreat. 
   
  Development: Proceed to Encounter 12.  
   
  12: ROUND UP 
  Once in Mulgrove the PCs have a few choices. Finding 
  the caverns is easy and though the mothers do not agree 
  to talk, other locals tell the PCs about them. 
   
  The locals find the mothers “undesirable” now and 
  “strange”. Most are pleased that the baron has agreed to 
  help them. 
   
  TALKING TO THE WOMEN 
  Some PCs may wish to speak to the women they are here 
  to arrest. They eight women are easy to find.  
   
  Portray these women as madly in love with their 
  “dream lover” and worried very much for their child, even 
  if it is a spawn of evil (which they deny). Like every good 
  mother, they care for their children with all their hearts. 
  They refuse to acknowledge the evils in their children. 
   
  • 
  Some have other (normal) children. 
   
  • 
  None of them believe they have done anything 
  wrong.  
   
  • 
  All maintain that their godly dream lover was very 
  nice and charming. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 15 
  
  • 
  They all agreed without coercion. 
   
  • 
  They all believe their children have a deific parent. 
   
  • 
  They are not surprised that their children developed 
  so quickly. 
   
  • 
  All of the women have a very strong desire to protect 
  their children. They beg, plead and implore the PCs 
  to take them, but to let the children go. They accuse 
  the Pholtans or wanting to forcefully convert them, 
  and tell the PCs that they are but pawns in the 
  Pholtan’s games. 
   
  Arresting the women should create a scene that is 
  somewhat dramatic: other children are crying, The 
  women implore the PCs to let them go, that they are 
  innocent. 
   
  If the PCs use spells on the women, refer to 
  Encounter 13 for answers. 
   
  THE OFFSPRING 
  When the PCs reach the caverns, the offspring have 
  kidnapped a plump little halfling man (a traveler) and are 
  about to cook him on a spit. There should be no doubt 
  that those creatures are rotten to the core.  
   
  Some parties may, upon seeing the offspring, decide 
  to turn on Graz’zt. If they do, and they have not faced her 
  in battle before, Zeravina attacks them as they leave 
  (proceed to “No Deal” in Encounter 9). The PCs can only 
  face Zeravina once. 
   
  Killing the fiendish offspring is simple for a party of 
  adventurers. They are poorly equipped and no match for a 
  party of seasoned adventurers (like the PCs). The PCs 
  decide whether they want to spare some or not. No dice 
  rolls are required. 
   
  13: THE TRIAL 
  The return to the city of Pikemaster is uneventful. 
   
  Again, the city of Pikemaster comes into view with 
  its strange, decrepit aspect. As you make your way 
  into the streets, there is an odd feeling of calm and 
  serenity; like the calm before the storm. 
   
  Other adventurers are lined up before the 
  temple of Pholtus, having arrested other women and 
  some fiendish creatures. Women are crying and 
  begging, but the adventurers are unmoved. The line 
  moves quickly. 
   
  Finally your turn comes. 
   
  PCs brought back the women (some or all), add: 
   
   
  A Pholtan priest leading a patrol of city guards 
  takes the women from you. The priest thanks you for 
  your good deeds. He tells you that the trials will 
  start tomorrow. 
   
  The women are promptly chained together and 
  brought towards the jail escorted by many soldiers.   
   
  PCs brought back some of the offspring add: 
   
   
  The Pholtan looks at the creature you have 
  brought back. “Abomination,” he whispers under his 
  breath. “May Pholtus cleanse your soul of its taint…”  
   
  The soldiers then chain and gag the creature 
  with cold iron chains before they bring it toward the 
  temple of Pholtus. 
   
  THE TRIAL 
  Note that there are trials even if the PCs claim not to have 
  found anyone or did not bring back any offspring. Give 
  the PCs Player Handout 6. 
   
  CONCLUSION 
  A fanatical fever grips Pikemaster as the convicted 
  witches are brought to the pyre and tied. The 
  Inquisitor offers them one last chance to repent, 
  whether to him or to one of the other priests 
  present. But all he receives are insults from the 
  witches. 
   
  They call upon their “godly lover” to save them, 
  but their prayers remain unanswered as the flames 
  reach up towards the sky. 
   
  When the screams stop, a hush falls upon the 
  crowd. Its thirst for blood has been quenched. Many 
  of them huddle together in prayer, others head for 
  one of the temples, and some simply stand as if 
  stunned. 
   
  PREGNANT 
  Read the following only if one of the PCs agreed to bear a 
  demonic son to Graz’zt. 
   
  It is almost a week later that you give birth to a 
  perfect baby boy (of the PC’s race). He has piercing 
  green eyes like his father. 
   
  The next night, you dream of winged creatures 
  coming to take your son. Though you try to fight 
  them off, the creatures fly away with the child, 
  leaving you crying and defeated.  
   
  The dark shape of Graz’zt appears to you. He has 
  a tender and reassuring smile. He puts his arm on 
  your shoulder in a reassuring gesture.. 
   
  “My Love… you have given me such a gift… 
  However, you have adventures to complete, quests to 
  fulfill, and the world calls you… I will raise our 
  child that he may fulfill his potential...” The Dark 
  Prince’s voice echoes in your ears.  
   
  “I will love you always, and be there to protect 
  you… Just call my name… I’ll be there…” 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 16 
  
  TALIE 
  Read the following only if one of the PCs agreed to take 
  on Talie as a concubine, and upheld their side of the deal. 
   
  Once you are in private, Talie comes to you. Her 
  impish smile betrays her joy and excitement.  
   
  “Dearest… I have great news… I was hired as a 
  lady-in-waiting at the baronial manor. I can not 
  believe it! I will make so many new friends.”  
   
  She smiles again, obviously not telling you 
  everything.  
   
  “But that is not the biggest news! You and I will 
  no longer be alone in the world… Soon there will be 
  a little one!” She giggles. “You have freed me from 
  my bonds of darkness and I am forever grateful… 
  Thank you my love.” Again she giggles. 
   
  A week later, she gives birth to a lovely, healthy 
  baby boy with piercing green eyes. 
   
  That night, the dark and melodic voice of Graz’zt 
  seems to echo in your mind. “Congratulation, we 
  have much to do together. So much remains to be 
  done…” 
   
  AR REWARDS 
  Only PCs who offered their services to the Azer receive 
  the “Azer smiths” AR reward.  
   
  PCs who bought any slaves (except Slero who runs 
  away as soon as he gets a chance) from the slave market 
  receive the “Planar Training” AR reward.  
   
  PCs who bought planar forks from the Glabrezu 
  merchant have access to the “Planar Forks” AR reward. 
  Circle the ones bought only. 
   
  PCs captured by the demons at any time in the 
  adventure or who stay behind in Plague-Mort receive the 
  “Taken” AR reward. 
   
  PCs who made a deal with Graz’zt and honored it 
  through the end of the adventure receive the “Boon of 
  Graz’zt” AR Reward. Circle those received. The alignment 
  change is effective immediately. PCs who bore Graz’zt a 
  son receive ALL the points (except Talie). 
   
  Freeing Talie from her succubus state may be the 
  subject of a special mission. Contact the County of Urnst 
  triad (coutriad@yahoogroups.com) BEFORE June 1st 
  2008 to do so. 
   
  CAMPAIGN CONSEQUENCES 
  This adventure has potential consequences on the 
  County of Urnst finale at Weekend in the County 2008, 
  May 
  1-4th 
  in 
  Denver. 
  Send 
  the 
  answers 
  to 
  coutriad@yahoogroups.com BEFORE April 15th 2008 to 
  be accounted for in the finale. 
  1. Did the PCs make a deal with Graz’zt? 
  2. Which one? 
  3. Did any of the PCs become pregnant with Graz’zt’s 
  child? 
  4. Did anyone agree to marry/ take on Talie as a 
  concubine? 
  5. Did the PCs first agree then turn on any deal with 
  Graz’zt? Which one? 
  6. Did the PCs kill all the witches’ offspring? 
  URC8-04 The Witches of Pikemaster 
   
  Page 17 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Assigning Experience 
  This module has more than one path and more than one 
  way to acquire experience, based on the PCs’s choices. 
  They can not gain more than the total XP indicated. 
  Neither can the play Encounter 6 and 11, nor Encounter 
  7 and 10. 
   
  3: Graz’zt’s Envoy 
  Defeat or deal with Zeravina (includes the dangers of 
  Plague-Mort) 
  APL 4  
  150 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  6: The Mercenaries 
  Defeat the slaad mercenaries 
  APL 4  
  180 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 14  
  570 XP 
   
  7: Demogorgon!!! 
  Defeat the minions of Demogorgon 
  APL 4  
  180 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  10: Graz’zt’s Revenge 
  Defeating Graz’zt’s demons 
  APL 4  
  180 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  11: The Egg Seekers 
  Defeat with the slaad 
  APL 4  
  180 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  Story Award 
  Bringing back the women to the Pholtans 
  APL 4  
    90 XP 
  APL 6  
  135 XP 
  APL 8  
  180 XP 
  APL 10  
  225 XP 
  APL 12  
  270 XP 
  APL 14  
  315 XP 
  APL 16  
  360 XP 
   
  Total Possible Experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16  
  2,025 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  URC8-04 The Witches of Pikemaster 
   
  Page 18 
  
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: Graz’zt’s Envoy 
   
  APL 4: Loot: 3g p; Magic 200 gp; +1 large greatsword 
  (200 gp); Total: 203 gp. 
   
  APL 6: Loot: 3 gp; Magic 200 gp; +1 large greatsword 
  (200 gp); Total: 203 gp. 
   
  APL 8: Loot: 3 gp; Magic 646 gp; +1 large chain shirt 
  (113 gp); +1 large greatsword (200 gp); amulet of health +2 
  (333 gp); Total: 649gp. 
   
  APL 10: Loot: 3 gp; Magic 646 gp; +1 large chain shirt 
  (113 gp); +1 large greatsword (200 gp); amulet of health +2 
  (333 gp); Total: 649gp. 
   
  APL 12: Loot: 3 gp; Magic 1,479 gp; +1 large chain 
  shirt (113 gp); +2 large greatsword (700 gp); amulet of health 
  +2 (333 gp); gauntlets of ogre power (333 gp); Total: 1,482 gp. 
   
  APL 14: Loot: 3 gp; Magic 3,479 gp; +1 large chain 
  shirt (113 gp); +2 large unholy greatsword (2,700gp); amulet of 
  health +2 (333 gp); gauntlets of ogre power (333gp); Total: 
  3,482 gp. 
   
  APL 16: Loot: 3gp; Magic 3,479 gp; +1 large chain shirt 
  (113 gp); +2 large unholy greatsword (2,700 gp); amulet of 
  health +2 (333 gp); gauntlets of ogre power (333 gp); Total: 
  3,482 gp. 
   
  6: The Mercenaries 
   
  APL 4: Coin: 300 gp; Total 300 gp. 
   
  APL 6: Coin: 400 gp; Total 400 gp. 
   
  APL 8: Magic 667 gp; shirt of the leech (667 gp); Total: 
  667 gp. 
   
  APL 10: Coin: 700 gp; Magic 667 gp; shirt of the leech 
  (667 gp); Total: 1,367 gp. 
   
  APL 12: Magic 667 gp; shirt of the leech (667 gp); Total: 
  667 gp. 
   
  APL 14: Magic 3,431 gp; +1 studded leather (98 gp); belt 
  of giant strength +4 (1,333 gp); cloak of charisma +4 (1,333 
  gp); shirt of the leech (667 gp); Total: 3,431gp. 
   
  APL 16: Magic 3,431 gp; +1 studded leather (98 gp); belt 
  of giant strength +4 (1,333 gp); cloak of charisma +4 (1,333 
  gp); shirt of the leech (667 gp); Total: 3,431gp. 
   
  7: Demogorgon!!! 
   
  APL 4: Total: 0gp. 
   
  APL 6: Magic 117 gp; +1 large composite longbow (str+5) 
  x2 (58 gp each); Total: 117 gp. 
   
  APL 8: Magic 117 gp; +1 large composite longbow 
  (Str+5) x2 (58gp each); Total: 117gp. 
   
  APL 10: Magic 117 gp; +1 large composite longbow 
  (Str+5) x2 (58 gp each); Total: 117gp. 
   
  APL 12: Magic 4,450 gp; +1 large flaming composite 
  longbow (Str+5) x2 (725 gp each); gloves of dexterity +6 (3,000 
  gp); Total: 4,450 gp. 
   
  APL14: Magic 7,112 gp; +1 large flaming composite 
  longbow (Str+5) x2 (725 gp each); belt of giant strength +4 x2 
  (1,333 gp each); gloves of dexterity +6 (3,000 gp); Total: 7,112 
  gp. 
   
  APL 16: Magic 7,112 gp; +1 large flaming composite 
  longbow (Str+5) x2 (725gp each); belt of giant strength +4 x2 
  (1,333 gp each); gloves of dexterity +6 (3,000 gp); Total: 7,112 
  gp. 
   
  10: Graz’zt’s Revenge 
  Same as Encounter 7. 
   
  11: The Egg Seekers 
  Same as Encounter 6. 
   
  Conclusion 
  Payment from the baron 
   
  All APLs: 
  200 gp. 
   
  Treasure Cap 
   
  APL 4: 
  650 gp. 
   
  APL 6: 
  900 gp. 
   
  APL 8: 
  1,300 gp. 
   
  APL 10: 
  2,300 gp. 
   
  APL 12: 
  3,300 gp. 
   
  APL 14: 
  6,600 gp. 
   
  APL 16: 
  9,900 gp. 
   
   
  Total Possible Treasure 
   
  APL 4: 
  703 gp. 
   
  APL 6: 
  920 gp. 
   
  APL 8: 
  1,633 gp. 
   
  APL 10: 
  2,333 gp. 
   
  APL 12: 
  6,799 gp. 
   
  APL 14: 
  14,225 gp. 
   
  APL 16: 
  14,225 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Azer Smiths: Access to Armor, bracers, or shield 
  upgrade: fire resistance (any)DMG, stypticMIC. Weapon 
  upgrade: flamingDMG, flaming burstDMG, ignanMIC; rings: fire 
  resistance (any)DMG, fire divergenceMIC. wondrous: cloak of the 
  salamander (any)MIC, fiery tunicMIC, gauntlets of fire 
  transformationMIC, robe of the infernoMIC. The azer only 
  upgrade metallic armor, shields and weapons. This 
  favor does not expire, but you must pay 2 TUs for each 
  item you wish to buy or enchant, in addition to the 
  normal costs. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 19 
  
  URC8-04 The Witches of Pikemaster 
   
  Page 20 
  �Planar Forks: You have bought planar forks. Circle 
  those you bought. Cost 200 gp each; must have been 
  bought during the adventure. Acheron, Azzagrat (45th 
  layer 
  of 
  the 
  Abyss), 
  Carceri, 
  The 
  Outlands, 
  Pandemonium, Thanatos (113th layer of the Abyss) 
   
  �Planar Trader: You may spend 2 TUs to gain access 
  any item marked ‘#’ in the Item Access. 
   
  �Planar Training: For freeing the slaves, you gain 
  access to the following Substitution levels (all PlB): 
  Cleric: Planar Dismissal, Planar Domain. Fighter: Planar 
  Study. Paladin: Smite Evil Outsider 
  Taken! You have been taken to the lower planes. You are 
  immediately retired. Hand your PC to the DM. 
   
  �Boon of Graz’zt: Circle the favor obtained. Obtaining 
  one shifts your alignment one step toward chaos. 
  Obtaining two shifts your alignment one step towards 
  evil. Use of any of these boons shifts your alignment one 
  step towards evil. All are usable 1/adventure. Any PC who 
  becomes evil must be turned over to the DM. An 
  atonement is required to shift your alignment back. 
  • Command: You may summon a hezrou demon. This 
  is the equivalent of a summon monster IV spell (CL17th) 
  • Death: You can call upon a wail of the banshee spell. 
  (CL17th, DC23) 
  • Miracle: You obtain a miracle spell to remove a curse 
  on your character. (CL17th) 
  • Travel: You can travel to Azzagrat as though a greater 
  plane shiftSpC spell. (CL17th) 
  • Wealth: You receive APLx100 gp at the cost of 2 TU 
  (to carry it back). 
  • Pregnant: you are pregnant with a child from Graz’zt. 
  You radiate moderate evil for 6 months, then faint evil 
  forever. Accepting this shifts your alignment one step 
  toward evil.  
  • Talie: You asked for Talie and were given the 
  succubus as a concubine. This shifts your alignment 
  one step toward evil. 
   
  ITEM ACCESS 
  APL 4: 
  • 
  +1 large greatsword (Adventure; DMG) 
  • 
  # manual of bodily health +1 (Adventure; DMG)  
  • 
  # manual of gainful exercise +1 (Adventure; DMG)  
  • 
  # manual of quickness in action +1 (Adventure; DMG)  
  • 
  Scroll of plane shift (Adventure; DMG; (arcane)2,275 
  gp or (divine)1,125 gp) 
  • 
  # tome of clear thought +1 (Adventure; DMG)  
  • 
  # tome of leadership and influence +1 (Adventure; DMG)  
  • 
  # tome of understanding +1 (Adventure; DMG)  
   
  APL 6 (all of APLs 4 plus the following): 
  • 
  large composite longbow (Adventure, DMG) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  +1 large chain shirt (Adventure, DMG) 
  • 
  shirt of the leech (Adventure; MIC; 8,000gp) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  +1 large flaming composite longbow (Adventure, DMG) 
   
  APL 14 (all of APLs 4-12 plus the following): 
  • 
  +2 large unholy greatsword (Adventure, DMG) 
   
  
  APPENDIX 1: ALL APLS 
  8: THE DARK PRINCE 
  GRAZ’ZT*, THE DARK PRINCE CR 22 
  *from Fiendish Codex I 
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +13; Senses darkvision 60ft, true seeing ; Listen 
  +35, Spot +35 
  Languages Abyssal, Common, Draconic, Giant, 
  Infernal; telepathy 300ft. 
  AC 54, touch 12, flat-footed 51; Dodge 
   (-1 size, +3 Dex, +13 armor, +7 shield, +22 natural) 
  Miss Chance displacement 50% 
  hp 445 (27 HD); fast healing 10; DR 20/ cold iron and 
  good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 33 
  Fort +27, Ref +24, Will +20 
  Speed 30 ft. in full plate (6 squares), base movement 
  40 ft. 
  Melee *+5 acidic burst bastard sword 
  +34/+29/+24/+19 (2d8+32/17-20 plus 1d6 acid 
  [plus 1d10 acid on a critical hit]) or 
  Melee +5 acidic burst bastard sword +41/+36/+31/+26 
  (2d8+18/17-20 plus 1d6 acid [plus 1d10 acid on a 
  critical hit])  
  * Attacks include Power Attack feat 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +27; Grp +39 
  Atk Options Cleave, Combat Expertise, Power 
  Attack 
  Special Actions fear, summon tanar’ri 
  Spell-Like Abilities (CL 20th): 
   At Will—astral projection, charm monster (DC28), 
  desecrate, detect good, detect law, greater dispel 
  magic, greater teleport, telekinesis (DC29), 
  unhallow, unholy blight (DC28) 
   3/day—dominate person (DC28), empowered 
  unholy blight (DC28), symbol of persuasion 
  (DC30) 
   1/day—trap the soul (DC33) 
  Abilities Str 27, Dex 28, Con 35, Int 33, Wis 20, Cha 
  38 
  SQ tanar’ri traits 
  Feats Cleave, Combat Experise, Dark Speech**, 
  Dodge, Empower Spell-Like Ability (unholy blight), 
  Exotic Weapon Proficiency (bastard sword), 
  Improved Critical (bastard sword), Improved 
  Initiative, Power Attack, Weapon Focus (bastard 
  sword) 
  Skills Balance +2, Bluff +44, Concentration +42, 
  Diplomacy +48, Disguise +44 (+46 when acting), 
  Forgery +41, Gather Information +44, Hide +27, 
  Intimidate +46, Jump +8, Knowledge (arcana) +41, 
  Knowledge (history) +41, Knowledge (religion) +41, 
  Knowledge (the planes) +41, Listen +35, Move 
  Silently +30, Search +41, Sense Motive +35, 
  Spellcraft +43, Spot +35, Tumble +30 
  Possessions +5 mithral glammered full plate, +5 
  heavy steel shield, +5 acidic burst bastard sword, 
  major cloak of displacement 
  Fear (Su) As a free action, Graz’zt can inspire fear 
  (as the spell) by sneer and word once per round in 
  any target creature within 60feet. This effect can be 
  resisted with a DC37 Will save. This is a mind-
  affecting fear ability. The save DC is Charisma-
  based. 
  Summon Tanar’ri (Sp) Once per day, Graz’zt can 
  automatically summon 1d2+1 glabrezu or 1 balor. 
  This ability functions as a 9th-level spell (CL 20th). 
   
  TALIE 
  CR 9 
  CE Medium Outsider (chaotic, extraplanar, evil, 
  tanar’ri) 
  Init +5; Senses darvision 60ft; Listen +23, Spot +23 
  Languages telepathy 100ft; tongues 
  AC 20, touch 11, flat-footed 19; Dodge, Mobility 
   (+1 Dex, +9 natural) 
  hp 65 (10 HD); DR 10/ cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10; SR 18 
  Fort +9, Ref +8, Will +9 
  Speed 30 ft. (6 squares), fly 50ft (average) 
  Melee claws +11/+11 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +11  
  Special Actions energy drain, summon tanar’ri 
  Spell-Like Abilities (CL 16th): 
   At Will—charm monster (DC22), detect good, 
  detect thoughts (DC20), ethereal jaunt (self plus 
  50 pounds of gear only), suggestion (DC21), 
  greater teleport (self plus 50 pounds of gear 
  only),  
  Abilities Str 13, Dex 13, Con 14, Int 16, Wis 14, Cha 
  26 
  SQ change shape, tongues 
  Feats Dodge, Improved Initiative, Mobility, Persuasive  
  Skills Bluff +23, Concentration +15, Diplomacy +16, 
  Disguide +21(+23 when action (+31(+33) when 
  using change shape)), Escape Artist +14, Hide 
  +14, Intimidate +19, Knowledge (local/NMR) +16, 
  Listen +23, Move Silently +14, Search +16, Spot 
  +23, 
  Change Shape (Su) A succubus can assume the 
  form of any Small or Medium humanoid. 
  Energy Drain (Su) A succubus drains energy from a 
  mortal it lures into some act of passion, or by 
  simply planting a kiss on the victim. If the target is 
  not willing to be kissed, the succubus must start a 
  grapple, which provokes an attack of opportunity. 
  The succubus’s kiss or embrace bestows one 
  negative level. The kiss also has the effect of a 
  suggestion spell, asking the victim to accept 
  another kiss from the succubus. The victim must 
  succeed on a DC 21 Will save to negate the effect 
  of the suggestion. The DC is 21 for the Fortitude 
  save to remove a negative level. These save DCs 
  are Charisma-based. 
  Summon Tanar’ri (Sp) Once per day a succubus can 
  attempt to summon 1 vrock with a 30% chance of 
  URC8-04 The Witches of Pikemaster 
   
  Page 21 
  
  success. This ability is the equivalent of a 3rd-level 
  spell. 
  Tongues (Su) A succubus has a permanent tongues 
  ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
  Skills Succubi have a +8 racial bonus on Listen and 
  Spot checks. While using her change shape ability, 
  a succubus gains a +10 circumstance bonus on 
  Disguise checks.  
  URC8-04 The Witches of Pikemaster 
   
  Page 22 
  
  APL 4
  3: GRAZ’ZT’S ENVOY 
  ZERAVINA 
  CR 6 
  Female Half-Fiendish Maug Fighter 2 
  *From Fiend Folio 
  CE Large outsider (augmented construct, extraplanar) 
  Init +5; Senses darkvision 60ft; Listen +7, Spot +7 
  Languages Common, Draconic, Giant 
  AC 22, touch 14, flat-footed 21, dodge 
   (-1 size, +5 Dex, 8 natural) 
  hp 44 (4 HD); rapid repair; DR 5/magic 
  Immune Immunity to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect requiring a Fort 
  save unless it works on objects. Maug are also not 
  subject to critical hits, sneak attacks, subdual 
  damage, ability damage, ability drain, energy drain, 
  and death from massive damage. 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 16 
  Fort +6, Ref +5, Will +0 
  Speed 40 ft. (8 squares), fly 40ft (average) 
  Melee +1 greatsword +14 (3d6+16/ 19-20) and bite 
  +7 (1d8+5) or 
  Melee longsword+12 (2d6+15/ 19-20) and bite +7 
  (1d8+5) or 
  Melee bite +12 (1d8+10) and claws +7/+7 (1d6+5) or 
  Melee slam +12 (1d8+15) and bite +7 (1d8+10) and 
  claws +7/+7 (1d6+5)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +17  
  Atk Options Power Attack 
  Special Actions magic-aligned, smite good (+4 
  damage) 
  Spell-Like Abilities (CL 4th): 
   3/day—darkness 
   1/day—desecrate 
  Abilities Str 30, Dex 21, Con 16, Int 14, Wis 10, Cha 
  16 
  SQ pulverize, rapid repair 
  Feats AlertnessB, Dodge, Improved Toughness**, 
  Power Attack, Weapon Focus (greatsword),  
  Skills Climb +13, Craft (armorsmith) +7, Craft 
  (stonemasonry) +11, Craft (weaponsmith) 
  +7,Intimidate +10, Jump +18, Knowledge 
  (architecture) +11, Listen +7, Profession (architect) 
  +5, Profession (soldier) +5, Ride+7, Spot +7, 
  Survival +5,  
  Possessions +1 greatsword, longsword 
  Magic Strike (Ex) A maug's natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Pulverize (Su) 3/day a maug can touch an object and 
  negate it's hardness for 1d4 rounds (Fort save DC 
  18 negates). This power can affect a 1000 cubic 
  feet and unattended nonmagical objects do not 
  receive a saving throw. 
  Rapid Repair (Ex) As long as a maug has 1 hp you 
  repair 1 point of damage per 1 hour of FULL rest. 
  This can rise to 2hp per full hour of rest if someone 
  assists a maug with a successful 
  Craft(stonemasonry) check (DC 15). A maug 
  cannot assist his own repair and Rapid Repair 
  does not regrow or reattach missing limbs. 
  Skills +4 racial bonus to Craft (stonemasonry) & 
  Knowledge (architecture & engineering) checks. 
   
  10: GRAZ’ZT’S REVENGE 
  See Encounter 7. 
   
  11: THE EGG SEEKERS 
  See Encounter 6. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 23 
  
  APL 6 
  3: GRAZ’ZT’S ENVOY 
  ZERAVINA 
  CR 6 
  Female Half-Fiendish Maug Fighter 2 
  *From Fiend Folio 
  CE Large outsider (augmented construct, extraplanar) 
  Init +5; Senses darkvision 60ft; Listen +7, Spot +7 
  Languages Common, Draconic, Giant 
  AC 22, touch 14, flat-footed 21, dodge 
   (-1 size, +5 Dex, 8 natural) 
  hp 44 (4 HD); rapid repair; DR 5/magic 
  Immune Immunity to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect requiring a Fort 
  save unless it works on objects. Maug are also not 
  subject to critical hits, sneak attacks, subdual 
  damage, ability damage, ability drain, energy drain, 
  and death from massive damage. 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 16 
  Fort +6, Ref +5, Will +0 
  Speed 40 ft. (8 squares), fly 40ft (average) 
  Melee +1 greatsword +14 (3d6+16/ 19-20) and bite 
  +7 (1d8+5) or 
  Melee longsword+12 (2d6+15/ 19-20) and bite +7 
  (1d8+5) or 
  Melee bite +12 (1d8+10) and claws +7/+7 (1d6+5) or 
  Melee slam +12 (1d8+15) and bite +7 (1d8+10) and 
  claws +7/+7 (1d6+5)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +17  
  Atk Options Power Attack 
  Special Actions magic-aligned, smite good (+4 
  damage) 
  Spell-Like Abilities (CL 4th): 
   3/day—darkness 
   1/day—desecrate 
  Abilities Str 30, Dex 21, Con 16, Int 14, Wis 10, Cha 
  16 
  SQ pulverize, rapid repair 
  Feats AlertnessB, Dodge, Improved Toughness**, 
  Power Attack, Weapon Focus (greatsword),  
  Skills Climb +13, Craft (armorsmith) +7, Craft 
  (stonemasonry) +11, Craft (weaponsmith) 
  +7,Intimidate +10, Jump +18, Knowledge 
  (architecture) +11, Listen +7, Profession (architect) 
  +5, Profession (soldier) +5, Ride+7, Spot +7, 
  Survival +5,  
  Possessions +1 greatsword, longsword 
  Magic Strike (Ex) A maug's natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Pulverize (Su) 3/day a maug can touch an object and 
  negate it's hardness for 1d4 rounds (Fort save DC 
  18 negates). This power can affect a 1000 cubic 
  feet and unattended nonmagical objects do not 
  receive a saving throw. 
  Rapid Repair (Ex) As long as a maug has 1 hp you 
  repair 1 point of damage per 1 hour of FULL rest. 
  This can rise to 2hp per full hour of rest if someone 
  assists a maug with a successful 
  Craft(stonemasonry) check (DC 15). A maug 
  cannot assist his own repair and Rapid Repair 
  does not regrow or reattach missing limbs. 
  Skills +4 racial bonus to Craft (stonemasonry) & 
  Knowledge (architecture & engineering) checks 
   
  7: DEMOGORGON!!! 
  ARROW DEMON  
  CR 7 
  CE Medium outsider (tanar’ri, extraplanar, evil, 
  chaotic) 
  Init +4; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Abyssal, Celestial, Draconic, telepathy 
  100 ft. 
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 natural) 
  hp 135 (10 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +16, Ref +11, Will +10 
  Speed 40 ft. (8 squares) 
  Ranged 2 Large +1 composite longbows (+5 Str) 
  +14/+14/+9/+9 (2d6+6/x3) 
  Melee 4 claws +15 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15 
  Atk Options Close combat shot, oversized weapons, 
  spell-like abilities, symmetrical archery 
  Special Actions summon tanar’ri 
  Combat Gear 2 large +1 composite longbow (str+5) 
  Spell-Like Abilities (CL 10th): 
   At will—dimension door (self plus 50 pounds of 
  objects only) 
  Abilities Str 21, Dex 19, Con 29, Int 14, Wis 16, Cha 
  12 
  SQ Damage reduction 5/cold iron or good, darkvision 
  60 ft., immunity to electricity and poison, resistance 
  to acid 10, cold 10, fire 10, spell resistance 18, 
  telepathy 100 ft. 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (Longbow) 
  Skills Balance +17, Bluff +14, Climb +18, 
  Concentration +22, Hide +17, Jump +22, Listen 
  +16, Move Silently +17, Sense Motive +16, Spot 
  +16 
  Physical Description: Lean and wiry, this four-armed 
  creature holds two powerful longbows in its left 
  arms and draws the strings back in parallel with its 
  right arms. The massive arrows notched in the 
  bows draw the eye, and the emaciated limbs with 
  which it holds obviously conceal an abyssal 
  strength. The creature’s gray skin is oily and moist, 
  and it is entirely hairless. The creature’s long legs 
  end in four-jointed toes, and it grips the ground as 
  it walks. 
  Close Combat Shot (Ex): An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  URC8-04 The Witches of Pikemaster 
   
  Page 24 
  
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  Oversized Weapons (Ex): Arrow demons can use 
  bows of any kind that are up to one size larger than 
  their size would allow without penalty. 
  Spell-Like Abilities: At will – dimension door (self 
  plus 50 pounds of objects only). Caster level 10th. 
  Summon Tanar’ri (Sp): Once per day, an arrow 
  demon can automatically summon 1d6 dretches, or 
  attempt to summon another arrow demon with a 
  35% chance of success. This ability is the 
  equivalent of a 4th level spell. 
  Symmetrical Archery (Ex): The arrow demon has an 
  amazing ability to wield two bows at once in 
  unison. Any time the arrow demon could make a 
  single attack with a bow, it can attack with both of 
  its bows, at -2 to all of its attack rolls that round. 
   For example, when making an attack action, 
  an arrow demon can fire one arrow from each bow 
  at its normal attack bonus minus 2, and when 
  making a full attack action, it can fire one arrow 
  from each bow for each of its normal iterative 
  attacks (two arrows from each bow, each shaft at a 
  -2 penalty). The statistics block above already 
  includes these bonuses. The arrow demon takes 
  no additional penalties for using multiple weapons 
  as long as it is using only bows. 
  Telepathy (Su): Arrow demons can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  JOVOC* (2) 
  CR 5 
  *From Monster Manual II 
  CE Small Outsider (chaotic, evil, tanar’ri) 
  Init +2; Senses Listen +7, Spot +7 
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 36 (4 HD); fast healing 5; DR 5/ good or cold iron 
  SR 13 
  Fort +7, Ref +6, Will +4 
  Speed 30 ft. (6 squares) 
  Melee claws +6/+6 (1d3+1) and bite +1 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +1  
  Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7 
  SQ aura of retribution, outsider traits, summon 
  tanar’ri, tanar’ri traits 
  Feats Toughness, Toughness,  
  Skills Hide +13, Listen +7, Move Silently +9, Search 
  +5, Sense Motive +7, Spot +7,  
  Aura of retribution (Su) This effect if always active in 
  a 30-foot spread centered on the jovoc. Whenever 
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC17) halved the damage.  
   
  Regardless of the source of the damage to the 
  jovoc, the damage dealth to nontanar’ri by this 
  effect is not subject to negation or reduction 
  because of resistance, immunity, damage 
  reduction, spell resistance or the like. 
  Summon Tanar’ri (Sp) Once per day a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. 
   
  10: GRAZ’ZT’S REVENGE 
  See Encounter 7. 
   
  11: THE EGG SEEKERS 
  See Encounter 6. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 25 
  
  APL 8 
  3: GRAZ’ZT’S ENVOY 
  ZERAVINA 
  CR 9 
  Female Half-Fiendish Maug Fighter 4 
  *From Fiend Folio 
  CE Large outsider (augmented construct, extraplanar) 
  Init +5; Senses darkvision 60ft; Listen +7, Spot +7 
  Languages Common, Draconic, Giant 
  AC 27, touch 14, flat-footed 22, Dodge, Mobility 
   (-1 size, +5 Dex, +5 armor, +8 natural) 
  hp 70 (6 HD); rapid repair; DR 5/magic 
  Immune Immunity to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect requiring a Fort 
  save unless it works on objects. Maug are also not 
  subject to critical hits, sneak attacks, subdual 
  damage, ability damage, ability drain, energy drain, 
  and death from massive damage. 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 18 
  Fort +8, Ref +6, Will +1 
  Speed 40 ft. (8 squares), fly 40ft (average) 
  Melee +1 greatsword +16 (3d6+18/ 19-20) and bite 
  +9 (1d8+5) or 
  Melee longsword+14 (2d6+15/ 19-20) and bite +9 
  (1d8+5) or 
  Melee bite +14 (1d8+10) and claws +9/+9 (1d6+5) or 
  Melee slam +14 (1d8+15) and bite +9 (1d8+10) and 
  claws +9/+9 (1d6+5)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +19  
  Atk Options Power Attack 
  Special Actions magic-aligned, smite good (+6 
  damage) 
  Spell-Like Abilities (CL 6th): 
   3/day—darkness 
   1/day—desecrate, unholy blight (DC17) 
  Abilities Str 30, Dex 21, Con 18, Int 14, Wis 10, Cha 
  16 
  SQ pulverize, rapid repair 
  Feats AlertnessB, Dodge, Improved Toughness**, 
  Mobility, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword), 
  Skills Climb +14, Craft (armorsmith) +7, Craft 
  (stonemasonry) +11, Craft (weaponsmith) 
  +7,Intimidate +12, Jump +19, Knowledge 
  (architecture) +11, Listen +7, Profession (architect) 
  +5, Profession (soldier) +5, Ride+9, Spot +7, 
  Survival +5,  
  Possessions +1 chain shirt, +1 greatsword, amulet of 
  health +2, longsword 
  Magic Strike (Ex) A maug's natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Pulverize (Su) 3/day a maug can touch an object and 
  negate it's hardness for 1d4 rounds (Fort save DC 
  18 negates). This power can affect a 1000 cubic 
  feet and unattended nonmagical objects do not 
  receive a saving throw. 
  Rapid Repair (Ex) As long as a maug has 1 hp you 
  repair 1 point of damage per 1 hour of FULL rest. 
  This can rise to 2hp per full hour of rest if someone 
  assists a maug with a successful 
  Craft(stonemasonry) check (DC 15). A maug 
  cannot assist his own repair and Rapid Repair 
  does not regrow or reattach missing limbs. 
  Skills +4 racial bonus to Craft (stonemasonry) & 
  Knowledge (architecture & engineering) checks 
   
  6: THE MERCENARIES 
  ADVANCED BLUE SLAAD 
  CR 9 
  Male advanced Blue Slaad 
  CN Large Outsider (Chaotic, Extraplanar) 
  Init +2; Senses darkvision 60ft Listen +12, Spot +12 
  Languages Common, Slaad 
  AC 20, touch 11, flat-footed 18 
   
  (-1 size, +2 Dex, +9 natural) 
  hp 93 (11 HD); fast healing 5;  
  Immune sonic damage 
  Resist acid 5, cold 5, electricity 5, fire 5 
  Fort +11, Ref +9, Will +5 
  Speed 30 ft; 
  Melee claw +16/+16/+16/+16 (3d6+6) and bite +14 
  (2d8+3 plus disease) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +21  
  Special Actions Dodge, Mobility, summon slaad 
  Combat Gear shirt of the leech** 
  Spell-Like Abilities (CL 11th): 
   At Will—hold person (DC13), passwall, telekinesis 
  (DC15) 
   1/day—chaos hammer (DC14) 
  Abilities Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10 
  Feats Dodge, Improved Natural Attack (claw), 
  Mobility, Multiattack  
  Skills Climb +18, Hide +12, Jump +20, Listen +12, 
  Move Silently +16, Speak Language (Common) , 
  Spot +12,  
  Slaad Fever (Su) Supernatural disease–bite Fort 
  DC18, incubation periode 1 day, damage 1d3 Dex 
  and 1d3 Cha. The save is Constitution-based. 
  An afflicted humanoid reduced to Charisma 0 by 
  slaad fever immediately transforms into a red 
  slaad. It retains none of the features, traits, 
  memories, or abilities of its former self, and is a 
  normal red slaad in all respects. 
  If the infected being is an arcane spellcaster, 
  the disease instead produces a green slaad.  
  Summon Slaad (Sp) Slaadi can summon other slaadi 
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summoned 
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summoned 
  cannot use its own summon ability for 1 hour. 
  Most slaadi do not use this ability lightly, 
  since they are generally distrustful and fearful of 
  URC8-04 The Witches of Pikemaster 
   
  Page 26 
  
  one another. In general, they use it only when 
  necessary to save their own lives 
  Once per day, a blue slaad can summon 
  another blue slaad with a 40% chance of success. 
  This is the equivalent of a 4th-level spell. 
   
  7: DEMOGORGON!!! 
  ADVANCED JOVOC* 
  CR 9 
  *From Monster Manual II 
  CE Medium Outsider (chaotic, evil, tanar’ri) 
  Init +6; Senses Listen +15, Spot +15 
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 120 (12 HD); fast healing 5; DR 5/ good or cold 
  iron 
  SR 13 
  Fort +12, Ref +10, Will +8 
  Speed 30 ft. (6 squares) 
  Melee claws +15/+15 (1d4+3) and bite +10 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Abilities Str 16, Dex 14, Con 19, Int 7, Wis 10, Cha 7 
  SQ aura of retribution, outsider traits, summon 
  tanar’ri, tanar’ri traits 
  Feats Ability Focus (aura of retribution), Improved 
  Initiative, Improved Toughness**, Toughness, 
  Toughness,  
  Skills Hide +17, Listen +15, Move Silently +17, 
  Search +13, Sense Motive +15, Spot +15,  
  Aura of retribution (Su) This effect if always active in 
  a 30-foot spread centered on the jovoc. Whenever 
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC18) halved the damage.  
   
  Regardless of the source of the damage to the 
  jovoc, the damage dealth to nontanar’ri by this 
  effect is not subject to negation or reduction 
  because of resistance, immunity, damage 
  reduction, spell resistance or the like. 
  Summon Tanar’ri (Sp) Once per day a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. 
  ARROW DEMON  
  CR 7 
  CE Medium outsider (tanar’ri, extraplanar, evil, 
  chaotic) 
  Init +4; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Abyssal, Celestial, Draconic, telepathy 
  100 ft. 
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 natural) 
  hp 135 (10 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +16, Ref +11, Will +10 
  Speed 40 ft. (8 squares) 
  Ranged 2 Large +1 composite longbows (+5 Str) 
  +14/+14/+9/+9 (2d6+6/x3) 
  Melee 4 claws +15 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15 
  Atk Options Close combat shot, oversized weapons, 
  spell-like abilities, symmetrical archery 
  Special Actions summon tanar’ri 
  Combat Gear 2 large +1 composite longbow (str+5) 
  Spell-Like Abilities (CL 10th): 
   At will—dimension door (self plus 50 pounds of 
  objects only) 
  Abilities Str 21, Dex 19, Con 29, Int 14, Wis 16, Cha 
  12 
  SQ Damage reduction 5/cold iron or good, darkvision 
  60 ft., immunity to electricity and poison, resistance 
  to acid 10, cold 10, fire 10, spell resistance 18, 
  telepathy 100 ft. 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (Longbow) 
  Skills Balance +17, Bluff +14, Climb +18, 
  Concentration +22, Hide +17, Jump +22, Listen 
  +16, Move Silently +17, Sense Motive +16, Spot 
  +16 
  Physical Description: Lean and wiry, this four-armed 
  creature holds two powerful longbows in its left 
  arms and draws the strings back in parallel with its 
  right arms. The massive arrows notched in the 
  bows draw the eye, and the emaciated limbs with 
  which it holds obviously conceal an abyssal 
  strength. The creature’s gray skin is oily and moist, 
  and it is entirely hairless. The creature’s long legs 
  end in four-jointed toes, and it grips the ground as 
  it walks. 
  Close Combat Shot (Ex): An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  Oversized Weapons (Ex): Arrow demons can use 
  bows of any kind that are up to one size larger than 
  their size would allow without penalty. 
  Spell-Like Abilities: At will – dimension door (self 
  plus 50 pounds of objects only). Caster level 10th. 
  Summon Tanar’ri (Sp): Once per day, an arrow 
  demon can automatically summon 1d6 dretches, or 
  attempt to summon another arrow demon with a 
  35% chance of success. This ability is the 
  equivalent of a 4th level spell. 
  Symmetrical Archery (Ex): The arrow demon has an 
  amazing ability to wield two bows at once in 
  unison. Any time the arrow demon could make a 
  single attack with a bow, it can attack with both of 
  its bows, at -2 to all of its attack rolls that round. 
   For example, when making an attack action, 
  an arrow demon can fire one arrow from each bow 
  at its normal attack bonus minus 2, and when 
  making a full attack action, it can fire one arrow 
  from each bow for each of its normal iterative 
  attacks (two arrows from each bow, each shaft at a 
  -2 penalty). The statistics block above already 
  includes these bonuses. The arrow demon takes 
  URC8-04 The Witches of Pikemaster 
   
  Page 27 
  
  URC8-04 The Witches of Pikemaster 
   
  Page 28 
  no additional penalties for using multiple weapons 
  as long as it is using only bows. 
  Telepathy (Su): Arrow demons can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  JOVOC*(2) 
  CR 5 
  *From Monster Manual II 
  CE Small Outsider (chaotic, evil, tanar’ri) 
  Init +2; Senses Listen +7, Spot +7 
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 36 (4 HD); fast healing 5; DR 5/ good or cold iron 
  SR 13 
  Fort +7, Ref +6, Will +4 
  Speed 30 ft. (6 squares) 
  Melee claws +6/+6 (1d3+1) and bite +1 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +1  
  Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7 
  SQ aura of retribution, outsider traits, summon 
  tanar’ri, tanar’ri traits 
  Feats Toughness, Toughness,  
  Skills Hide +13, Listen +7, Move Silently +9, Search 
  +5, Sense Motive +7, Spot +7,  
  Aura of retribution (Su) This effect if always active in 
  a 30-foot spread centered on the jovoc. Whenever 
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC17) halved the damage.  
   
  Regardless of the source of the damage to the 
  jovoc, the damage dealth to nontanar’ri by this 
  effect is not subject to negation or reduction 
  because of resistance, immunity, damage 
  reduction, spell resistance or the like. 
  Summon Tanar’ri (Sp) Once per day a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. 
   
  10: GRAZ’ZT’S REVENGE 
  See Encounter 7. 
   
  11: THE EGG SEEKERS 
  See Encounter 6. 
  
  APL 10 
  3: GRAZ’ZT’S ENVOY 
  ZERAVINA 
  CR 11 
  Female Half-Fiendish Maug Fighter 6 
  *From Fiend Folio 
  CE Large outsider (augmented construct, extraplanar) 
  Init +6; Senses darkvision 60ft; Listen +7, Spot +7 
  Languages Common, Draconic, Giant 
  AC 28, touch 15, flat-footed 23, Dodge, Mobility 
   (-1 size, +6 Dex, +5 armor, +8 natural) 
  hp 92 (8 HD); rapid repair; DR 5/magic 
  Immune Immunity to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect requiring a Fort 
  save unless it works on objects. Maug are also not 
  subject to critical hits, sneak attacks, subdual 
  damage, ability damage, ability drain, energy drain, 
  and death from massive damage. 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 20 
  Fort +9, Ref +8, Will +2 
  Speed 40 ft. (8 squares), fly 40ft (average) 
  Melee +2 greatsword +20/+15 (3d6+20/ 19-20) and 
  bite +12 (1d8+5) or 
  Melee longsword+17 (2d6+15/ 19-20) and bite +12 
  (1d8+5) or 
  Melee bite +17 (1d8+11) and claws +12/+12 (1d6+5) 
  or 
  Melee slam +14 (1d8+16) and bite +12 (1d8+11) and 
  claws +12/+12 (1d6+5)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +22  
  Atk Options Power Attack 
  Special Actions magic-aligned, smite good (+8 
  damage) 
  Spell-Like Abilities (CL 8th): 
   3/day—darkness, poison (DC16) 
   1/day—desecrate, unholy blight (DC17) 
  Abilities Str 32, Dex 22, Con 18, Int 14, Wis 10, Cha 
  16 
  SQ pulverize, rapid repair 
  Feats AlertnessB, Combat Reflexes, Dodge, Improved 
  Toughness**, Mobility, Power Attack, Weapon 
  Focus (greatsword), Weapon Specialization 
  (greatsword), 
  Skills Climb +17, Craft (armorsmith) +7, Craft 
  (stonemasonry) +11, Craft (weaponsmith) 
  +7,Intimidate +14, Jump +22, Knowledge 
  (architecture) +11, Listen +7, Profession (architect) 
  +5, Profession (soldier) +5, Ride+12, Spot +7, 
  Survival +5,  
  Possessions +1 chain shirt, +2 greatsword, amulet of 
  health +2, gauntlets of ogre power, longsword 
  Magic Strike (Ex) A maug's natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Pulverize (Su) 3/day a maug can touch an object and 
  negate it's hardness for 1d4 rounds (Fort save DC 
  18 negates). This power can affect a 1000 cubic 
  feet and unattended nonmagical objects do not 
  receive a saving throw. 
  Rapid Repair (Ex) As long as a maug has 1 hp you 
  repair 1 point of damage per 1 hour of FULL rest. 
  This can rise to 2hp per full hour of rest if someone 
  assists a maug with a successful 
  Craft(stonemasonry) check (DC 15). A maug 
  cannot assist his own repair and Rapid Repair 
  does not regrow or reattach missing limbs. 
  Skills +4 racial bonus to Craft (stonemasonry) & 
  Knowledge (architecture & engineering) checks 
   
  6: THE MERCENARIES 
  ADVANCED BLUE SLAAD 
  CR 11 
  Male advanced Blue Slaad 
  CN Huge Outsider (Chaotic, Extraplanar) 
  Init +1; Senses darkvision 60ft Listen +16, Spot +16 
  Languages Common, Slaad 
  AC 21, touch 9, flat-footed 20 
  (-2 size, +1 Dex, +12 natural) 
  hp 172 (15 HD); fast healing 5;  
  Immune sonic damage 
  Resist acid 5, cold 5, electricity 5, fire 5 
  Fort +15, Ref +10, Will +7 
  Speed 30 ft; 
  Melee claw +24/+24/+24/+24 (4d6+11/ 19-20, x2) and 
  bite +22 (3d8+5 plus disease) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +34 
  Special Actions Dodge, Mobility, summon slaad 
  Combat Gear shirt of the leech** 
  Spell-Like Abilities (CL 11th): 
   At Will—hold person (DC13), passwall, telekinesis 
  (DC15) 
   1/day—chaos hammer (DC14) 
  Abilities Str 32, Dex 13, Con 23, Int 6, Wis 6, Cha 10 
  Feats Dodge, Improved Critical (claw), Improved 
  Natural Attack (claw), Improved Toughness**, 
  Mobility, Multiattack  
  Skills Climb +27, Hide +11, Jump +25, Listen +16, 
  Move Silently +19, Speak Language (Common) , 
  Spot +16,  
  Slaad Fever (Su) Supernatural disease–bite Fort 
  DC20, incubation periode 1 day, damage 1d3 Dex 
  and 1d3 Cha. The save is Constitution-based. 
   
  An afflicted humanoid reduced to Charisma 0 by 
  slaad fever immediately transforms into a red 
  slaad. It retains none of the features, traits, 
  memories, or abilities of its former self, and is a 
  normal red slaad in all respects. 
   
  If the infected being is an arcane spellcaster, the 
  disease instead produces a green slaad.  
  Summon Slaad (Sp) Slaadi can summon other slaadi 
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summoned 
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summoned 
  cannot use its own summon ability for 1 hour. 
  URC8-04 The Witches of Pikemaster 
   
  Page 29 
  
   
  Most slaadi do not use this ability lightly, since they 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
   
  Once per day, a blue slaad can summon another 
  blue slaad with a 40% chance of success. This is 
  the equivalent of a 4th-level spell. 
   
  ADVANCED RED SLAAD 
  CR 9 
  Male Advance Red Slaad 
  CN Huge outsider (chaotic, extraplanar) 
  Init +1; Senses darkvision 60ft; Listen +13, Spot +13 
  Languages Slaad  
  AC 20, touch 9, flat-footed 19; Dodge, Mobility 
   (-2 size, +1 Dex, +11 natural) 
  hp 138 (12 HD); fast healing 5;  
  Immune sonic 
  Resist acid 5, cold 5, electricity 5, fire 5; 
  Fort +14, Ref +9, Will +6 
  Speed 30 ft. (6 squares) 
  Melee bite +20 (3d8+10) and claws +18/+18 (1d6+5 
  plus implant)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +30  
  Atk Options Power Attack 
  Special Actions Implant, pounce, stunning croak, 
  summon slaad 
  Abilities Str 30, Dex 13, Con 22, Int 6, Wis 6, Cha 8 
  SQ  
  Feats Dodge, Improved Toughness**, Mobility, 
  Multiattack, Power Attack  
  Skills Climb +25, Hide +8, Jump +25, Listen +13, 
  Move Silently +16, Spot +13,  
  Implant (Ex) a red slaad that hits with a claw attack 
  can inject an egg pellet into the opponent’s body. 
  The affected creature must succeed on a DC19 
  Fortitude save to avoid implantation. The DC is 
  Constitution-based. 
   
  Often the slaad implants an unconscious or 
  otherwise helpless creature (which gets no saving 
  throw). The egg gestates for one week before 
  hatching into a blue slaad that eats its way out, 
  killing the host. Twenty-four hours before the egg 
  fully matures, the victim falls extremely ill (-10 to all 
  ability scores, to a minimum of 1). A remove 
  disease spell rids ta victim of the pellet, as does a 
  DC25 Heal check. If the check fails, the healer can 
  try again, but each attempt (successful or not) 
  deals 1d4 points of damage to the patient. 
   
  If the host is an arcane spellcaster, the egg pellet 
  insteads hatches into a green slaad. 
  Pounce (Ex) if a red slaad charges, it can make a full 
  attack in the same round. 
  Stunning Croak (Su) Once per day, a red slaad can 
  emit a loud croak. Every non-slaad creature within 
  20 feet must succeed on a DC19 Fortitude save or 
  be stunned for 1d3 rounds. The save is 
  Constitution-based. 
  Summon Slaad (Sp) Slaadi can summon other slaadi 
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summoned 
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summoned 
  cannot use its own summon ability for 1 hour. 
   
  Most slaadi do not use this ability lightly, since they 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
   
  Once per day, a red slaad can summon another 
  red slaad with a 40% chance of success. This is 
  the equivalent of a 3th-level spell. 
   
  7: DEMOGORGON!!! 
  ADVANCED JOVOC* 
  CR 9 
  *From Monster Manual II 
  CE Medium Outsider (chaotic, evil, tanar’ri) 
  Init +6; Senses Listen +15, Spot +15 
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 120 (12 HD); fast healing 5; DR 5/ good or cold 
  iron 
  SR 13 
  Fort +12, Ref +10, Will +8 
  Speed 30 ft. (6 squares) 
  Melee claws +15/+15 (1d4+3) and bite +10 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Abilities Str 16, Dex 14, Con 19, Int 7, Wis 10, Cha 7 
  SQ aura of retribution, outsider traits, summon 
  tanar’ri, tanar’ri traits 
  Feats Ability Focus (aura of retribution), Improved 
  Initiative, Improved Toughness**, Toughness, 
  Toughness,  
  Skills Hide +17, Listen +15, Move Silently +17, 
  Search +13, Sense Motive +15, Spot +15,  
  Aura of retribution (Su) This effect if always active in 
  a 30-foot spread centered on the jovoc. Whenever 
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC18) halved the damage.  
   
  Regardless of the source of the damage to the 
  jovoc, the damage dealth to nontanar’ri by this 
  effect is not subject to negation or reduction 
  because of resistance, immunity, damage 
  reduction, spell resistance or the like. 
  Summon Tanar’ri (Sp) Once per day a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. 
   
  ARROW DEMON (2) 
  CR 7 
  CE Medium outsider (tanar’ri, extraplanar, evil, 
  chaotic) 
  Init +4; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Abyssal, Celestial, Draconic, telepathy 
  100 ft. 
  AC 19, touch 14, flat-footed 15 
  URC8-04 The Witches of Pikemaster 
   
  Page 30 
  
   (+4 Dex, +5 natural) 
  hp 135 (10 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +16, Ref +11, Will +10 
  Speed 40 ft. (8 squares) 
  Ranged 2 Large +1 composite longbows (+5 Str) 
  +14/+14/+9/+9 (2d6+6/x3) 
  Melee 4 claws +15 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15 
  Atk Options Close combat shot, oversized weapons, 
  spell-like abilities, symmetrical archery 
  Special Actions summon tanar’ri 
  Combat Gear 2 large +1 composite longbow (str+5) 
  Spell-Like Abilities (CL 10th): 
   At will—dimension door (self plus 50 pounds of 
  objects only) 
  Abilities Str 21, Dex 19, Con 29, Int 14, Wis 16, Cha 
  12 
  SQ Damage reduction 5/cold iron or good, darkvision 
  60 ft., immunity to electricity and poison, resistance 
  to acid 10, cold 10, fire 10, spell resistance 18, 
  telepathy 100 ft. 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (Longbow) 
  Skills Balance +17, Bluff +14, Climb +18, 
  Concentration +22, Hide +17, Jump +22, Listen 
  +16, Move Silently +17, Sense Motive +16, Spot 
  +16 
  Physical Description: Lean and wiry, this four-armed 
  creature holds two powerful longbows in its left 
  arms and draws the strings back in parallel with its 
  right arms. The massive arrows notched in the 
  bows draw the eye, and the emaciated limbs with 
  which it holds obviously conceal an abyssal 
  strength. The creature’s gray skin is oily and moist, 
  and it is entirely hairless. The creature’s long legs 
  end in four-jointed toes, and it grips the ground as 
  it walks. 
  Close Combat Shot (Ex): An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  Oversized Weapons (Ex): Arrow demons can use 
  bows of any kind that are up to one size larger than 
  their size would allow without penalty. 
  Spell-Like Abilities: At will – dimension door (self 
  plus 50 pounds of objects only). Caster level 10th. 
  Summon Tanar’ri (Sp): Once per day, an arrow 
  demon can automatically summon 1d6 dretches, or 
  attempt to summon another arrow demon with a 
  35% chance of success. This ability is the 
  equivalent of a 4th level spell. 
  Symmetrical Archery (Ex): The arrow demon has an 
  amazing ability to wield two bows at once in 
  unison. Any time the arrow demon could make a 
  single attack with a bow, it can attack with both of 
  its bows, at -2 to all of its attack rolls that round.  
  For example, when making an attack action, 
  an arrow demon can fire one arrow from each bow 
  at its normal attack bonus minus 2, and when 
  making a full attack action, it can fire one arrow 
  from each bow for each of its normal iterative 
  attacks (two arrows from each bow, each shaft at a 
  -2 penalty). The statistics block above already 
  includes these bonuses. The arrow demon takes 
  no additional penalties for using multiple weapons 
  as long as it is using only bows. 
  Telepathy (Su): Arrow demons can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  10: GRAZ’ZT’S REVENGE 
  See Encounter 7. 
   
  11: THE EGG SEEKERS 
  See Encounter 6. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 31 
  
  URC8-04 The Witches of Pikemaster 
   
  Page 32 
  APL 12 
  3: GRAZ’ZT’S ENVOY 
  ZERAVINA 
  CR 13 
  Female Half-Fiendish Maug Fighter 8 
  *From Fiend Folio 
  CE Large outsider (augmented construct, extraplanar) 
  Init +6; Senses darkvision 60ft; Listen +7, Spot +7 
  Languages Common, Draconic, Giant 
  AC 28, touch 15, flat-footed 23, Dodge, Mobility 
   (-1 size, +6 Dex, +5 armor, +8 natural) 
  hp 114 (10 HD); rapid repair; DR 5/magic 
  Immune Immunity to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect requiring a Fort 
  save unless it works on objects. Maug are also not 
  subject to critical hits, sneak attacks, subdual 
  damage, ability damage, ability drain, energy drain, 
  and death from massive damage. 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 22 
  Fort +10, Ref +8, Will +2 
  Speed 40 ft. (8 squares), fly 40ft (average) 
  Melee +2 greatsword +24/+19 (3d6+22/ 17-20) and 
  bite +16 (1d8+7) or 
  Melee longsword+21 (2d6+18/ 19-20) and bite +16 
  (1d8+7) or 
  Melee bite +21 (1d8+13) and claws +16/+16 (1d6+7) 
  or 
  Melee slam +19 (1d8+16) and bite +16 (1d8+13) and 
  claws +16/+16 (1d6+7)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +24  
  Atk Options Power Attack 
  Special Actions magic-aligned, smite good (+8 
  damage) 
  Spell-Like Abilities (CL 10th): 
   3/day—darkness, poison (DC16) 
   1/day—contagion (DC 17), desecrate, unholy blight 
  (DC17) 
  Abilities Str 32, Dex 22, Con 18, Int 14, Wis 10, Cha 
  16 
  SQ pulverize, rapid repair 
  Feats AlertnessB, Combat Reflexes, Dodge, Improved 
  Critical (greatsword), Improved Toughness**, 
  Melee Weapon Mastery** (slashing), Mobility, 
  Power Attack, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword), 
  Skills Climb +19, Craft (armorsmith) +7, Craft 
  (stonemasonry) +11, Craft (weaponsmith) 
  +7,Intimidate +16, Jump +25, Knowledge 
  (architecture) +11, Listen +7, Profession (architect) 
  +5, Profession (soldier) +5, Ride+14, Spot +7, 
  Survival +5  
  Possessions +1 chain shirt, +2 greatsword, amulet of 
  health +2, gauntlets of ogre power, longsword 
  Magic Strike (Ex) A maug's natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Pulverize (Su) 3/day a maug can touch an object and 
  negate it's hardness for 1d4 rounds (Fort save DC 
  18 negates). This power can affect 1000 cubic feet 
  and unattended nonmagical objects do not receive 
  a saving throw. 
  Rapid Repair (Ex) As long as a maug has 1 hp you 
  repair 1 point of damage per 1 hour of FULL rest. 
  This can rise to 2hp per full hour of rest if someone 
  assists a maug with a successful 
  Craft(stonemasonry) check (DC 15). A maug 
  cannot assist his own repair and Rapid Repair 
  does not regrow or reattach missing limbs. 
  Skills +4 racial bonus to Craft (stonemasonry) & 
  Knowledge (architecture & engineering) checks. 
   
  6: THE MERCENARIES 
  ADVANCED BLUE SLAAD 
  CR 11 
  Male advanced Blue Slaad 
  CN Huge Outsider (Chaotic, Extraplanar) 
  Init +1; Senses darkvision 60ft Listen +16, Spot +16 
  Languages Common, Slaad 
  AC 21, touch 9, flat-footed 20 
  (-2 size, +1 Dex, +12 natural) 
  hp 172 (15 HD); fast healing 5;  
  Immune sonic damage 
  Resist acid 5, cold 5, electricity 5, fire 5 
  Fort +15, Ref +10, Will +7 
  Speed 30 ft; 
  Melee claw +24/+24/+24/+24 (4d6+11/ 19-20, x2) and 
  bite +22 (3d8+5 plus disease) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +34 
  Special Actions Dodge, Mobility, summon slaad 
  Combat Gear shirt of the leech** 
  Spell-Like Abilities (CL 11th): 
   At Will—hold person (DC13), passwall, telekinesis 
  (DC15) 
   1/day—chaos hammer (DC14) 
  Abilities Str 32, Dex 13, Con 23, Int 6, Wis 6, Cha 10 
  Feats Dodge, Improved Critical (claw), Improved 
  Natural Attack (claw), Improved Toughness**, 
  Mobility, Multiattack  
  Skills Climb +27, Hide +11, Jump +25, Listen +16, 
  Move Silently +19, Speak Language (Common) , 
  Spot +16  
  Slaad Fever (Su) Supernatural disease–bite Fort 
  DC20, incubation periode 1 day, damage 1d3 Dex 
  and 1d3 Cha. The save is Constitution-based. 
   
  An afflicted humanoid reduced to Charisma 0 by 
  slaad fever immediately transforms into a red 
  slaad. It retains none of the features, traits, 
  memories, or abilities of its former self, and is a 
  normal red slaad in all respects. 
   
  If the infected being is an arcane spellcaster, the 
  disease instead produces a green slaad.  
  Summon Slaad (Sp) Slaadi can summon other slaadi 
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summoned 
  creatures automatically return when they came 
  
  after 1 hour. A slaad that has just been summoned 
  cannot use its own summon ability for 1 hour. 
   
  Most slaadi do not use this ability lightly, since they 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
   
  Once per day, a blue slaad can summon another 
  blue slaad with a 40% chance of success. This is 
  the equivalent of a 4th-level spell. 
   
  ADVANCED RED SLAAD 
  CR 9 
  Male Advance Red Slaad 
  CN Huge outsider (chaotic, extraplanar) 
  Init +1; Senses darkvision 60ft; Listen +13, Spot +13 
  Languages Slaad  
  AC 20, touch 9, flat-footed 19; Dodge, Mobility 
   (-2 size, +1 Dex, +11 natural) 
  hp 138 (12 HD); fast healing 5;  
  Immune sonic 
  Resist acid 5, cold 5, electricity 5, fire 5; 
  Fort +14, Ref +9, Will +6 
  Speed 30 ft. (6 squares) 
  Melee bite +20 (3d8+10) and claws +18/+18 (1d6+5 
  plus implant)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +30  
  Atk Options Power Attack 
  Special Actions Implant, pounce, stunning croak, 
  summon slaad 
  Abilities Str 30, Dex 13, Con 22, Int 6, Wis 6, Cha 8 
  SQ  
  Feats Dodge, Improved Toughness**, Mobility, 
  Multiattack, Power Attack  
  Skills Climb +25, Hide +8, Jump +25, Listen +13, 
  Move Silently +16, Spot +13,  
  Implant (Ex) a red slaad that hits with a claw attack 
  can inject an egg pellet into the opponent’s body. 
  The affected creature must succeed on a DC19 
  Fortitude save to avoid implantation. The DC is 
  Constitution-based. 
   
  Often the slaad implants an unconscious or 
  otherwise helpless creature (which gets no saving 
  throw). The egg gestates for one week before 
  hatching into a blue slaad that eats its way out, 
  killing the host. Twenty-four hours before the egg 
  fully matures, the victim falls extremely ill (-10 to all 
  ability scores, to a minimum of 1). A remove 
  disease spell rids ta victim of the pellet, as does a 
  DC25 Heal check. If the check fails, the healer can 
  try again, but each attempt (successful or not) 
  deals 1d4 points of damage to the patient. 
   
  If the host is an arcane spellcaster, the egg pellet 
  insteads hatches into a green slaad. 
  Pounce (Ex) if a red slaad charges, it can make a full 
  attack in the same round. 
  Stunning Croak (Su) Once per day, a red slaad can 
  emit a loud croak. Every non-slaad creature within 
  20 feet must succeed on a DC19 Fortitude save or 
  be stunned for 1d3 rounds. The save is 
  Constitution-based. 
  Summon Slaad (Sp) Slaadi can summon other slaadi 
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summoned 
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summoned 
  cannot use its own summon ability for 1 hour. 
   
  Most slaadi do not use this ability lightly, since they 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
   
  Once per day, a red slaad can summon another 
  red slaad with a 40% chance of success. This is 
  the equivalent of a 3th-level spell. 
   
  7: DEMOGORGON!!! 
  ADVANCED ELITE ARROW DEMON* (4)
   
  CR 12 
  *from Monster Manual 3 
  CE Medium Outsider (chaotic, evil, extraplanar 
  tanar’ri) 
  Init +8; Senses darkvision 60ft; Listen +26, Spot +26 
  Languages Abyssal, telepathy 100ft 
  AC 23, touch 18, flat-footed 15 
   (+8 Dex, +5 natural) 
  hp 310 (20 HD); DR 5/cold iron and good 
  Immune poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +22, Ref +20, Will +15 
  Speed 40 ft. (8 squares) 
  Melee claws +25/+25/+25/+25 (1d6+5) or 
  Ranged 2x +1 large flaming composite longbow 
  (str+5) +30/+30/+30/+30/ +25/+25/ +20/+20/ 
  +15/+15 (2d6+6/ 19-20, x3 plus 1d6 fire) or  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +20; Grp +25  
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions Close Combat Shot, oversized 
  weapons, spell-like abilities, summon tanar’ri, 
  symmetrical archery 
  Combat Gear 2x +1 large flaming composite 
  longbow, gloves of dexterity +6 
  Spell-Like Abilities (CL 10th): 
   At Will—dimension door (self plus 50 pounds of 
  gear only). 
  Abilities Str 21, Dex 24, Con 30, Int 14, Wis 16, Cha 
  12 
  Feats Improved Critical (longbow), Improved Precise 
  Shot**, Improved Toughness**, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus 
  (longbow) 
  Skills Balance +31, Bluff +24, Climb +28, 
  Concentration +33, Hide +31, Jump +32, Listen 
  +26, Move Silently +31, Sense Motive +26, Spot 
  +26 
  Close Combat Shot (Ex) An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  URC8-04 The Witches of Pikemaster 
   
  Page 33 
  
  Oversized Weapons (Ex) Arrow demons use bows 
  of any kind that are up to one size larger than their 
  size would allow without penalty. 
  Summon Tanar’ri (Sp) Once per day, an arrow 
  demon can either automatically summon 1d6 
  dretches or attempt to summon another arrow 
  demon with a 35% chance of success. This is the 
  equivalent of a 4th-level spell. 
  Symmetrical Archery (Ex) The arrow demon has an 
  amazing ability to wield two bows at once in 
  unison. Any time the arrow demon could make a 
  single attack with a bow, it can attack with both its 
  bows, taking a -2 to its attack roll. The arrow 
  demon takes no additional penalties for using 
  multiple weapons as long as it is using only bows. 
  The statistics blocks above already include these 
  bonuses. 
   
  ADVANCED JOVOC* (2) 
  CR 9 
  *From Monster Manual II 
  CE Medium Outsider (chaotic, evil, tanar’ri) 
  Init +6; Senses Listen +15, Spot +15 
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 120 (12 HD); fast healing 5; DR 5/ good or cold 
  iron 
  SR 13 
  Fort +12, Ref +10, Will +8 
  Speed 30 ft. (6 squares) 
  Melee claws +15/+15 (1d4+3) and bite +10 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Abilities Str 16, Dex 14, Con 19, Int 7, Wis 10, Cha 7 
  SQ aura of retribution, outsider traits, summon 
  tanar’ri, tanar’ri traits 
  Feats Ability Focus (aura of retribution), Improved 
  Initiative, Improved Toughness**, Toughness, 
  Toughness,  
  Skills Hide +17, Listen +15, Move Silently +17, 
  Search +13, Sense Motive +15, Spot +15,  
  Aura of retribution (Su) This effect if always active in 
  a 30-foot spread centered on the jovoc. Whenever 
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC18) halved the damage.  
   
  Regardless of the source of the damage to the 
  jovoc, the damage dealth to nontanar’ri by this 
  effect is not subject to negation or reduction 
  because of resistance, immunity, damage 
  reduction, spell resistance or the like. 
  Summon Tanar’ri (Sp) Once per day a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. 
   
  10: GRAZ’ZT’S REVENGE 
  See Encounter 7. 
   
  11: THE EGG SEEKERS 
  See Encounter 6. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 34 
  
  URC8-04 The Witches of Pikemaster 
   
  Page 35 
  APL 14 
  3: GRAZ’ZT’S ENVOY 
  ZERAVINA 
  CR 15 
  Female Half-Fiendish Maug Fighter 8 Warrior 2 
  *From Fiend Folio 
  CE Large outsider (augmented construct, extraplanar) 
  Init +6; Senses darkvision 60ft; Listen +7, Spot +7 
  Languages Common, Draconic, Giant 
  AC 28, touch 15, flat-footed 23, Dodge, Mobility 
   (-1 size, +6 Dex, +5 armor, +8 natural) 
  hp 134 (12 HD); rapid repair; DR 5/magic 
  Immune Immunity to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect requiring a Fort 
  save unless it works on objects. Maug are also not 
  subject to critical hits, sneak attacks, subdual 
  damage, ability damage, ability drain, energy drain, 
  and death from massive damage. 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 24 
  Fort +13, Ref +8, Will +2 
  Speed 40 ft. (8 squares), fly 40ft (average) 
  Melee +2 unholy greatsword +27/+22/+17 (+2 vs 
  good) (3d6+24/ 17-20 plus +2+2d6 vs good) and 
  bite +19 (1d8+8) or 
  Melee longsword+24 (2d6+20/ 19-20) and bite +19 
  (1d8+8) or 
  Melee bite +24 (1d8+14) and claws +19/+19 (1d6+8) 
  or 
  Melee slam +22 (1d8+18) and bite +19 (1d8+14) and 
  claws +19/+19 (1d6+8)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +27  
  Atk Options Power Attack 
  Special Actions magic-aligned, smite good (+8 
  damage) 
  Spell-Like Abilities (CL 12th): 
   3/day—darkness, poison (DC16) 
   1/day—blasphemy, contagion (DC 17), desecrate, 
  unholy blight (DC17) 
  Abilities Str 35, Dex 22, Con 18, Int 14, Wis 10, Cha 
  16 
  SQ pulverize, rapid repair 
  Feats AlertnessB, Combat Reflexes, Dodge, Elusive 
  Target**,Improved Critical (greatsword), Improved 
  Toughness**, Melee Weapon Mastery** (slashing), 
  Mobility, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword), 
  Skills Climb +22, Craft (armorsmith) +7, Craft 
  (stonemasonry) +11, Craft (weaponsmith) 
  +7,Intimidate +18, Jump +27, Knowledge 
  (architecture) +11, Listen +7, Profession (architect) 
  +5, Profession (soldier) +5, Ride+16, Spot +7, 
  Survival +5  
  Possessions +1 chain shirt, +2 unholy greatsword, 
  amulet of health +2, belt of giant strength +4, 
  longsword 
  Magic Strike (Ex) A maug's natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Pulverize (Su) 3/day a maug can touch an object and 
  negate it's hardness for 1d4 rounds (Fort save DC 
  18 negates). This power can affect a 1000 cubic 
  feet and unattended nonmagical objects do not 
  receive a saving throw. 
  Rapid Repair (Ex) As long as a maug has 1 hp you 
  repair 1 point of damage per 1 hour of FULL rest. 
  This can rise to 2hp per full hour of rest if someone 
  assists a maug with a successful 
  Craft(stonemasonry) check (DC 15). A maug 
  cannot assist his own repair and Rapid Repair 
  does not regrow or reattach missing limbs. 
  Skills +4 racial bonus to Craft (stonemasonry) & 
  Knowledge (architecture & engineering) checks. 
   
  6: THE MERCENARIES 
  ADVANCED BLUE SLAAD 
  CR 13 
  Male advanced Blue Slaad 
  CN Huge Outsider (Chaotic, Extraplanar) 
  Init +5; Senses darkvision 60ft Listen +20, Spot +20 
  Languages Common, Slaad 
  AC 21, touch 9, flat-footed 20 
  (-2 size, +1 Dex, +12 natural) 
  hp 237 (19 HD); fast healing 5;  
  Immune sonic damage 
  Resist acid 5, cold 5, electricity 5, fire 5 
  Fort +18, Ref +12, Will +9 
  Speed 30 ft; 
  Melee claw +28/+28/+28/+28 (4d6+11/ 19-20, x2) and 
  bite +26 (3d8+5 plus disease) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +19; Grp +38 
  Special Actions Dodge, Mobility, summon slaad 
  Combat Gear shirt of the leech** 
  Spell-Like Abilities (CL 11th): 
   At Will—hold person (DC13), passwall, telekinesis 
  (DC15) 
   1/day—chaos hammer (DC14) 
  Abilities Str 32, Dex 13, Con 24, Int 6, Wis 6, Cha 10 
  Feats Dodge, Improved Critical (claw), Improved 
  Initiative, Improved Natural Attack (claw), Improved 
  Toughness**, Mobility, Multiattack  
  Skills Climb +29, Hide +15, Jump +33, Listen +20, 
  Move Silently +23, Speak Language (Common) , 
  Spot +20  
  Slaad Fever (Su) Supernatural disease–bite Fort 
  DC21, incubation periode 1 day, damage 1d3 Dex 
  and 1d3 Cha. The save is Constitution-based. 
   
  An afflicted humanoid reduced to Charisma 0 by 
  slaad fever immediately transforms into a red 
  slaad. It retains none of the features, traits, 
  memories, or abilities of its former self, and is a 
  normal red slaad in all respects. 
   
  If the infected being is an arcane spellcaster, the 
  disease instead produces a green slaad.  
  Summon Slaad (Sp) Slaadi can summon other slaadi 
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summoned 
  
  URC8-04 The Witches of Pikemaster 
   
  Page 36 
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summon
  cannot use its own summon ability for 1 hour. 
  Most slaadi do not use this ability lightly, since 
  ed 
   
  they 
   
  e slaad can summon another 
   
  A
  ANCED DEATH SLAAD 
  CR 15 
  aotic, extraplanar) 
  , Spot 
  La
  ges Common, Slaad, telepathy 100ft 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
  Once per day, a blu
  blue slaad with a 40% chance of success. This is 
  the equivalent of a 4th-level spell. 
  DV
  Advanced Death Slaad 
  CE Medium outsider (ch
  Init +11; Senses darkvision 60ft; Listen +27
  +27 
  ngua
  AC 33, touch 17, flat-footed 27 
   (+7 Dex, +4 armor, +12 natural) 
   10/lawful 
  old 5, electricity 5, fire 5 
  hp 210 (20 HD); fast healing 5; DR
  Immune sonic 
  Resist acid 5, c
  Fort +18, Ref +19, Will +16 
  Speed 30 ft. (6 squares) 
  Melee claws +27/+27 (3d6+7 plus stun) and bite +25 
  Sp
  . 
  t Cleave, Improved 
  Sp
  mon slaad 
  os hammer (DC 20), 
  ), 
  ity, 
   3
  os 
   1
  ord blind 
  A
  , Cha 
  (2d10+3 plus stun) 
  ace 5 ft.; Reach 5 ft
  Base Atk +20; Grp +27  
  Atk Options Cleave, Grea
  Sunder, Power Attack 
  ecial Actions stun, sum
  Spell-Like Abilities (CL 20th): 
   At Will—animate objects, cha
  deeper darkness, detect magic, dispel law 
  (DC21), fear (DC20), finger of death (DC23
  quickened fireball (DC19), fly, identify, invisibil
  magic circle against law, shatter (DC18) 
  /day—circle of death (DC22), cloak of cha
  (DC24), word of chaos (DC23) 
  /day—implosion (DC25), power w
  bilities Str 25, Dex 24, Con 22, Int 18, Wis 18
  22 
   ch
  SQ
  ange shape 
  t Cleave, Improved Initiative, 
  Sk
  scape Artist 
  planes) 
  Po
  Ch
  n assume any 
  Feats Cleave, Grea
  Improved Sunder, Multiattack, Power Attack, 
  Quicken Spell-like ability (fireball),  
  ills Climb +30, Concentration +21, E
  +30, Hide +30, Intimidate +29, Jump +30, 
  Knowledge (religion) +27, Knowledge (the 
  +27, Listen +27, Move Silently +30, Search +27, 
  Spot +27, Survival +12 (+14 following tracks) 
  ssessions +1 studded leather, belt of giant 
  strength +4, cloak of charisma +4 
  ange Shape (Su) A death slaad ca
  humanoid form as a standard action. In humanoid 
  form, a death slaad cannot use its natural weapons
  (although a slaad can equip itself with weapons 
  and armor appropriate to its appearance). A deat
  slaad remains in one form until it chooses to 
  assume a new one. A change in form cannot 
  dispelled, but the slaad reverts to its natural form 
  when killed. A true seeing spell reveals its natural 
  form. 
  un (Ex
   
  h 
  be 
  St
  ) Three times per day, a death slaad can 
  e 
  ck. 
  Su
  mon other slaadi 
  d 
  ed 
   
  they 
   
  aad can summon another 
  ce of 
   
  ANCED 
  ED 
  LAAD
   
  , extraplanar) 
  7, Spot +17 
  t-footed 19; Dodge, Mobility 
  attempt to stun its opponent on an attack with on
  of its natural weapons. If the opponent fails a DC 
  21 Fortitude save, it is stunned for 1 round in 
  addition to taking normal damage from the atta
  The save DC is Wisdom-based. 
  mmon Slaad (Sp) Slaadi can sum
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summone
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summon
  cannot use its own summon ability for 1 hour. 
  Most slaadi do not use this ability lightly, since 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
  Once per day, a death sl
  1-2 blue or red slaadi with a 60% chance of 
  success or 1-2 green slaadi with a 40% chan
  success. This is the equivalent of a 6th-level spell. 
  A
  R
  S
   
  CR 11 
  Male Advance Red Slaad 
  DV
  CN Huge outsider (chaotic
  Init +2; Senses darkvision 60ft; Listen +1
  Languages Slaad 
  AC 21, touch 10, fla
   (-2 size, +2 Dex, +11 natural) 
  hp 184 (16 HD); fast healing 5;  
  Immune sonic 
  Resist acid 5, cold 5, electricity 5, fire 5; 
  Fort +16, Ref +12, Will +8 
  Speed 30 ft. (6 squares) 
  Melee bite +24 (3d8+10) and claws +22/+22/+17 
  Sp
  . 
  k 
  unce, stunning croak, 
  Ab
  x 14, Con 22, Int 6, Wis 6, Cha 8 
  (1d6+5 plus implant)  
  ace 15 ft.; Reach 15 ft
  Base Atk +16; Grp +34  
  Atk Options Power Attac
  Special Actions Implant, po
  summon slaad 
  ilities Str 30, De
  Feats Dodge, Improved Toughness**, Mobility, 
  Multiattack, Power Attack, Rapidstrike** (claw
  ills Climb +29, Hide +13, Jump +29, Listen +17, 
  s) 
  Sk
  Im
   with a claw attack 
  Move Silently +21, Spot +17  
  plant (Ex) a red slaad that hits
  can inject an egg pellet into the opponent’s body. 
  The affected creature must succeed on a DC19 
  Fortitude save to avoid implantation. The DC is 
  Constitution-based. 
  Often the slaad impla
   
  nts an unconscious or 
  aving 
   
   
  l 
  es a 
  otherwise helpless creature (which gets no s
  throw). The egg gestates for one week before 
  hatching into a blue slaad that eats its way out,
  killing the host. Twenty-four hours before the egg
  fully matures, the victim falls extremely ill (-10 to al
  ability scores, to a minimum of 1). A remove 
  disease spell rids ta victim of the pellet, as do
  
  URC8-04 The Witches of Pikemaster 
   
  Page 37 
  DC25 Heal check. If the check fails, the healer can 
  try again, but each attempt (successful or not) 
  deals 1d4 points of damage to the patient. 
  If the host is an arcane spellcaster, the egg 
   
  pellet 
  Po
  n make a full 
  St
  er day, a red slaad can 
  Su
  aadi can summon other slaadi 
  d 
  ed 
   
  they 
   
  ad can summon another 
   
  7: DEMOGORGON!!! 
  ROW 
  EMON
   12 
  , evil, extraplanar 
  In
  ses darkvision 60ft; Listen +26, Spot +26 
  insteads hatches into a green slaad. 
  unce (Ex) if a red slaad charges, it ca
  attack in the same round. 
  unning Croak (Su) Once p
  emit a loud croak. Every non-slaad creature within 
  20 feet must succeed on a DC19 Fortitude save or 
  be stunned for 1d3 rounds. The save is 
  Constitution-based. 
  mmon Slaad (Sp) Sl
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summone
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summon
  cannot use its own summon ability for 1 hour. 
  Most slaadi do not use this ability lightly, since 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
  Once per day, a red sla
  red slaad with a 40% chance of success. This is 
  the equivalent of a 3th-level spell. 
  ADVANCED ELITE AR
  D
  *
   
  CR
  *from Monster Manual 3 
  CE Medium Outsider (chaotic
  tanar’ri) 
  it +8; Sen
  Languages Abyssal, telepathy 100ft 
  AC 23, touch 18, flat-footed 15 
   (+8 Dex, +5 natural) 
  hp 310 (20 HD); DR 5/cold iron and good 
  old 10, fire 10; SR 18 
  Immune poison 
  Resist acid 10, c
  Fort +22, Ref +20, Will +15 
  Speed 40 ft. (8 squares) 
  Melee claws +25/+25/+25/+25 (1d6+5) or 
  gbow 
  /+15 
  Sp
  hot, Precise Shot 
  ed 
  Co
  e flaming composite 
  Sp
  plus 50 pounds of 
  Abi
  Dex 24, Con 30, Int 14, Wis 16, Cha 
  Ranged 2x +1 large flaming composite lon
  (str+5) +30/+30/+30/+30/+25/+25/+20/+20/+15
  (2d6+6/ 19-20, x3 plus 1d6 fire) or  
  ace 5 ft.; Reach 5 ft. 
  Base Atk +20; Grp +25  
  Atk Options Point Blank S
  Special Actions Close Combat Shot, oversiz
  weapons, spell-like abilities, summon tanar’ri, 
  symmetrical archery 
  mbat Gear 2x +1 larg
  longbow, gloves of dexterity +6 
  ell-Like Abilities (CL 10th): 
   At Will—dimension door (self 
  gear only). 
  lities Str 21, 
  12 
  ats Improve
  Fe
  d Critical (longbow), Improved Precise 
  Shot**, Improved Toughness**, Point Blank Shot, 
  Sk
  on +33, Hide +31, Jump +32, Listen 
  26, Spot 
  Cl
  Precise Shot, Rapid Shot, Weapon Focus 
  (longbow) 
  ills Balance +31, Bluff +24, Climb +28, 
  Concentrati
  +26, Move Silently +31, Sense Motive +
  +26 
  ose Combat Shot (Ex) An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  t 
  Ov
  s 
  Su
  mmon 1d6 
  the 
  Sy
   
  ws at once in 
  th its 
  ows. 
  se 
   
  AD
   HEZROU (2) 
  CR 14 
  E Huge Outsi
  r (Chaotic
  t +30 
  Au
   
  threatened. In addition, the arrow demon can shoo
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  ersized Weapons (Ex) Arrow demons use bow
  of any kind that are up to one size larger than their 
  size would allow without penalty. 
  mmon Tanar’ri (Sp) Once per day, an arrow 
  demon can either automatically su
  dretches or attempt to summon another arrow 
  demon with a 35% chance of success. This is 
  equivalent of a 4th-level spell. 
  mmetrical Archery (Ex) The arrow demon has an
  amazing ability to wield two bo
  unison. Any time the arrow demon could make a 
  single attack with a bow, it can attack with bo
  bows, taking a -2 to its attack roll. The arrow 
  demon takes no additional penalties for using 
  multiple weapons as long as it is using only b
  The statistics blocks above already include the
  bonuses. 
  VANCED
  C
  de
  , Extraplanar, Evil, 
  Tanar’ri) 
  Init -1; Senses darkvision 60ft, Listen +30, Spo
  ra stench
  Languages Abyssal, Celestial, Draconic, telepathy 
  100ft 
  AC 24, touch 7, flat-footed 24 
   (-2 size, -1 Dex, +17 natural) 
  ; SR 26 
   
  hp 280 (17 HD); DR 10/good 
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10
  Fort +22, Ref +9, Will +12 
  Speed 30 ft. (6 squares); fly 60ft (good)
  Melee bite +27 (4d6+12) and claws +25/+25 (2d6+6) 
  b, Power Attack 
  3th): 
  ter teleport 
  cts only), quicken 
   3
  A
  Space 15 ft.; Reach 15 ft. 
  Base Atk +17; Grp +37  
  Atk Options Improved Gra
  Special Actions Cleave 
  Combat Gear belt of giant strength +4 
  Spell-Like Abilities (CL 1
   At Will—chaos hammer (DC19), grea
  (self plus 50 pounds of obje
  unholy blight (DC19) 
  /day—blasphemy (DC21), gaseous form 
  lities Str 34, Dex 8, Co
  bi
  n 34, Int 14, Wis 14, Cha 
  18 
  Feats Blind-Fight, Cleave, Multiattack, Power Attack,
  Spe
   
  ll Focus (evocation) Quicken Spell-like ability 
  Sk
  timidate +24, Listen +30, Move 
  (unholy blight),  
  ills Climb +30, Concentration +32, Escape Artist 
  +19, Hide +11, In
  
  URC8-04 The Witches of Pikemaster 
   
  Page 38 
  Silently +19, Search +22, Spellcraft +22, Spot +30
  Survival +2 (+4 following tracks), Use Rope +0 (+
  with bindings) 
  proved Grab (Ex) To use this ability, a hezrou 
  , 
  2 
  Im
  must hit with both claw attacks. It can then attempt 
  ing 
  St
  hts. Any living creature 
   
  in the area. A creature that 
   
  tures resistant to poison 
  rows.. 
  Su
   another 
   
  Sk
  AD
  * (3) 
  CR 9 
  rom Monster
  l II 
  , Spot +15 
  to start a grapple as a free action without provok
  an attack of opportunity. 
  ench (Ex) A hezrou’s skin produces a foul-smelling, 
  toxic liquid whenever it fig
  (except other demons) within 10 feet must succeed 
  on a DC 24 Fortitude save or be nauseated for as 
  long as it remains within the affected area and for 
  1d4 rounds afterward. 
  Creatures that successfully save are sickened for 
  as long as they remain 
  successfully saves cannot be affected again by the 
  same hezrou’s stench for 24 hours. A delay poison 
  or neutralize poison spell removes either condition 
  from one creature. 
  Creatures that have immunity to poison are 
  unaffected, and crea
  receive their normal bonus on their saving th
  The save DC is Constitution-based. 
  mmon Demon (Sp) Once per day a hezrou can 
  attempt to summon 4d10 dretches or
  hezrou with a 35% chance of success. This ability
  is the equivalent of a 4th-level spell. 
  ills: Hezrous have a +8 racial bonus on Listen and 
  Spot checks. 
   
  VANCED JOVOC
  *F
   Manua
  CE Medium Outsider (chaotic, evil, tanar’ri) 
  Init +6; Senses Listen +15
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 120 (12 HD); fast healing 5; DR 5/ good or cold 
  Fo
  2, Ref +10, Will +8 
  iron 
  SR 13 
  rt +1
  Speed 30 ft. (6 squares) 
  Melee claws +15/+15 (1d4+3) and bite +10 (1d6+1) 
  Con 19, Int 7, Wis 10, Cha 7 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Abilities Str 16, Dex 14, 
  SQ aura of retribution, outsider traits, summon 
  d 
  ess**, Toughness, 
  Sk
  ense Motive +15, Spot +15  
  tive in 
  tanar’ri, tanar’ri traits 
  Feats Ability Focus (aura of retribution), Improve
  Initiative, Improved Toughn
  Toughness,  
  ills Hide +17, Listen +15, Move Silently +17, 
  Search +13, S
  Aura of retribution (Su) This effect if always ac
  a 30-foot spread centered on the jovoc. Whenever 
   
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC18) halved the damage.  
  Regardless of the source of the damage to the 
  jovoc, the damage dealth to nontanar’ri by this 
  effect is not subject to negation or reduction 
  because of resistance, immunity, damage 
  reduction, spell resistance or the like. 
  mmon Tanar’ri (Sp) Once per day a jovoc
  attempt to summon another jovoc with
  Su
   can 
   a 25% 
  10: GRAZ’ZT’S REVENGE 
  11: THE EGG SEEKERS 
  ee Encounter 6. 
  chance of success. 
   
  See Encounter 7. 
   
  S
   
  
  URC8-04 The Witches of Pikemaster 
   
  Page 39 
  APL 16 
  3: GRAZ’ZT’S ENVOY 
  ZERAVINA 
  CR 17 
  Female Half-Fiendish Maug Fighter 10 Warrior 2 
  *From Fiend Folio 
  CE Large outsider (augmented construct, extraplanar) 
  Init +6; Senses darkvision 60ft; Listen +7, Spot +7 
  Languages Common, Draconic, Giant 
  AC 28, touch 15, flat-footed 23, Dodge, Mobility 
   (-1 size, +6 Dex, +5 armor, +8 natural) 
  hp 156 (14 HD); rapid repair; DR 5/magic 
  Immune Immunity to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, 
  necromantic effects, and any effect requiring a Fort 
  save unless it works on objects. Maug are also not 
  subject to critical hits, sneak attacks, subdual 
  damage, ability damage, ability drain, energy drain, 
  and death from massive damage. 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 26 
  Fort +14, Ref +9, Will +3 
  Speed 40 ft. (8 squares), fly 40ft (average) 
  Melee +2 unholy greatsword +29/+24/+19 (+2 vs 
  good) (3d6+24/ 17-20 plus +2+2d6 vs good) and 
  bite +24 (1d8+8) or 
  Melee longsword+26 (2d6+20/ 19-20) and bite +24 
  (1d8+8) or 
  Melee bite +26 (1d8+14) and claws +24/+24 (1d6+8) 
  or 
  Melee slam +24 (1d8+18) and bite +24 (1d8+14) and 
  claws +24/+24 (1d6+8)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +29  
  Atk Options Power Attack 
  Special Actions magic-aligned, smite good (+8 
  damage) 
  Spell-Like Abilities (CL 12th): 
   3/day—darkness, poison (DC16) 
   1/day—blasphemy, contagion (DC 17), desecrate, 
  unholy blight (DC17) 
  Abilities Str 35, Dex 22, Con 18, Int 14, Wis 10, Cha 
  16 
  SQ pulverize, rapid repair 
  Feats AlertnessB, Combat Reflexes, Dodge, Elusive 
  Target**,Improved Critical (greatsword), Improved 
  Toughness**, Melee Weapon Mastery** (slashing), 
  Mobility, Multiattack, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword), 
  Skills Climb +24, Craft (armorsmith) +7, Craft 
  (stonemasonry) +11, Craft (weaponsmith) 
  +7,Intimidate +20, Jump +29, Knowledge 
  (architecture) +11, Listen +7, Profession (architect) 
  +5, Profession (soldier) +5, Ride+18, Spot +7, 
  Survival +5  
  Possessions +1 chain shirt, +2 unholy greatsword, 
  amulet of health +2, belt of giant strength +4, 
  longsword 
  Magic Strike (Ex) A maug's natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Pulverize (Su) 3/day a maug can touch an object and 
  negate it's hardness for 1d4 rounds (Fort save DC 
  18 negates). This power can affect a 1000 cubic 
  feet and unattended nonmagical objects do not 
  receive a saving throw. 
  Rapid Repair (Ex) As long as a maug has 1 hp you 
  repair 1 point of damage per 1 hour of FULL rest. 
  This can rise to 2hp per full hour of rest if someone 
  assists a maug with a successful 
  Craft(stonemasonry) check (DC 15). A maug 
  cannot assist his own repair and Rapid Repair 
  does not regrow or reattach missing limbs. 
  Skills +4 racial bonus to Craft (stonemasonry) & 
  Knowledge (architecture & engineering) checks. 
   
  6: THE MERCENARIES 
  ADVANCED BLUE SLAAD 
  CR 13 
  Male advanced Blue Slaad 
  CN Huge Outsider (Chaotic, Extraplanar) 
  Init +5; Senses darkvision 60ft Listen +20, Spot +20 
  Languages Common, Slaad 
  AC 21, touch 9, flat-footed 20 
  (-2 size, +1 Dex, +12 natural) 
  hp 237 (19 HD); fast healing 5;  
  Immune sonic damage 
  Resist acid 5, cold 5, electricity 5, fire 5 
  Fort +18, Ref +12, Will +9 
  Speed 30 ft; 
  Melee claw +28/+28/+28/+28 (4d6+11/ 19-20, x2) and 
  bite +26 (3d8+5 plus disease) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +19; Grp +38 
  Special Actions Dodge, Mobility, summon slaad 
  Combat Gear shirt of the leech** 
  Spell-Like Abilities (CL 11th): 
   At Will—hold person (DC13), passwall, telekinesis 
  (DC15) 
   1/day—chaos hammer (DC14) 
  Abilities Str 32, Dex 13, Con 24, Int 6, Wis 6, Cha 10 
  Feats Dodge, Improved Critical (claw), Improved 
  Initiative, Improved Natural Attack (claw), Improved 
  Toughness**, Mobility, Multiattack  
  Skills Climb +29, Hide +15, Jump +33, Listen +20, 
  Move Silently +23, Speak Language (Common) , 
  Spot +20  
  Slaad Fever (Su) Supernatural disease–bite Fort 
  DC21, incubation periode 1 day, damage 1d3 Dex 
  and 1d3 Cha. The save is Constitution-based. 
   
  An afflicted humanoid reduced to Charisma 0 by 
  slaad fever immediately transforms into a red 
  slaad. It retains none of the features, traits, 
  memories, or abilities of its former self, and is a 
  normal red slaad in all respects. 
   
  If the infected being is an arcane spellcaster, the 
  disease instead produces a green slaad.  
  Summon Slaad (Sp) Slaadi can summon other slaadi 
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summoned 
  
  URC8-04 The Witches of Pikemaster 
   
  Page 40 
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summon
  cannot use its own summon ability for 1 hour. 
  Most slaadi do not use this ability lightly, since 
  ed 
   
  they 
   
  e slaad can summon another 
   
  A
  ANCED DEATH SLAAD 
  CR 15 
  aotic, extraplanar) 
  , Spot 
  La
  ges Common, Slaad, telepathy 100ft 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
  Once per day, a blu
  blue slaad with a 40% chance of success. This is 
  the equivalent of a 4th-level spell. 
  DV
  Advanced Death Slaad 
  CE Medium outsider (ch
  Init +11; Senses darkvision 60ft; Listen +27
  +27 
  ngua
  AC 33, touch 17, flat-footed 27 
   (+7 Dex, +4 armor, +12 natural) 
   10/lawful 
  old 5, electricity 5, fire 5 
  hp 210 (20 HD); fast healing 5; DR
  Immune sonic 
  Resist acid 5, c
  Fort +18, Ref +19, Will +16 
  Speed 30 ft. (6 squares) 
  Melee claws +27/+27 (3d6+7 plus stun) and bite +25 
  Sp
  . 
  t Cleave, Improved 
  Sp
  mon slaad 
  os hammer (DC 20), 
  ), 
  ity, 
   3
  os 
   1
  ord blind 
  A
  , Cha 
  (2d10+3 plus stun) 
  ace 5 ft.; Reach 5 ft
  Base Atk +20; Grp +27  
  Atk Options Cleave, Grea
  Sunder, Power Attack 
  ecial Actions stun, sum
  Spell-Like Abilities (CL 20th): 
   At Will—animate objects, cha
  deeper darkness, detect magic, dispel law 
  (DC21), fear (DC20), finger of death (DC23
  quickened fireball (DC19), fly, identify, invisibil
  magic circle against law, shatter (DC18) 
  /day—circle of death (DC22), cloak of cha
  (DC24), word of chaos (DC23) 
  /day—implosion (DC25), power w
  bilities Str 25, Dex 24, Con 22, Int 18, Wis 18
  22 
   ch
  SQ
  ange shape 
  t Cleave, Improved Initiative, 
  Sk
  scape Artist 
  planes) 
  Po
  Ch
  n assume any 
  Feats Cleave, Grea
  Improved Sunder, Multiattack, Power Attack, 
  Quicken Spell-like ability (fireball),  
  ills Climb +30, Concentration +21, E
  +30, Hide +30, Intimidate +29, Jump +30, 
  Knowledge (religion) +27, Knowledge (the 
  +27, Listen +27, Move Silently +30, Search +27, 
  Spot +27, Survival +12 (+14 following tracks) 
  ssessions +1 studded leather, belt of giant 
  strength +4, cloak of charisma +4 
  ange Shape (Su) A death slaad ca
  humanoid form as a standard action. In humanoid 
  form, a death slaad cannot use its natural weapons
  (although a slaad can equip itself with weapons 
  and armor appropriate to its appearance). A deat
  slaad remains in one form until it chooses to 
  assume a new one. A change in form cannot 
  dispelled, but the slaad reverts to its natural form 
  when killed. A true seeing spell reveals its natural 
  form. 
  un (Ex
   
  h 
  be 
  St
  ) Three times per day, a death slaad can 
  e 
  ck. 
  Su
  mon other slaadi 
  d 
  ed 
   
  they 
   
  aad can summon another 
  ce of 
   
  ANCED 
  REEN 
  LAAD
   
  ic, extraplanar) 
  3, Spot +23 
  attempt to stun its opponent on an attack with on
  of its natural weapons. If the opponent fails a DC 
  21 Fortitude save, it is stunned for 1 round in 
  addition to taking normal damage from the atta
  The save DC is Wisdom-based. 
  mmon Slaad (Sp) Slaadi can sum
  much as though casting a summon monster spell, 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summone
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summon
  cannot use its own summon ability for 1 hour. 
  Most slaadi do not use this ability lightly, since 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
  Once per day, a death sl
  1-2 blue or red slaadi with a 60% chance of 
  success or 1-2 green slaadi with a 40% chan
  success. This is the equivalent of a 6th-level spell. 
  A
  G
  S
   
  CR 14 
  Advanced Green Slaad 
  DV
  CN Huge outsider (chaot
  Init +5; Senses darkvision 60ft; Listen +2
  Languages Common, slaad  
  AC 25, touch 9, flat-footed 24 
   (-2 size, +1 Dex, +16 natural) 
  old 5, electricity 5, fire 5; 
  hp 230 (20 HD); fast healing 5;  
  Immune sonic 
  Resist acid 5, c
  Fort +19, Ref +13, Will +12 
  Speed 30 ft. (6 squares) 
  Melee claws +29/+29 (1d8+11) and bite +27 (3d8+5) 
  , Quicken Spell-like ability 
  chaos hammer 
   
   
   3
   (DC16), deeper darkness, 
  �Al
   Dex 12, Con 24, Int 10, Wis 10, Cha 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +20; Grp +39  
  Atk Options Power Attack
  Special Actions summon slaad 
  Spell-Like Abilities (CL 20th): 
   At Will—empowered quickened 
  (DC16), detect magic, detect thoughts (DC13),
  fear (DC15), protection from law, see invisibility,
  shatter (DC14) 
  /day—dispel law
  fireball (DC15) 
  ready cast 
  Abilities Str 32,
  12 
   ch
  SQ
  ange shape 
  ell-like Ability (chaos hammer), 
  Sk
  ion +24, Hide +16, Jump 
  Ch
   any 
  Feats Empower Sp
  Initiative, Improved Initiative, Multiattack, Power 
  Attack, Quicken Spell-like Ability (chaos hammer), 
  Spell Focus (evocation),  
  ills Climb +34, Concentrat
  +34, Listen +23, Move Silently +24, Search +23, 
  Spot +23, Survival +6 (+8 following tracks), 
  ange Shape (Su) A green slaad can assume
  humanoid form as a standard action. In humanoid 
  
  URC8-04 The Witches of Pikemaster 
   
  Page 41 
  form, a green slaad cannot use its natural weapons
  (although a slaad can equip itself with weapons 
  and armor appropriate to its appearance). A green 
  slaad remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, but the slaad reverts to its natural form 
  when killed. A true seeing spell reveals its natural
  form. 
  mmon Slaad (Sp) Slaadi can summon other slaad
  much as though casting a summon monster spell, 
   
   
  Su
  i 
   
   
  ance of success. This is 
  AD
  CR 13 
  ale Advance Red Slaad 
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summoned 
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summoned 
  cannot use its own summon ability for 1 hour. 
  Most slaadi do not use this ability lightly, since they 
  are generally distrustful and fearful of one another. 
  In general, they use it only when necessary to save 
  their own lives 
  Once per day, a red slaad can summon another 
  red slaad with a 40% ch
  the equivalent of a 3th-level spell. 
   
  VANCED RED SLAAD 
  M
  CN Huge outsider (chaotic, extraplanar) 
   60ft; Listen +21, Spot +21 
  Init +2; Senses darkvision
  Languages Slaad 
  AC 21, touch 10, flat-footed 19; Dodge, Mobility 
   (-2 size, +2 Dex, +11 natural) 
  , fire 5; 
  14, Will +10 
  hp 230 (20 HD); fast healing 5;  
  Immune sonic 
  Resist acid 5, cold 5, electricity 5
  Fort +18, Ref +
  Speed 30 ft. (6 squares) 
  Melee bite +28 (3d8+10) and claws 
  1d6+5 plus implant)  
  ounce, stunning croak, 
   
  +26/+26/+21/+16/+11 (
  Space 15 ft.; Reach 15 ft. 
  Base Atk +20; Grp +34  
  Atk Options Power Attack 
  p
  Special Actions Implant, 
  summon slaad 
  Abilities Str 31, Dex 14, Con 22, Int 6, Wis 6, Cha 8
  Fe
  oved Rapidstrike** (claws), 
  1, 
  ats Dodge, Impr
  Improved Toughness**, Mobility, Multiattack, 
  Power Attack, Rapidstrike** (claws) 
  Skills Climb +33, Hide +17, Jump +33, Listen +2
  Move Silently +25, Spot +21  
  Implant (Ex) a red slaad that hits with a claw attack 
  can inject an egg pellet into the opponent’s body. 
   
  g 
   
   
  an 
   
  o
   
  slaad creature within 
  Su
  ther slaadi 
  ing a summon monster spell, 
   
  her. 
   
  ance of success. This is 
   
  7: D
  ROW DEMON*
  CR 12 
  t +26 
  La
   Abyssal, telepathy 100ft 
  The affected creature must succeed on a DC19 
  Fortitude save to avoid implantation. The DC is 
  Constitution-based. 
  Often the slaad implants an unconscious or 
  otherwise helpless creature (which gets no savin
  throw). The egg gestates for one week before
  hatching into a blue slaad that eats its way out, 
  killing the host. Twenty-four hours before the egg 
  fully matures, the victims falls extremely ill (-10 to
  all ability scores, to a minimum of 1). A remove 
  disease spell rids ta victim of the pellet, as does a 
  DC25 Heal check. If the check fails, the healer c
  try again, but each attempt (successful or not) 
  deals 1d4 points of damage to the patient. 
  If the host is an arcane spellcaster, the egg pellet 
  insteads hatches into a green slaad. 
  P unce (Ex) if a red slaad charges, it can make a full
  attack in the same round. 
  Stunning Croak (Su) Once per day, a red slaad can 
  emit a loud croak. Every non-
  20 feet must succeed on a DC19 Fortitude save or 
  be stunned for 1d3 rounds. The save is 
  Constitution-based. 
  mmon Slaad (Sp) Slaadi can summon o
  much as though cast
  but they have a limited chance of success. On a 
  failure, no slaadi answer the summons. Summoned 
  creatures automatically return when they came 
  after 1 hour. A slaad that has just been summoned 
  cannot use its own summon ability for 1 hour. 
  Most slaadi do not use this ability lightly, since they 
  are generally distrustful and fearful of one anot
  In general, they use it only when necessary to save 
  their own lives 
  Once per day, a red slaad can summon another 
  red slaad with a 40% ch
  the equivalent of a 3th-level spell. 
  EMOGORGON!!! 
   
  ADVANCED ELITE AR
   
  *from Monster Manual 3 
  CE Medium Outsider (chaotic, evil, extraplanar 
  tanar’ri) 
  Init +8; Senses darkvision 60ft; Listen +26, Spo
  nguages
  AC 23, touch 18, flat-footed 15 
   (+8 Dex, +5 natural) 
  hp 310 (20 HD); DR 5/cold iron and good 
  0, Will +15 
  Immune poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +22, Ref +2
  Speed 40 ft. (8 squares) 
  Melee claws +25/+25/+25/+25 (1d6+5) or 
  g composite longbow 
  20/+15/+15 
  Sp
  Ba
   Shot, Precise Shot 
  mbat Shot, oversized 
  , 
  Co
  xterity +6 
   
  s 50 pounds of 
  A
  a 
  Ranged 2x +1 large flamin
  (str+5) +30/+30/+30/+30/+25/+25/+20/+
  (2d6+6/ 19-20, x3 plus 1d6 fire) or  
  ace 5 ft.; Reach 5 ft. 
  se Atk +20; Grp +25  
  Atk Options Point Blank
  Special Actions Close Co
  weapons, spell-like abilities, summon tanar’ri
  symmetrical archery 
  mbat Gear 2x +1 large flaming composite 
  longbow, gloves of de
  Spell-Like Abilities (CL 10th): 
  At Will—dimension door (self plu
  gear only). 
  bilities Str 21, Dex 24, Con 30, Int 14, Wis 16, Ch
  1
  t**, Improved Toughness**, Point Blank Shot, 
  2 
  Feats Improved Critical (longbow), Improved Precise 
  Sho
  
  URC8-04 The Witches of Pikemaster 
   
  Page 42 
  Precise Shot, Rapid Shot, Weapon Focus 
  (longbow) 
  ills Balance +31, Bluff +24, Climb +28, 
  Concentrati
  Sk
  on +33, Hide +31, Jump +32, Listen 
  26, Spot 
  Cl
  +26, Move Silently +31, Sense Motive +
  +26 
  ose Combat Shot (Ex) An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  t 
  Ov
  s 
  Su
  mmon 1d6 
  the 
  Sy
   
  ws at once in 
  th its 
  ows. 
  se 
   
  AD
   HEZROU (2) 
  CR 14 
  E Huge Outsi
  r (Chaotic
  t +30 
  Au
   
  threatened. In addition, the arrow demon can shoo
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  ersized Weapons (Ex) Arrow demons use bow
  of any kind that are up to one size larger than their 
  size would allow without penalty. 
  mmon Tanar’ri (Sp) Once per day, an arrow 
  demon can either automatically su
  dretches or attempt to summon another arrow 
  demon with a 35% chance of success. This is 
  equivalent of a 4th-level spell. 
  mmetrical Archery (Ex) The arrow demon has an
  amazing ability to wield two bo
  unison. Any time the arrow demon could make a 
  single attack with a bow, it can attack with bo
  bows, taking a -2 to its attack roll. The arrow 
  demon takes no additional penalties for using 
  multiple weapons as long as it is using only b
  The statistics blocks above already include the
  bonuses. 
  VANCED
  C
  de
  , Extraplanar, Evil, 
  Tanar’ri) 
  Init -1; Senses darkvision 60ft, Listen +30, Spo
  ra stench
  Languages Abyssal, Celestial, Draconic, telepathy 
  100ft 
  AC 24, touch 7, flat-footed 24 
   (-2 size, -1 Dex, +17 natural) 
  ; SR 26 
   
  hp 280 (17 HD); DR 10/good 
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10
  Fort +22, Ref +9, Will +12 
  Speed 30 ft. (6 squares); fly 60ft (good)
  Melee bite +27 (4d6+12) and claws +25/+25 (2d6+6) 
  b, Power Attack 
  3th): 
  ter teleport 
  cts only), quicken 
   3
  A
  Space 15 ft.; Reach 15 ft. 
  Base Atk +17; Grp +37  
  Atk Options Improved Gra
  Special Actions Cleave 
  Combat Gear belt of giant strength +4 
  Spell-Like Abilities (CL 1
   At Will—chaos hammer (DC19), grea
  (self plus 50 pounds of obje
  unholy blight (DC19) 
  /day—blasphemy (DC21), gaseous form 
  lities Str 34, Dex 8, Co
  bi
  n 34, Int 14, Wis 14, Cha 
  18 
  Feats Blind-Fight, Cleave, Multiattack, Power Attack,
  Spe
   
  ll Focus (evocation) Quicken Spell-like ability 
  Sk
  timidate +24, Listen +30, Move 
  , 
  2 
  Im
  (unholy blight),  
  ills Climb +30, Concentration +32, Escape Artist 
  +19, Hide +11, In
  Silently +19, Search +22, Spellcraft +22, Spot +30
  Survival +2 (+4 following tracks), Use Rope +0 (+
  with bindings) 
  proved Grab (Ex) To use this ability, a hezrou 
  must hit with both claw attacks. It can then attempt 
  ing 
  St
  hts. Any living creature 
   
  rows.. 
  Su
   another 
   
  Sk
  AD
  * (3) 
  CR 9 
  rom Monster
  l II 
  , Spot +15 
  ed 13 
  to start a grapple as a free action without provok
  an attack of opportunity. 
  ench (Ex) A hezrou’s skin produces a foul-smelling, 
  toxic liquid whenever it fig
  (except other demons) within 10 feet must succeed 
  on a DC 24 Fortitude save or be nauseated for as 
  long as it remains within the affected area and for 
  1d4 rounds afterward. Creatures that successfully 
  save are sickened for as long as they remain in the
  area. A creature that successfully saves cannot be 
  affected again by the same hezrou’s stench for 24 
  hours. A delay poison or neutralize poison spell 
  removes either condition from one creature. 
  Creatures that have immunity to poison are 
  unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving th
  The save DC is Constitution-based. 
  mmon Demon (Sp) Once per day a hezrou can 
  attempt to summon 4d10 dretches or
  hezrou with a 35% chance of success. This ability
  is the equivalent of a 4th-level spell. 
  ills: Hezrous have a +8 racial bonus on Listen and 
  Spot checks. 
   
  VANCED JOVOC
  *F
   Manua
  CE Medium Outsider (chaotic, evil, tanar’ri) 
  Init +6; Senses Listen +15
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 15, touch 12, flat-foot
   (+2 Dex, +3 natural) 
  hp 120 (12 HD); fast healing 5; DR 5/ good or cold 
  Fo
  2, Ref +10, Will +8 
   squares) 
  iron 
  SR 13 
  rt +1
  Speed 30 ft. (6
  Melee claws +15/+15 (1d4+3) and bite +10 (1d6+1) 
  Con 19, Int 7, Wis 10, Cha 7 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Abilities Str 16, Dex 14, 
  SQ aura of retribution, outsider traits, summon 
  d 
  ess**, Toughness, 
  Sk
  ense Motive +15, Spot +15  
  tive in 
  tanar’ri, tanar’ri traits 
  Feats Ability Focus (aura of retribution), Improve
  Initiative, Improved Toughn
  Toughness,  
  ills Hide +17, Listen +15, Move Silently +17, 
  Search +13, S
  Aura of retribution (Su) This effect if always ac
  a 30-foot spread centered on the jovoc. Whenever 
   
  ar’ri by this 
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC18) halved the damage.  
  Regardless of the source of the damage to the 
  jovoc, the damage dealth to nontan
  
  URC8-04 The Witches of Pikemaster 
   
  Page 43 
  effect is not subject to negation or reduction 
  because of resistance, immunity, damage 
  reduction, spell resistance or the like. 
  mmon Tanar’ri (Sp) Once per day a jovoc
  attempt to summon another jovoc with a 25
  Su
   can 
  % 
  10: GRAZ’ZT’S REVENGE 
  ee Encounter 7. 
  11: THE EGG SEEKERS 
  chance of success. 
   
  S
   
  See Encounter 6. 
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Rapidstrike [Monstrous] 
  You can make multiple attacks with a natural weapon. 
   
  Prerequisite: Dex 9, one or more pairs or natural 
  weapons, aberration, dragon, elemental, magical beast 
  or plant type, base attack bonus +15, Rapidstrike. 
   
  Benefit: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
  make two or more extra attack with one of those 
  weapons the first at a -5 penalty and subsequent attacks 
  at an additional -5, but never more than four extra 
  attacks. A creature with multiple limbs qualifies for this 
  feat as well, such as a creature with 3 arms and 3 claw 
  attack. 
   
  Normal: Without this feat you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair 
  of natural weapon you have.  
   
  Source: Draconomicon 73 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter’s bonus feats. 
   
  Source: Complete Warrior 101 
   
  Rapidstrike [Monstrous] 
  You can attack more than once with a natural weapon. 
   
  Prerequisite: Dex 9, one or more pairs or natural 
  weapons, aberration, dragon, elemental, magical beast 
  or plant type, base attack bonus +10. 
   
  Benefit: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
  make one extra attack with one of those weapons at a -5 
  penalty. A creature with multiple limbs qualifies for 
  this feat as well, such as a creature with 3 arms and 3 
  claw attack. 
   
  Normal: Without this feat you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair 
  of natural weapon you have.  
   
  Source: Draconomicon 73 
   
  MAGIC ITEMS 
  Shirt of the Leech 
  Price (Item Level): 8,000gp (11th) 
  Body Slot: Torso 
  Caster Level: 9th 
  Aura: moderate; (DC19) conjuration 
  Activation: - and Immediate (command) 
  Weight: 1 lbs 
  Whenever a healing spell of 4th level or lower is cast 
  within 30 feet of you, you instantly recognize the spell 
  being cast. This is a continuous effect and requires no 
  activation. 
   
  As an immediate action, you can activate a shirt of 
  the leech to gain the effect of any healing spell cast 
  within 30 feet of you, instead of the spell affecting its 
  intended target. If the spell would normally affect 
  more than one creature, you choose which target does 
  not gain the effect. You must have line of sight to both 
  the caster and the target to use this effect. 
   
  This ability functions three times per day. 
   
  Prerequisite: Craft Wondrous Item, mass cure light 
  wounds. 
   
  Cost to Create: 4,000gp, 320XP, 8 days. 
   
  Source: Magic Item Compendium 135 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 44 
  
  URC8-04 The Witches of Pikemaster 
   
  Page 45 
  APPENDIX 3: COUNTY OF URNST REGIONAL RACE RULES 
  Several options exist for players in Living Greyhawk to play races that are normally reserved for NPCs (such as centaurs 
  and kobolds). In order to clarify regional reactions to player characters and provide an easy way for players to assess a 
  region's acceptance of an unusual race, the following standard has been adopted. Regions must make this assessment for 
  the following races: asherati, Bright Desert centaurs, and Mist Kingdom kobolds. The assessment is not made for 
  subraces of Player's Handbook races (such as snow elves) – these races are similar enough to the standard races. 
   
  These rules apply only when playing a module set in the County of Urnst (not when playing Cores or meta-regional 
  modules not set in the County). Other regions will have different rules and applications. Regional adventures and AR 
  items may have additional rules or special entries that supersede these rules. 
  The chart below shows how different races are generally viewed in the County of Urnst: 
   
  Race 
  Attitude 
  Asherati 
  Neutral 
  Centaurs 
  Neutral 
  Lizardfolk (except Fennelmore) 
  Wary 
  Mongrelfolk 
  Wary 
  Non-evil Humanoid Race 
  Wary 
  Half-Orcs 
  Wary 
  Mist Kingdom Kobolds 
  Monstrous 
  Lizardfolk (in Fennelmore only) 
  Monstrous 
  Any Evil Humanoid Race 
  Monstrous 
  General 
  'Social skill checks' include Bluff, Diplomacy, Gather Information, Perform, Profession, and possibly other skill checks 
  that the GM feels would be impacted by an NPC's attitude towards your race as described in the attitude sections below. 
  • 
  Regional documentation may detail ways to offset all or part of these penalties. Penalties to social skill checks can 
  be ignored with a successful Disguise check, with DCs set as per the rules in the Player's Handbook. 
  • 
  However to gain favors and influence, NPCs need to know your name and recognize you. You may refuse any 
  favors by remaining disguised or by giving fake names. 
  • 
  House Underley and the Underley network ignore the above rule. They will immediately honor any rewards they 
  offer and they are no harsher towards any particular individual over another. 
  • 
  Evil organizations who offer influence and rewards will respond to races differently. Each organization’s attitude 
  (whether Neutral, Wary, or Monstrous) will be noted in the relevant adventure. 
   
  Neutral 
  (Anyone that radiates evil that would normally fall in this category is treated as "wary" instead.) 
  • 
  People are mildly suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Indifferent but can be raised to Helpful. 
  • 
  Though viewed with curiosity and suspicion, the law treats you fairly. 
  • 
  Individual exceptions may exist but, unless explicitly mentioned, there is no extra penalty. 
  • 
  You can belong to any County Meta-org without problem. 
   
  Wary 
  (Anyone that radiates evil that would normally fall in this category is treated as "monstrous" instead.) 
  • 
  People are moderately suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Unfriendly and cannot normally be raised above Friendly. 
  • 
  You suffer a -2 circumstance penalty to social skill checks with such NPCs. 
  • 
  You may receive moderately unequal treatment by the laws, such as automatically receiving the maximum penalties 
  for breaking the law. 
  • 
  Any fine is also doubled. Any fine beyond 1000 gp gets a 1 TU prison sentence for each 100gp of fine. 
  • 
  You can belong to any County meta-org. However, people eye you suspiciously and you may not be well-liked. 
   
  
  Monstrous 
  • 
  (Anyone that radiates evil that would normally fall in this category is hunted down and killed without prejudice. 
  Proximity to the Lands of Iuz means most folk people prefer to repent than regret.) 
  • 
  People are severely suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Unfriendly and cannot normally be raised above Indifferent.  
  • 
  You suffer a -4 circumstance penalty to social skill checks. Anyone perceived as your friend suffers a -2 penalty on 
  social skill checks. 
  • 
  You suffer a -4 penalty on living off the wild checks, and your lifestyle costs are doubled; if you receive 7free 
  lifestyle, you instead pay normal lifestyle costs; if your lifestyle costs are increased by other effects, use the core 
  rules for stacking of multipliers.  
  • 
  You will likely receive severely unequal treatment by the laws, such as additional penalties for breaking the law, 
  beyond those of other races 
  • 
  Potential employers likely hide their association with you and expect the same of you; if you reveal such 
  information, any favors or influence will such employers is automatically revoked. 
  • 
  Membership in most regional meta-organizations will be banned. Those that allow you to join will likely require 
  more significant sacrifices. 
  • 
  Social skill checks' include Bluff, Diplomacy, Gather Information, Perform, Profession, and possibly other skill 
  checks that the GM feels would be impacted by an NPC's attitude towards your race.  
   
  Regional documentation may detail ways to offset all or part of these penalties. Penalties to social skill checks can be 
  ignored with a successful Disguise check, with DCs set as per the rules in the Player's Handbook. 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 46 
  
  APPENDIX 4: THE OUTLANDS 
  (From Manual of the Planes) 
   
  It is the meeting place of opposed alignment. 
  Infinite Size: The Outlands is a disk with an infinite 
  radius, radiating an immeasurable distance from its 
  hub. The area around the hub is the most important 
  part of the plane. Distance itself is a flexible concept in 
  the Outlands, as noted in the Movement and Combat 
  section. 
   
  It is the fulcrum of the Outer Planes. 
   
  It is the hub of the Great Wheel. 
   
  The Outlands is unique among all other Outer 
  Planes because it borders all other Outer Planes. As a 
  result it is the common ground for extraplanar 
  creatures. Beings from infernal and celestial planes, as 
  well as those of law and chaos, can be found here. In 
  addition, deities of true neutrality or ideals such as 
  scholarship or nature have their realms here. 
  Divinely Morphic: This trait disappears close to the 
  center of the plane, and even deities are affected by the 
  nature of the plane. 
  No Elemental or Energy Traits. 
   
  The Outlands is an infinitely large wheel with a 
  great spire rising from its center. Outlanders consider 
  this towering cylindrical plinth as the heart of the 
  Outer Planes and the axle around which the Great 
  Wheel spins. This great plinth is clearly visible from 
  anywhere in the plane, as it rises above the clouds 
  themselves and ascends into unreachable heavens. The 
  City of Doors, Sigil, floats at the top of the spire. 
  Mildly Neutral-Aligned: Unlike other Outer Planes, 
  all alignments are equally welcome in the Outlands. 
  Normal Magic and Impeded Spells: Although magic 
  is impeded and limited near the center of the plane, the 
  adventure takes place far from the center where most 
  magic acts normally. 
   
  8th and 9th level spells are impeded, requiring a 
  DC20+Spell level Spellcraft to cast. 
   
  The Outlands itself is a broad region of varied 
  terrain, with open prairies, towering mountains, and 
  twisting, shallow rivers. There are settlements 
  throughout the area, inhabited by petitioners and other 
  natives of the plane. But they are small flecks against 
  the greater wildness of the Outlands. 
   
  MOVEMENT AND COMBAT 
  The Outlands seems most stable close to the spire, and 
  travelers who go beyond the ring of towns may 
  discover the land mutable and continually shifting. 
   
  One notable aspect of the mutable nature of 
  distance is that once a traveler gets outside the ring of 
  portal towns, another portal town is never more than a 
  few weeks away. No matter where travelers are beyond 
  the ring of portal towns, the nearest town is 4d8x10 
  miles away. A traveler can effectively travel two 
   
  OUTLANDS TRAITS 
  The Outlands has the following traits. 
  Normal Gravity. 
  Normal Time. 
  URC8-04 The Witches of Pikemaster 
   
  Page 47 
  
   
  thousand miles outward from the spire, then turn 
  around to find a portal town only 4d8x10 miles away. 
  Plague−Mort (Portal Town) 
   
  The reason for this distance distortion is 
  unknown. It seems to be that once the traveler gets 
  farther from the spire, the Outlands is less significant. 
  No one has found an “edge” to the plane yet. 
  The Gate town of the Abyss is a rather ramshackle 
  town, of shacks built up in no apparent pattern around 
  a huge, ornate iron keep. 
   
  Despite the many dangers, Plague-Mort still 
  attracts much planar trade (usually using well-armed 
  and disciplined guards).  
   
  The Outlands does not present any inherent 
  benefit or penalty to combat. Mists and fogs that 
  provide concealment are common, however, and the 
  terrain tends to be rugged. 
   
  FEATURES OF THE OUTLANDS 
  The Outlands is relatively open space once you get 
  beyond the portal towns and the domains of the 
  neutral deities. Rolling, grass-covered hills, deep 
  canyons, thick forests, and sharp-toothed mountains 
  dot the landscape. 
   
  The Outlands has a cycle of day and night similar 
  to the Material Plane, although there is no obvious sun 
  or stars. During the day, the sky simply brightens; 12 
  hours later, it darkens for the night.  
   
  In the Outlands, heavy fogs and mists are 
  common. Travelers occasionally get lost and wind up 
  closer to unfriendly portal towns than they anticipated. 
   
  Portal Towns 
  Arranged in a rough circle about 1,000 miles from the 
  base of the spire are a string of small communities. 
  These are known as portal towns, because they exist 
  near natural entrances to the Outer Planes. While other 
  portals to the Outer Planes exist, these portal towns are 
  easy to find and are convenient stopping places for 
  traveler seeking a particular Outer Plane.  
   
  The various portal towns emulate the traits of the 
  planes beyond. Those bordering lawful planes tend to 
  be neat and orderly, while those near the planes of 
  chaos are more unstructured and rambling. Those near 
  the good-aligned planed tend to be more hospitable to 
  peaceful travelers, while those near portals of evil-
  aligned planes are more hostile.  
   
  The inhabitants of a portal town are usually 
  petitioners and natives of the associated plane. 
  Travelers find demons in and around Plague-Mort, the 
  portal town to the Abyss, and more celestial creatures 
  near Fortitude and Excelsior.  
   
  On occasion, these portal towns may suddenly 
  disappear, moving directly onto the plane they are 
  connected to. This may be due to the alignment of the 
  town natives; once a critical mass is reached, the town 
  and its inhabitants are welcomed into the related Outer 
  Plane. This phenomenon is a natural quality of the 
  Outlands. It shrugs off pieces to the various Outer 
  Planes.  
   
  Some within the various portal towns are 
  extremely hostile to those that might hold them back 
  from reaching the Outer Plane. Other seek to keep the 
  town (and its merchants) securely moored in the 
  Outlands by making sure there is some darkness in 
  every light, and some light in every dark.  
  URC8-04 The Witches of Pikemaster 
   
  Page 48 
  
  PLAYER HANDOUT 0: A DAYDREAM 
  This handout is only for PCs who have the “Pleasure of 
  Graz’zt” or Bishop Jazan. 
   
  You are sitting at home between adventures, 
  daydreaming while looking out the window. You are 
  brought back to reality suddenly by a sweet and sultry 
  voice that whispers in your ear…  
   
  “Hello, beautiful…” 
   
  Turning around you see a beautiful, scantily-clad 
  human woman with just a touch of elven heritage 
  standing there next to you.  
   
  “Do not be alarmed, I am but a messenger…You will 
  soon be called upon to perform a task in the name of 
  Pholtus… accept it… The Dark Prince will send for you and 
  your friends…” 
   
  She winks invitingly… “I may be yours if you so 
  desire…Our time here is at an end… Be sure to ask for me… 
  I’m waiting for you… I’m Talie (Tay-Lee)… You can free me 
  and I will be yours…”  
   
  And she disappears. 
   
  It is as if this vision of beauty was never really 
  there… a mirage. 
   
   
  Image 1: Visions of beauty 
  URC8-04 The Witches of Pikemaster 
   
  Page 49 
  
  PLAYER HANDOUT 0: WORD ON THE STREET 
   
  • 
  Pikemaster is the key and central point of the 
  defense for the eastern County. 
  • 
  The two biggest temples in Pikemaster are Pelor 
  and Pholtus, but the temple of Zilchus is used by 
  all.  
  • 
  Though the baron is in charge, the law is really in 
  the hands of the Knights of the Swan and their 
  head knight, Lady Daneris Yoro. She is at the 
  barracks. 
  • 
  The Baron has given full powers to the Pholtans! 
  No doubt he has converted! Pholtans order him 
  around everywhere. 
  • 
  The Baron is a good man. He gives to the 
  churches, and is good and generous with its 
  people. 
  • 
  The Baron often goes on whims for weeks at a 
  time. Those who cross him often end up in jail. 
  • 
  The Baron’s son has left on adventure four years 
  ago and hasn’t been seen since. He should be 
  coming back any time now.  
  • 
  Our good Lord Terard has invaded the Bandit 
  Kingdom and is bringing law, order and justice to 
  those damned humanoids. 
  • 
  Lord Duncombe has called for extra militias and 
  mercenaries to support his war effort in the north. 
  • 
  The Countess is pregnant! So soon after her 
  wedding! This can only be a good sign! 
  • 
  There are talks of witch burnings. That’s just what 
  we need these days. It would show those 
  worshippers of evil who’s in charge here! Count 
  on the Pholtans to give us a good show when 
  things get tough! 
  • 
  I would never leave town; there are bandits, devils 
  and undead roaming everywhere in the County. 
  • 
  Last year, criminals took down Elone’s Wall. This 
  has resulted in increased trade with the nations to 
  the east and Pikemaster serving as hub for 
  caravans.  
   
   
   
   
  Image 2: Pikemaster 
   
   
  URC8-04 The Witches of Pikemaster 
   
  Page 50 
  
  PLAYER HANDOUT 1: UNDERLEY NETWORK 
  Jonas is an informant of the Underley Network, and he 
  only speaks privately to fellow members. Jonas is a Suel 
  man who looks like all blacksmiths: large, powerfully 
  built and covered in sweat and soot. He is quite 
  competent at his job and is loved by all. 
  • 
  Nyrond military build-up has stopped since Lord 
  Dane agreed to take down Elone’s Wall. 
  • 
  Lord Underley has been very busy these days, and 
  left the running of the network to his daughter 
  Melnie. Word is he is in the Bandit Kingdoms. 
  • 
  Lady Melnie has asked that all members of the 
  Network be aware and pass any information about 
  any activity and rumors of treasure in the 
  Fennelmore without delay. 
  • 
  She has also asked all members to report activity 
  about fiendish activity anywhere in the County. 
   
   
  Shield 1: House Underley 
   
   
   
  Image 3: Jonas the Blacksmith 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 51 
  
  PLAYER HANDOUT 2: GRAZ’ZT 
   
  Graz’zt is known as the Dark Prince, he is the patron of 
  corrupt rulers and decadence. He rules the 45th, 46th 
  and 47th layer of the Abyss, a domain known as 
  Azzagrat. 
   
  He is at war with Demogorgon and Orcus for 
  control of the Abyss. Although a master tactician and 
  an accomplished sword-fighter, Graz’zt’s is a master 
  politician and a master of intrigue.  
   
  Unlike many other Demon Princes, Graz’zt pays a 
  great deal of attention (through spies) to what goes on 
  in the Material Plane. He is fond of trading favors with 
  mortals, giving aid or information now, for services to 
  be demanded later. His most infamous alliance with a 
  mortal is his relationship with the witch-queen 
  Iggwilv. 
   
  Iggwilv managed to imprison Graz’zt on the 
  Material Plane. Graz’zt managed to escape his 
  imprisonment and maintains a love-hate relation with 
  the witch-queen. During his imprisonment, she 
  conceived a cambion child who is now known as Iuz 
  the Old One.  
   
  Servants and clerics of Graz’zt are nearly all female.  
   
   
  Image 4: Graz'zt and Iggwilv 
   
  PLAYER HANDOUT 3: PLAGUE−MORT 
  “Plague-Mort is a place of great contrast where demon 
  lords vie for power and plot against each other. It is a 
  place of vice and villainy. Every pleasure is available 
  there, but every vice is also present there... I mean 
  depraved cultists, slavers, murderers and all sorts of 
  other vile individuals who respect nothing but 
  themselves.” 
   
  Though you can carry any holy symbol there, any 
  one that deals with law or good… Well you have a 
  good chance of attracting trouble to yourself. And the 
  “authorities” 
  there 
  don’t 
  really 
  mind 
  a 
  little 
  roughhousing, especially if none of the locals are 
  bothered…” 
   
  “Trust no one when we get there. I’m not going 
  there myself, I’ll be going on, and avoid the place.” 
   
   
  Image 5: Axiana of Farlanghn 
   
  URC8-04 The Witches of Pikemaster 
   
  Page 52 
  
  PLAYER HANDOUT 4: THE DARK PRINCE’S OFFER 
  “I am the Dark Prince Graz’zt, ruler of Azzagrat, Lord of 
  Zelatar and future master of the Abyss.” 
   
  “No… I am not the one you know as the Black 
  Man in the Swamp. Though I have been assisting 
  him…” 
   
  “I have sent my servant to bring you here to talk… 
  I have need of something I know you can provide and 
  in return I can provide you with something of great 
  interest…”  
   
  The Dark Prince eats a grape offered by the half-
  orc woman. “You see, those children you are to 
  slaughter are mine... I used the Black Gem that Bishop 
  Jazan brought to your County to sire these children. 
  On willing women mind you… I am a lover and 
  brought those lovelies the children they desired. I 
  forced none of them…” 
   
  “I know that your armies are currently engaged in 
  a battle with those of Iuz. I must say I am interested in 
  this fight, and I’m interested in seeing you win this 
  engagement. But I doubt you will succeed by 
  yourselves.” 
   
  “Therefore I ask that you spare half of the children 
  you have been tasked with killing. Your own legal 
  system has already condemned the mothers, so I won’t 
  ask you to go against that. In return I will have my 
  agents leak information about the Iuzian forces to your 
  forces AND I plan to withdraw any assistance I gave to 
  your “Black Man”. A little mercy goes a long way…” 
   
  “Do we have deal?”  
   
  Graz’zt eyes each of you, staring directly into your 
  soul. 
   
  “If you want more… I’m sure we could arrange 
  something…” the Dark Prince winks.  
   
   
   
  Image 6: Graz'zt 
  URC8-04 The Witches of Pikemaster 
   
  Page 53 
  
  PLAYER HANDOUT 5: TALIE’S PLEA 
  One of the women sitting before Graz’zt looks up to the 
  Dark Prince imploringly. 
   
  “Yes, dearest… you can make your plea to them… But 
  the decision is theirs…” Graz’zt says in a kind, almost 
  paternalistic voice. 
   
  “I am Talie… I once lived in Ventnor before all the 
  craziness happened. My soul was merged with that of a 
  succubus and I have obtained His Dark Majesty’s blessing to 
  return to Urnst and seek atonement and redemption for my 
  condition. His Dark Majesty assures me there is a cure. But he 
  refuses to let me go… Unless…” 
   
  Graz’zt interrupts “Unless she finds herself a good man 
  to turn her into an upright citizen once more. I have grown 
  tired of her constant talks about Urnst that force me to spend 
  my attention there. I’m sure you and I would prefer I spend 
  my attentions elsewhere.” 
   
  “I will become your wife… or your concubine as you 
  wish… your wife doesn’t have to know.” Talie giggles. “Will 
  any one of you save me? Please? Pretty please with sugar on 
  top?” 
   
  Graz’zt rolls his eyes at the Talie’s girlish plea. “I 
  will turn her into whatever race you want her to be, so long as 
  you take her for a wife or concubine, but this is a once-shot 
  deal. She will lose all of her demonic powers. IF you rid me of 
  her…”  
   
   
  Image 7: Talie 
  URC8-04 The Witches of Pikemaster 
   
  Page 54 
  
  PLAYER HANDOUT 6: THE WITCH TRIAL 
  It seems all of Pikemaster has gathered at the keep. A 
  podium has been raised where sits Baron Fennin, idly 
  picking his nose and looking bored. Next to the Baron 
  is the high priest of Pholtus in Pikemaster, serving as 
  head inquisitor. 
   
  Thirty comely women in chains, escorted by local 
  watchmen, are led by priests of Pholtus before the 
  inquisitor. Around their necks, wooden signs read 
  “Witch” or “Demon-worshipper”. The crowd hisses, 
  heckles, throws rotten vegetables and insults the 
  women as they pass by. Many scream “BURN THE 
  WITCHES!” at the women. Soldiers keep the crowd at 
  bay.  
   
  Using detect magic, zone of truth, detect lies and magic 
  circle versus evil spells, the inquisitor interrogates the 
  women, one by one. A detect evil spell returns that the 
  women have the taint of evil upon them (few are evil 
  themselves). 
   
  All admit that a divine (a fact strongly refuted by 
  the inquisitor) and gorgeous black man appeared to 
  them in a dream and promised them a child of god-like 
  power. When their babies were born ten days later and 
  grew to adulthood within a month, they weren’t 
  concerned. They explain how they hid their children 
  from the authorities, “as every good mother would”. 
  They all admit that their children were “unique” which 
  the inquisitor narrows down to fiendish in origin.  
   
  None of the women believe they have done 
  anything wrong, and all remain unrepentant of their 
  actions, even when reminded that cavorting with 
  fiends carries a penalty of death under the laws of 
  Pikemaster. They all maintain that their dream lover 
  was a god and that he loves them very much.  
   
  The crowd again breaks in cries of “BURN THE 
  WITCH!” and insults but is once again brought back to 
  order by the inquisitor. 
   
  The inquisitor confers with priests of Heironeous, 
  Pelor, St Cuthbert and Zilchus. Finally, he stands next 
  to the baron again, and raises his right hand imposing 
  silence on the mob. 
   
  “For the crime of cavorting with fiends, you are 
  found guilty! For the crime of hiding fiends, you are 
  found guilty! You freely admitted those crimes, 
  without repentance. The law is clear. You are to be 
  burned at the stake. May it burn away the taint that is 
  forever on your soul!” 
   
  Through all this Lord Baron Fennin keeps playing 
  with his dagger or amusingly follows a fly buzzing 
  around the room. 
   
   
  Image 8: The Witches of Pikemaster 
   
   
  URC8-04 The Witches of Pikemaster 
   
  Page 55 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/598/Normal Scenarios/URC8-04 - The Witches of Pikemaster (APL 4-16)/URC8-04 - The Witches of Pikemaster.pdf