TEXT: NMR6−02 
   
   
   
   
   
  Mad Baron of Pikemaster 
   
  A One -Round Dungeons & Dragons® Living 
  Greyhawk™  
  Meta-Regional Adventure set in Nyrond and her 
  environs 
   
   
  By Jean-Philipe “JP” Chapleau 
  Circle Reviewer: John Jenks 
  Reviewers: Donovan Hicks 
  Playtesters: Scott Clark, Sean “The Bold” Curtis, Brian Glose, Leonard Logan, Murry McEntire, Lawrence Thomson 
   
   
  Baron Fennin Duncombe has long been known to be strange, but his recent behavior has rumor label him outright 
  insane. He has called to him a number of priests of Pholtus to “show him the light”. He houses one of former Prince 
  Sewarndt of Nyrond’s supporters in his house. To top it all off, he invited a number of nobles to his estate to discuss 
  “issues of importance”. Finally, he has offered a great bounty to anyone who can find a local woman. An explosive 
  situation to say the least… A one-round meta-regional adventure set in the County of Urnst for characters level 1-15 not 
  afraid of dabbling in the game of houses (APLs 2-16). 
  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. 
   
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even 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 table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  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 player 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, 2007.  
   
  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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix 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).  
   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 determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  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 
  NMR6-02 Mad Baron of Pikemaster 
   
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  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. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for 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. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  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. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round meta-regional adventure, set 
  in the County of Urnst. Characters from Nyrond and her 
  environs pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will 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 also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for 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). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  The Baron of Pikemaster, Lord Baron Fennin Duncombe, 
  has apparently gone mad. For a long time that branch of 
  the family has been known to be eccentric. As a result of 
  which, the city of Pikemaster has been deteriorating and 
  is falling into ruin. The once well-crafted walls have 
  gaping holes in them, the roads of the barony are 
  particularly poor, and the woods are filled with goblins, 
  gnolls, and bandits.  
   
  The Lord Baron has invited a priest of Pholtus to his 
  domain to "discuss with them" a number of theological 
  ideas of his. Add to that, the Baron hosts a Nyrondese 
  noble who exiled himself after the Imperium. Finally, he 
  has invited a number of relatives from nearby nations to 
  share his point of view. 
   
  His latest whim is to offer a reward of 200 gold 
  nobles to whoever can find the local head seamstress. 
  Rumors abound as to why the baron wants to find the 
  woman. Some say they are lovers, some speak of long-lost 
  siblings, and others speak of even worse reasons. 
  (Pikemaster is not exactly the best place to be).  
   
  Mad you say? Mad indeed! 
  THE DUNCOMBE FAMILY 
  A Knowledge (nobility and royalty) or Bardic Knowledge 
  check DC 15 (10 for County-based PCs) can reveal the 
  following information if the PCs ask. 
   
  The Duncombe family is the second most powerful 
  house in the County (after the ruling Gellors). They are a 
  predominantly Oeridian family but have intermarried 
  into Suel and Flannish holdings. The Duncombes are 
  known for being insular, and many members spend years 
  planning marriages to keep the bloodline strong. 
   
  The head of the family is Baron Terrard Duncombe, 
  Arch Baron of Eastmarch, Lord of the East whose fief 
  covers the eastern part of the County. His daughter, Lady 
  Rachel is the Knight Paragon of the Knights of the Swan 
  (second in command). 
   
  The branch of the family Baron Fennin belongs to is 
  one of the mostly Suel sub-branches. 
  ABOUT PIKEMASTER 
   
  Pikemaster is located west of the Stone Road and is 
  the headquarters for the East Wall It is a crumbling 
  castle-town ruled by a deranged old human and inhabited 
  by peasants of strong, but debased Suloise heritage. There 
  are many other peasant communities that have not 
  forgotten the raids of the Bandit Kingdoms or the 
  marauding humanoids of Iuz. 
   
  Pikemaster, though decrepit and in a bad state of 
  disrepair is the base for the Contessa’s “East Wall”. The 
  “Walls” are large units of medium cavalry used to patrol 
  the border. Though officially the Baron is the 
  commander of the Wall, he leaves most of it under the 
  competent Lady Daneris Yoro, based in the city of 
  Pikemaster. 
  RECENT EVENTS IN PIKEMASTER 
  In the weeks before this adventure takes place; the small 
  town of Durwich in southwestern Pikemaster (near the 
  border of Rothberry) saw a major attack by evil forces: 
  Hextorites bandits, goblins and mercenaries were 
  repelled by adventurers. The town suffered major damage 
  in the process, but still stands today. The events there are 
  the talk of the normally quiet barony. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 2 
   
  
   
  These events occurred in URC6-I02 The Defense of 
  Durwich. 
  THE PONTIRUN FAMILY 
  A Knowledge (nobility) or Bardic Knowledge check DC 
  15 (10 for County-based PCs) can reveal the following 
  information if the PCs ask. 
   
  One of the three largest Houses in the Duchy of 
  Urnst, House Pontirun deals mostly with foodstuffs; its 
  power is mostly from its size (it is the largest house, 
  personnel-wise), but it is struggling with the bureaucratic 
  problems within itself. Although headquartered in 
  Goldplain, the workers of House Pontirun can be seen on 
  every trade route in or near the Duchy. One of the 
  problems the House is facing is the logistical difficulty of 
  keeping so many people in touch with each other. Some 
  say that the best thing to do would be to move to Seltaren 
  where communication can flow much more easily, but 
  the leaders of House Pontirun refuse to leave their 
  ancestral home. 
  WHY THE PHOLTAN? 
  Three years ago, one of the Lord Baron’s sons left on an 
  adventure that took him far to the north and south. 
  When he returned from his voyage laden with treasure, 
  he presented part of it to his father as a tribute. Among 
  the gifts were a series of very old documents. One of 
  these documents is part of a large collection of writings 
  called the “Pholtae Canon Apocrypha”, an old text declared 
  heretical by the church of Pholtus. The Lord’s son has 
  since resumed his life of adventure and cannot be found 
  during this adventure. 
    
  Our good baron has read the text and he seems to 
  think that maybe there is much more to them. Therefore, 
  he plans to confront the Pholtans with his new-found 
  views and create some kind of scandal. 
  WHAT ABOUT THAT NOBLE? 
  The Nyrondese noble living in Pikemaster is a minor 
  noble. His name is Marius Garunius and he is of Suel 
  descent and a follower of Norebo. He hails from the 
  County of Mowbrenn.  
   
  An opportunist who flocked to Sewarndt’s side when 
  the Imperium was declared, he hoped to capitalize on the 
  opportunities to advance himself and his wealth. The 
  Emperor rewarded him with a commission in the army 
  and a plot of land. In Nyrond, he has a reputation as a 
  decent man with a particular interest in his own fortunes.  
   
  When the Imperium was overthrown, Marius fled to 
  the County where he thought he would be safe. After all, 
  the County was an ally of Sewarndt.  
   
  Calling upon a favor from a very distant relative, he 
  went to his cousin, the Baron of Pikemaster. Since then, 
  Marius has lived idly, taking in the sights of the County, 
  and appreciating his new life in Pikemaster.  
   
  Throughout the adventure there will be rumors of 
  Marius being a worshiper of Hextor but that is NOT true.  
  WHY THE COUSINS? 
  Lord Baron Duncombe has invited a number of his 
  family members to meet in Pikemaster. The Lord Baron 
  had initially planned on having Adele sing for the 
  assembly and use the opportunity to renew ties of 
  friendship with his relatives.  
  WHAT HAPPENED TO THE WOMAN? 
  The woman is no one special. Her name is Adele, and she 
  heads a seamstress shop in Pikemaster. Her work is high 
  quality, and she demands the women working for her pay 
  great attention to detail. The Baron simply likes to hear 
  her sing (he listens from a window above her shop).  
   
  Adele left a few days before the start of the 
  adventure heading towards Count’s Markham. She is 
  trying to find the place where she was born because she 
  learned that a member of her family had moved back 
  there following the civil war to restart the family 
  business. She waited until she had enough money saved 
  to make the trip there and back.  
   
  She left on a horse without escort in light armor 
  with a sturdy weapon. She is no fighter, but most thought 
  she would be okay... 
   
  She reached her destination, a roadside inn in a 
  wooded area halfway between Dryburgh and Count’s 
  Markham and found that her "family" consisted of an 
  uncle she had not seen since she was very young and his 
  family. She did not know them at all. Though at first they 
  were very nice, the woman became curious and began 
  snooping around. Eventually she discovered what they 
  were doing.  
  ADELE’S “FAMILY” 
  Adele’s family is actually a group of Hextor worshippers 
  who fled Nyrond following the Imperium and assumed 
  the identities of their victims (who at the time were 
  rebuilding the inn). Since she had not seen them in many 
  years, Adele did not recognize them. 
   
  The  family includes five members: Beldrin (the 
  “father”), Mischrelle (the “mother”), Handrick and 
  Frelkor (the “sons”) and Kiriesta (the “baby”). Each of 
  them is devoted to Hextor in his aspect as the Lord of 
  Discord and Conflict (they follow a Lawful Neutral 
  aspect of Hextor). They have gathered together and 
  formed this “family”.  
   
  They work for someone calling themselves “the Bird 
  of Radigast” who worships Hextor and seems to be one of 
  the high-ranking members of the County’s elite. 
  Believing Adele to be someone the “Bird” wants to keep 
  alive; they kidnapped her and are now holding her in the 
  shrine.  
   
  More information about the family and their 
  relations to each other appear in Appendix 3: Dramatis 
  Personae. 
  POLITICS: COUNTY AND NYROND 
  Parts of this adventure deal with the political situation 
  between Nyrond and the County of Urnst. During the 
  Imperium the County signed a non-aggression pact with 
  NMR6-02 Mad Baron of Pikemaster 
   
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  the Imperium. Now that King Lynwerd has returned to 
  power, relations between the two nations have been cold 
  at best. 
   
  Kerrinn was made an open and free city while the 
  County received a large tract of land from the Marches of 
  Woodverge. This placed the city of Starkwall, the former 
  border, firmly under the County’s rule. 
   
  From the County’s side, the lands are ruled as a 
  barony but other than Elone’s Wall and a series of 
  fortresses built along the new border, very little change 
  has been made.  
   
  Speculation as to what the Contessa wishes to do 
  with these lands is running rampant. Some say she 
  wishes to create a new barony, others say she plans on 
  using the lands as a battleground with Nyrond, yet others 
  think she might use the lands as a bargaining chip in an 
  upcoming war. Very few people have optimistic views of 
  what is going to happen to these lands.  
   
  One thing is for sure: Nyrond wants it back and the 
  County intends to keep it. 
  ADVENTURE SUMMARY 
  Introduction: The adventure opens in one of four 
  fashions: PCs can escort representatives of the church of 
  Pholtus OR they can be envoys from Nyrond wanting to 
  bring Marius back to face justice OR they can serve as 
  escorts for a relative of Lord Baron Duncombe OR they 
  can simply be in town for the bounty on Adele. 
  Encounter 1: Meet the competition: This encounter 
  has the PCs meet the other factions: The nobles, the 
  Pholtan, and the "mad" baron. The nobles attempt to 
  draw the PCs in as pawns in a wager. 
  Encounter 2: Asking Around town: The PCs head into 
  town to find some information to put them on the trail of 
  Adele. Here the PCs may learn some hints of the dangers 
  they may face and may learn more about the current 
  situation in the County. 
  Encounter 3: On the Road: The PCs get attacked while 
  in the wild by some roaming undead forces loyal to 
  Malachite. 
  Encounter 4: The Inn: The PCs investigate the family 
  inn. 
  Encounter 5: The Shrine of Hextor: Kiriesta sends the 
  PCs to the shrine of Hextor. There, they have to face 
  creatures of Hextor. 
  Encounter 6: The Family: The PCs, having uncovered 
  the truth, return to the house and confront the family. 
  Encounter 7: Back in Pikemaster: Returning to 
  Pikemaster, the PCs are once again used in a wager. 
  Conclusion: Wrap up any loose ends. 
  PREPARATION FOR PLAY 
  Before starting the adventure, you need to know if one of 
  the PCs belongs to the Underley network. The network 
  is composed of many adventurers gathered under the 
  banner of the Lord Mage Jacobis Underley. For all 
  intents and purposes this is a spying network that passes 
  information to the County’s ruling class. PCs who belong 
  to the Network may receive additional information. 
  INTRODUCTION 
  The adventure opens in one of 4 fashions, select the 
  introduction that makes the most sense to your party. 
  Have the PCs introduce themselves to each other 
  BEFORE deciding on a path.  
  Note which of the following boxed texts should be used: 
  • 
  They can escort a representative of the church of 
  Pholtus from Wintershiven. 
  • 
  They can be envoys from Nyrond wanting to bring 
  Marius back to face justice in Nyrond. 
  • 
  They can serve as escorts to a relative of Lord Baron 
  Duncombe (either from the County or the Duchy). 
  • 
  They can simply be in town for the bounty on Adele. 
  This introduction should be a “last ditch” effort. 
  DIPLOMAT OF THE PALE 
  Do NOT use this introduction if one of the PCs is wanted 
  in the Pale for any reason. Start by handing out Player 
  Handout 1: Summons to the PCs.  
   
  Some PCs may have met the bishop in PAL3-07 
  Champion of the Pale where he asked the PCs to escort the 
  candidates for champion of the Pale.  
  A purple banner with the sun and moon flaps in the 
  cool, brisk wind over the single-story building 
  where Bishop Freznook has his offices. You are 
  quickly shown in by a young initiate in white robes.  
   
  The Bishop has a shaved head; wears no armor 
  under his gold-trimmed white robes and wears a 
  large golden symbol of the sun and moon. He has an 
  endearing smile and a soft, friendly voice. The 
  Bishop welcomes you inside his office and motions 
  for you to take seats on comfortable sofas. He seats 
  himself on a plush armchair with the symbols of the 
  sun and moon highly visible. 
   
  “You were referred to me by friends who said 
  you were resourceful and looking for adventure. 
  Some of you may know me… I serve the Pale in 
  various functions as needed. I am in need of escorts 
  to the County of Urnst. Would you be willing to 
  come with me?”  
   
  The PCs most likely have a number of questions for 
  the Bishop. More information about the Bishop appears 
  in Appendix 3: Dramatis Personae. 
  • 
  What are you going to do there? Members of the 
  Church of the One True Path in the County have 
  reported to us that the Baron seeks the guidance of a 
  priest of Pholtus from the Pale; however, they did 
  not elaborate further. 
  • 
  Is this an official mission? Yes, from a church 
  standpoint. I am going there on a religious matter.  
  • 
  Where are we going? I am to meet with Lord Baron 
  Fennin Duncombe in Pikemaster. 
  • 
  How will we travel there? I have made all the 
  arrangements and secured a vessel.  
  NMR6-02 Mad Baron of Pikemaster 
   
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  • 
  How much will we get paid? Details, details… you 
  will receive fair compensation for your service. The 
  church is offering a small stipend which I plan to 
  increase with my own money. I consider my 
  personal safety to be of highest priority.  
  • 
  Do you expect any trouble? No. 
   
  Allow the PCs a chance to interact and discuss with 
  the Bishop a little before proceeding to “Pikemaster”. The 
  trip from Wintershiven to Pikemaster is uneventful. 
   
  If the PCs refuse to report to the bishop, proceed to 
  “Looking for the Bounty”. 
  ENVOYS FROM NYROND 
  Do NOT use this introduction if one of the PCs is wanted 
  in the Kingdom of Nyrond for any reason. If the PCs 
  refuse to report to Agrin, proceed to “Looking for the 
  Bounty”. 
  You enjoyed a beautiful but chilly day in Mowbrenn 
  when two warriors dressed in the colors of 
  Heironeous approached you and addressed each of 
  you by name. “Agrin Forastar, warrior of Heironeous 
  wishes to speak with you. Please come with us.” 
   
  Allow the PCs a chance to react; however, the 
  warriors know nothing. 
  The warriors take you to a small fortress in 
  Mowbrenn’s western district. The colors of King 
  Lynwerd and of the Count of Mowbrenn can be seen 
  wav ng in the breeze together with banners 
  displaying the symbol of Heironeous. 
  i
   
   
   
  Entering the fortress, you are quickly escorted 
  to what looks like a military office. An Oeridian man 
  dressed in military gear paces across the room while 
  a woman with Oeridian dark hair and the pale 
  complexion of the Suel sits in a formal chair, her 
  silk dress is immaculate. 
  “Praise the Invincible, you have come. Sit down, 
  we have much to discuss. I am Agrin Forastar, 
  warrior of Heironeous. It has come to my attention 
  that one of Se… the Dark Prince’s supporters in this 
  County have taken refuge in the County of Urnst. 
  The Count and, I believe, the King himself are both 
  quite annoyed by the state of things. 
  “We cannot tolerate the forces of the Scourge of 
  Battle escaping justice. He MUST pay for his crimes. 
  Just recently, one of my own cousins, Lady Meribeth 
  Vendreken, has received an invitation from the Lord 
  Baron of Pikemaster with whom the rebel has found 
  refuge. 
   
  “Would you be willing to escort my cousin to 
  Pikemaster and while there in the guise of her 
  bodyguards, try and bring this criminal to justice?” 
  The PCs most likely have a number of questions for 
  Agrin. More information about him and Lady Meribeth 
  appears in Appendix 3: Dramatis Personae. Agrin speaks 
  as if Lady Meribeth is not present. 
   
  PCs can make a Knowledge (nobility and royalty) or 
  Bardic Knowledge check DC25 to know that Lady 
  Meribeth’s mother was the Lord Baron’s sister, thus 
  making her his niece. 
  • 
  Who is the woman? Oh! She is my cousin, Lady 
  Meribeth Vendreken, she is the one you are to escort 
  to Pikemaster. 
  • 
  What exactly will we be doing? The safety of Lady 
  Meribeth is most important, but you should try and 
  respect her wishes. Once you have reached 
  Pikemaster, try and capture Marius Garunius alive 
  and bring him back here, so justice can be served. 
  • 
  Who is the man we are looking for? His name is 
  Marius Garunius. He sided with the forces of 
  Sewarndt the first chance he had. 
  • 
  What if the man is not guilty, or not who you 
  think he is? That will be for the court to decide. Do 
  not let him fool you with false claims of innocence. 
  • 
  Are we officially deputized by your church? No. 
  Lady Meribeth is going to visit her uncle, at his 
  request. 
  • 
  How much will we get paid? I am no ingrate and I 
  am sure Lady Meribeth will compensate you as well. 
  • 
  How will we travel there? We have made all the 
  travel arrangements. You will take a boat up the 
  Franz to New Dosselford, and from there travel to 
  Rothberry then finally to Pikemaster. 
  • 
  Do you expect any trouble? No. 
   
  Allow the PCs a chance to interact and discuss with 
  Agrin a little before proceeding to “Pikemaster”. 
  RELATIVES (COUNTY) 
  This encounter should be used by PCs from the County 
  of Urnst.  
  A cold breeze forced you into this tavern in Radigast 
  City. Obviously, you were not the only one to have 
  this idea. You were forced to share a table with a 
  number of other people. One of them, a Suel 
  gentleman in his forties ordered stew, ale and warm 
  wine for everyone.  
   
  “Don’t you think luck is a great thing?” he asks. 
  Allow the PCs a chance to answer and ask questions. Very 
  informal, he asks the PCs to call him Gontran. Make sure 
  that Sir Gontran Duncombe asks the PCs to serve as his 
  escort all the way to Pikemaster. If they refuse, proceed to 
  “Looking for the Bounty”. 
   
  Knowledge (nobility and royalty) or Bardic 
  knowledge check DC 20 tells the PCs that Sir Gontran 
  was born in Pikemaster, but he has not returned to the 
  County in 20 years. While there are many speculations 
  for his departure, no one knows why he left.  
  • 
  Why do you say that? Because luck and Fate are 
  two things I find fascinating. 
  • 
  Who are you? My name is Duncombe, Gontran 
  Duncombe. I left my family’s lands in Pikemaster as 
  a boy and have lived in Greyhawk ever since. 
  • 
  What are you doing here? I am heading to 
  Pikemaster at the request of my brother, Lord Baron 
  Fennin Duncombe.  
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 5 
   
  
  • 
  What do you do in Greyhawk? I own a shipping 
  company. I specialize in shipping across the Nyr 
  Dyv, from Radigast city to Chendl to Critwall.  
  • 
  Why not use some of your own guards? I don’t 
  have guards. I am a merchant and I need my men to 
  guard my boats and warehouses. 
  • 
  Why doesn’t your brother send some of his 
  men? I heard there were a number of battles in the 
  barony. I doubt he has the resources to spare. 
  • 
  What does he want? I don’t know, that’s why I’m so 
  intrigued. We haven’t spoken in over 25, 30 years 
  maybe, and now he invites me to spend some time at 
  his estate. 
  • 
  What do you offer to pay us? Well I am no ingrate 
  and 
  understand 
  the 
  mercenary 
  nature 
  of 
  adventurers. To that end, I can promise a very large 
  reward if you escort me there.  
  Presumably, the PCs agree to escort Gontran to 
  Pikemaster. Otherwise, run them through “Looking for 
  the Bounty.” 
  RELATIVES (DUCHY) 
  This encounter should be used by PCs from the Duchy of 
  Urnst.  
  You were browsing the market in Leukish for 
  adventuring supplies when a young boy dressed in 
  outlandish yellow and green livery approached you 
  and handed you a piece of paper. 
  Hand them Player Handout 2: A Call to Adventurers. The 
  young boy passing out the papers does not know how to 
  read but he was promised one gold noble to distribute 
  these papers to any adventurer he sees.  
   
  Once the PCs head to Pontirun manor; read the 
  following: 
   
  The manor house before you is a tribute to 
  luxury. Other adventurers have also gathered at the 
  gates. A yellow flag with a green scorpion floats 
  above the building. 
   
  Having confirmed why you have come, a page 
  invites you all inside and escorts you to a salon 
  decorated in traditional Sueloise style. “I will 
  inform my mistress.” 
   
  The PCs may now introduce each other. Give them a 
  chance to interact with each other for a moment before 
  proceeding. 
   
  A side-door opens and two half-orcs dressed in 
  the yellow and green livery of the Pontirun family 
  enter the room. Behind them is a matronly woman 
  in her mid-forties dressed in a large flowing green 
  dress. She is obviously of Suel descent, with red hair, 
  pure white skin covered in freckles and piercing 
  blue eyes. The woman smiles and takes a seat in the 
  center of the room. Her voice has the air of 
  superiority so common among the Suel, and her 
  tone is that of someone used to being in charge. 
   
  “Greetings, adventurers, I take it you are here 
  regarding my note? Good, I am Lady Guertha 
  Pontirun, and I will be blunt. I am not here to make 
  friends. I expect loyalty and dedication from you. I 
  need an escort from Leukish to Pikemaster in the 
  County of Urnst and back again. Can you do that?” 
   
  Lady Guertha is willing to answer questions, but 
  does not like it too much. Make it very clear that she also 
  does not allow herself to be antagonized by hired hands. 
   
  Knowledge (nobility and royalty) or Bardic 
  knowledge check DC 20 allows a PC to know that Lady 
  Guertha is originally from the County and was born Lady 
  Guertha Duncombe, and she is a first cousin of the 
  current Lord Baron.  
  Why do you need to go there? I will be visiting a cousin 
  of mine.  
  Why not use some of your own guards? My men are 
  not used to the outdoors, unlike you. 
  What do you offer to pay us? Fear not, you will be 
  compensated for your trouble. House Pontirun pays its 
  debt, and we pay with gems. 
   
  Hopefully, the PCs agree to escort Lady Guertha to 
  Pikemaster. Otherwise, run them through “Looking for 
  the Bounty.” 
  LOOKING FOR THE BOUNTY 
  This introduction should really be a “we can’t fit you 
  anywhere” type of introduction. 
  Offers 
  of 
  employment 
  and 
  opportunity 
  for 
  adventure have been slim recently, nonexistent in 
  fact. When you heard the Baron of Pikemaster was 
  offering a bounty, you made all haste to the County 
  of Urnst, hoping for adventure.  
  If the PCs resist or refuse this opportunity, their 
  adventure is over.  
  PIKEMASTER 
  Pikemaster comes into view. The city itself seems to 
  be falling apart. The walls, made of stone, are 
  breached in many places, and the streets are dirty 
  and overcrowded. Most of the population here is of 
  Suel descent, though Halflings are also common. 
   
  The guards eye the PCs suspiciously before allowing 
  them entry into the town. Proceed to Encounter 1: Meet 
  the competition. 
  ENCOUNTER 1: MEET THE 
  COMPETITION 
  If the PCs were hired by one of the four nobles/clergy, 
  run them through “Dinner”. Otherwise, run them 
  through “Scraps of food”. 
  DINNER 
  [Name of the PCs’ employer] guides you through the 
  streets of Pikemaster, heading for the Keep in the 
  center of town. Tight streets and homes are packed 
  all the way to the stone walls.  
   
  The Baron’s keep is in no better shape than the 
  rest of the city. The walls are covered in ivy, and 
  large cracks can be seen in the stonework. The 
  guards snap to attention as the PCs approach the 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 6 
   
  
  gates. In the inner courtyard, two servant girls of 
  Suel descent approach and ask the PCs to follow 
  them.  
   
   
   
  The girls escort you to a small suite where a hot 
  bath is ready and some local wine is there to enjoy. 
  The girls inform the PCs that the Lord Baron will 
  call upon them later, and they should use this time 
  to relax and clean up. 
   
  Allow the PCs to do what they wish before dinner. 
  They cannot meet with any of the guests, except their 
  employer until dinner.  
   
  If the PCs ask around the keep, there is little 
  information to learn. The other guests do not want to talk 
  to the PCs at this time. The inside is only in slightly 
  better shape than the outside. None of the staff know 
  anything of importance. Most of the servants here seem 
  “slow”. 
   
  If the PCs wish to Gather Information, you can refer 
  to the “Word on the Street” section of Encounter Two. 
  A page knocks on the doors of your apartments. 
  “Milord requests your presence for dinner.” The boy 
  waits for you to be ready before escorting you 
  through the castle.  
   
  Finally, you enter a room where a number of 
  humans are sitting at a round table made of 
  copperwood. Fine porcelain plates, silver drinking 
  cups, and an impressive candelabrum cover the 
  table. 
  A Suel man stands, “Ah! At last everyone is here. 
  Please be seated. My name is Fennin Duncombe. I 
  am the Lord Baron of this beautiful and bountiful 
  land!” Then he sits down. His Suel heritage is 
  obvious. He sports a well-trimmed handle bar 
  moustache originally sandy-blonde but turning 
  platinum with age. 
   
  In turn each of the guests stand and present 
  themselves. 
   
  A Suel man in his 40s dressed elegantly stands. 
  “Gontran Duncombe from Greyhawk City.” 
   
  A charming-looking Suel man in his mid-30s 
  with a long reddish-blond ponytail stands. “I am 
  Marius Garunius, formerly of Nyrond.” 
   
  An Oeridian man dressed in a white robe with 
  gold trimmings wearing a golden symbol of the sun 
  and moon stands next. “Greetings to you all. I bring 
  to you the blessings of Pholtus. My name is Bishop 
  Freznook, I am from the Pale.” 
  A beautiful woman of mixed Suel and Oeridian 
  heritage stands. With a curtsy, she says. “I am Lady 
  Meribeth Vendreken. I come from Nyrond, and I 
  thank my uncle for his invitation.”  
   
  The final guest, a rather large matronly woman 
  with red hair and a face covered with freckles calls 
  out, still seated. “Lady Guertha Pontirun from 
  Leukish.” 
  The meal is rather simple but the food is plentiful. 
  Platters of roasted boar, rich stews, and wild birds are 
  served. The famed County wine and brandy are ever-
  present. For those of less-refined tastes, ale is also 
  available. 
   
  Allow PCs an opportunity to talk and discuss with 
  the guests then proceed to “Sad State of Affair”. 
  SAD STATE OF AFFAIR 
  The Lord Baron orders everyone’s cups to be filled 
  once more. Using a spoon, he clinks on his cup. 
   
   
   
   
   
  “Family, friends, adventurers, I have invited you 
  all here to renew ties of friendship and family. But 
  my mind is occupied by some grave and most 
  terrible news that prevents me from fully enjoying 
  your company.” 
  “Brother, what troubles you so?” asks Gontran. 
  “Well… there is a woman from town to whom I 
  have grown very fond of. She… she has the most 
  angelic of voices. Like… like an angel had flown 
  down from the Heavens to Pikemaster,” responds 
  the Baron. 
   
  “I have to say that Lord Fennin is right. The 
  woman’s voice is inspired by the gods! No mortal 
  can sing that well,” adds Marius. “I think I have an 
  idea that could be most interesting for us all, and we 
  could perhaps… put a wager upon it?” 
   
  “I don’t like where this is going.” frowns Lady 
  Guertha. 
   
  “No, 
  explain 
  yourself 
  Marius, 
  I’m 
  most 
  intrigued”, adds the Baron. 
  “Well, there are six of us and we have a group of 
  adventurers here among us. Three to a side… We 
  double our money…” 
  “I love it! That is a very good idea… We wager on 
  whether the adventurers are able to bring her back!” 
  adds the Baron. Turning to you, he adds, “We have 
  decided to play a little game. You are to find the 
  singing seamstress. Find her and bring her back to 
  us. We will be waiting for you.” 
  Allow the PCs to talk to the nobles once again. None of 
  them have thought of what their wager will be. Lady 
  Guertha and Bishop Freznook are not too thrilled with 
  the idea. Everyone, however, tells the PCs they should 
  participate in order not to anger the Baron and to go with 
  it. Most of them point out that the goal, unlike the 
  motivation, is rather noble.  
   
  The Baron knows little about her and tells the PCs to 
  ask around town. The woman is a seamstress working 
  near the fortress. 
  SCRAPS OF FOOD 
  Run Encounter 2 until the PCs decide to head for the 
  Castle and inquire about the bounty for Adele. At that 
  point, proceed with the following:  
  You are escorted into the castle and finally come to a 
  large dining room. There you see a group of humans 
  sitting at a table, having finished a rather lavish 
  meal. A man stands and turns to face you, his Suel 
  heritage is obvious. He sports a well-trimmed 
  handle bar moustache originally sandy-blonde but 
  turning platinum with age. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 7 
   
  
   
  “Praise to the gods! Marius, you proposed we 
  find a group of adventurers and who barges in on 
  our meal! Excellent! Well… You’ll do. 
   
  “I am Lord Baron Fennin Duncombe and you 
  have stumbled upon a little game my guests and I 
  have decided upon. You see, a local woman has 
  disappeared. She sings marvelously, and I want her 
  found and returned to Pikemaster. Some of us will 
  bet that you bring her back and some that you will 
  fail. Well… that’s all… You are now officially 
  looking for that woman!” 
   
  Allow the PCs to interact with the NPCs and find 
  out who they are. None of them have thought about what 
  their wager will be. Lady Guertha and Bishop Freznook 
  are not too thrilled with the idea. Everyone, however, 
  tells the PCs they should participate so as not to anger the 
  Baron and to go with it. Most of them point out that the 
  goal, unlike the motivation, is rather noble. None of the 
  nobles know the woman, Marius has heard her sing, but 
  that is all. 
   
  The Baron knows little about her and tells the PCs to 
  ask around town. The woman is a seamstress working 
  near the fortress. 
  SEARCHING INSIDE THE CASTLE 
  The sitting room where Lord Fennin listens to her is 
  located in a tower. Lord Fennin never looks outside, but 
  Marius has. He can give a generic description of the 
  woman (Oeridian, matronly). His description is very 
  masculine and borderline sleazy. You should use your 
  judgement as to how sleazy this description becomes 
  depending on the players. For example, if there are 
  children at the table, use less racy descriptions. 
  TROUBLESHOOTING: I AM NOT A PAWN 
  Should the PCs refuse to participate, the Baron has them 
  arrested. Proceed to the Conclusion under “I am not a 
  pawn”.  
  ENCOUNTER 2: ASKING 
  AROUND TOWN 
  This encounter is really a series of mini-encounters. You 
  may have to jump around as the PCs ask around. 
  WORD ON THE STREET 
  When the PCs want to go around asking questions, use 
  the following table for their Gather Information checks. 
  As usual, the PCs receive a +1 circumstance bonus for 
  each noble (gp) they give away (up to +5).  
  • 
  DC5 you are in Pikemaster in the County of Urnst. 
  • 
  DC6 There is a large goblin army amassing south of 
  here. They attacked Durwich (in the south of the 
  Barony) a short while ago. 
  • 
  DC10 the Baron is eccentric and often goes on 
  whims for weeks at a time. Those who cross him 
  often end up in jail. 
  • 
  DC11 There is a Bishop from the Pale at the castle. I 
  hear the Baron wishes to convert to Pholtus. 
  • 
  DC12 the Baron has been known to jail people for 
  no reason. 
  • 
  DC13 the Baron has offered a bounty of 200 nobles 
  for a “local woman” to be found.  
  • 
  DC14 There are a number of the Baron’s relatives 
  staying at the castle. Even that horrible woman, 
  Guertha, we had a celebration when she left the last 
  time. 
  • 
  DC15 The “local woman” could be Adele? She left 
  town a few days ago; I’d ask her son about it. He 
  owns the textile shop, close to the castle. 
  • 
  DC16 (only to members of the Underley Network) 
  Talk to Jonas the blacksmith. 
  • 
  DC17 You may wish to stop by the Temple of 
  Zilchus. Adele went there quite a lot before leaving 
  town.  
  • 
  DC18 Sir Gontran, the Baron’s brother has returned 
  after leaving over 20 years ago. 
  • 
  DC19 I would never leave town; there are devils and 
  undead roaming everywhere in the County. 
  • 
  DC20 If you are looking for anyone, I would see the 
  Constable. He usually has a good idea where people 
  are. 
  • 
  DC21 the Baron is enamored with Adele, a local 
  seamstress. Some say that he visits her only at night. 
  • 
  DC22 the Contessa has asked the Lord of the East to 
  send troops to man the new border with Nyrond. 
  • 
  DC23 Some adventurers were talking and said that 
  the Contessa hired a whole army of Hextorites. 
  That’s insane! 
  • 
  DC24 the mad lich Malachite has managed to open a 
  portal to a plane of undead. I hear those things are 
  swarming into the County by the thousands 
  everyday. (This is exaggerated, but relates the event 
  of URC6-I03 Blast from the Past). 
  • 
  DC25 the troops of the East Wall have been 
  patrolling the new lands more than the rest of the 
  border.  
  • 
  DC26 The Mad Lich Malachite is trying to summon 
  demons to the County.  
  • 
  DC27 Nyrondese troops and forces loyal to the 
  County have skirmished more than once along the 
  border.  
  • 
  DC30 Relations between the County and Nyrond 
  are not too good since the fall of the Imperium. The 
  King wants the lands his brother gave to the County, 
  but the Contessa has refused outright. 
  • 
  DC35 I heard that Nyrond is building an army to 
  wage war upon the County in order to retake their 
  lands and punish the County for allying with the 
  Dark Prince. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 8 
   
  
  THE CASTLE 
  If the PCs go to the castle, proceed to Encounter 1. 
  However, do not run any of the boxed text unless the PCs 
  go there for the first time. Any of the nobles can speak to 
  the PCs, but none of them know anything really useful. 
  ADELE’S SON: WILBORT 
  Adele’s son is an Oeridian man in his late teens. His name 
  is Wilbort. He is very wily with money and quite crafty. 
  Play Wilbort as a businessman. He is honest and quite 
  direct. He wears a holy symbol of Fharlanghn, the 
  Dweller on the Horizon.  
   
  Wilbort is quite easy to talk to. Until the PCs show 
  up asking questions about his mother, he is not worried 
  about her. Once they ask about her, Wilbort becomes 
  genuinely concerned about his mother.  
  • 
  Wilbort and his mother fled the family inn during 
  the Civil War when devils burned out their inn.  
  • 
  They managed to escape, but his brothers and father 
  all died fighting the devils.  
  • 
  They fled to Pikemaster where they used the money 
  they had to open a textile shop.  
  • 
  His mother does sing very well.  
  • 
  She sews dresses, and her workshop has a view on 
  the Baron’s fortress. 
  • 
  They have been saving their money for over a year to 
  allow her to travel to the ruin of their family inn 
  because they heard that other family members had 
  returned and rebuilt the inn.  
  • 
  The inn is located halfway between Dryburgh and 
  Count’s Markham.  
  • 
  Adele left many days ago on a rented horse (rented 
  from the Temple of Zilchus).  
  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 PCs 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 kind. When 
  portraying her, show her as resourceful and efficient but 
  a little overwhelmed. Have the PCs’ 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.  
  • 
  To a fellow Knight of the Swan (in private), she 
  admits that she is having trouble patrolling the 
  border because so many Nyrondese troops keep 
  crossing in small groups. She is very worried about 
  the situation and hopes a diplomatic situation will be 
  found soon. Her letters to Radigast have been 
  unanswered. If the Knight succeeds at a Diplomacy 
  check [DC15+APL], she confides that she is 
  beginning to wonder if the Contessa is looking for a 
  war. Lady Daneris does not think these lands are 
  worth fighting over and that one hostile border (the 
  Bandit Kingdoms) is enough.  
  • 
  She does know Adele and will direct anyone to her 
  son, Wilbort.  
  • 
  She rented Adele a horse before she left and still has 
  her deposit. 
  • 
  Both Adele and her son have a good reputation in 
  town. They run a textile shop and Adele sews for 
  many people. They are worshippers of Fharlanghn 
  (worshippers and Walkers of Fharlanghn often 
  provide that service). 
  • 
  Adele informed her that she would be leaving for 
  her family estate near Count’s Markham. (Lady 
  Daneris explains Adele came asking if she had mail 
  she wished to send.)  
  • 
  If the PCs tell her they wish to leave, she warns them 
  there are many bandits and the occasional undead or 
  devil still roaming around the County.  
  • 
  Of her own accord, she has posted a small bounty on 
  any extra-planar creature killed in the Barony of 
  Pikemaster. 
  • 
  Lady Daneris is not looking for a page or a squire at 
  this time. 
  JONAS THE BLACKSMITH 
  Jonas is an informant of the Underley Network, and he 
  only speaks to fellow members, privately. 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 is building up its forces all along the border 
  of the County. 
  • 
  Lord Terard Duncombe, the Lord of the East has 
  asked his barons to provide him with a number of 
  troops to defend the newly-acquired lands.  
  • 
  There are rumors in Radigast that the Contessa is 
  acting strangely and has been prone to fits of anger 
  ever since the death of her son. 
  • 
  Lord Underley has asked that all members of the 
  Network be aware and pass any information about 
  Nyrondese troop movement on as fast as possible.  
  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 
  coming and going. 
   
  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 can confirm the following if the PCs ask 
  him. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 9 
   
  
  • 
  Adele came here and withdrew her savings before 
  departing to her family’s estate near Dryburgh. 
  • 
  Adele and her son Wilbort have started a textile shop 
  with money borrowed at the temple. The loan is 
  being repaid.  
  • 
  Adele asked him if he had any mail to deliver before 
  she left. Though she often frequents this temple, 
  Adele and her son are worshippers of the Dweller on 
  the Horizon (Fharlanghn). He had none to send 
  with her at the time (and he has none now either). 
  • 
  Azumel recommends the PCs meet with Wilbort. 
  • 
  He is concerned that commerce with Nyrond has 
  slowed down significantly, and that it is affecting the 
  locals. Correspondence beyond the border has been 
  sporadic at best. He wonders what is going on and 
  why the two countries do not settle this quickly. 
  Azumel does not say: 
  • 
  Adele left some money for her son before leaving. 
  • 
  Adele left a testament at the temple in case of her 
  death. All her goods and ownership of the family 
  lands and the shop revert to Wilbort. 
  ENCOUNTER 3: ON THE 
  ROAD 
  This encounter takes place in a wilderness area, as the 
  PCs make camp outside for the night. Adjust the location 
  as you see fit. The PCs encounter some of the Mad Lich 
  Malachite’s errant forces.  
  APL 2 (EL4) 
  � Human Zombies (4): hp16 each, see Monster 
  Manual p.266 
  � Ghoul (1): hp13, see Monster Manual p.118 
  APL 4 (EL6) 
  � Human Zombies (6): hp16 each, see Monster 
  Manual p.266 
  � Ghouls (2): hp13 each, see Monster Manual p.118 
  � Anselme of Nerull: Ghost Clr1, hp12, see 
  Appendix One 
  APL 6 (EL8) 
  � Human Zombies (4): hp16 each, see Monster 
  Manual p.266 
  � Butcher of Dryburgh: Ghost Ftr3, hp26, see 
  Appendix One 
  � Anselme of Nerull: Ghost Clr4, hp33, see 
  Appendix One 
  APL 8 (EL10) 
  � Human Zombies (6): hp16 each, see Monster 
  Manual p.266 
  � Ogre Zombies (2): hp55 each, see Monster 
  Manual p.267 
  � Butcher of Dryburgh: Ghost Ftr5, hp45, see 
  Appendix One 
  � Anselme of Nerull: Ghost Clr6, hp47, see 
  Appendix One 
  APL 10 (EL12) 
  � Human Zombies (6): hp16 each, see Monster 
  Manual p.266 
  � Wyvern Zombies (3): hp94 each, see Monster 
  Manual p.267 
  � Butcher of Dryburgh: Ghost Ftr7, hp61, see 
  Appendix One 
  � Anselme of Nerull: Ghost Clr8, hp61, see 
  Appendix One 
  APL 12 (EL14) 
  � Human Zombies (6): hp16 each, see Monster 
  Manual p.266 
  � Grey Render Zombies (3): hp133 each, see 
  Monster Manual p.267 
  � Butcher of Dryburgh: Ghost Ftr9, hp77, see 
  Appendix One 
  � Anselme of Nerull: Ghost Clr10, hp75, see 
  Appendix One 
  APL 14 (EL16) 
  � Human Zombies (6): hp16 each, see Monster 
  Manual p.266 
  � Grey Render Zombies (6): hp133 each, see 
  Monster Manual p.267 
  � Butcher of Dryburgh: Ghost Ftr11, hp93, see 
  Appendix One 
  � Anselme of Nerull: Ghost Clr12, hp89, see 
  Appendix One 
  APL 16 (EL18) 
  � Human Zombies (6): hp16 each, see Monster 
  Manual p.266 
  � Grey Render Zombies (12): hp133 each, see 
  Monster Manual p.267 
  � Butcher of Dryburgh: Ghost Ftr13, hp109, see 
  Appendix One 
  � Anselme of Nerull: Ghost Clr14, hp103, see 
  Appendix One 
  Starting at APL8, the human zombies are not counted in 
  the EL anymore. Make sure you are familiar with the new 
  spells and feats used in this encounter.  
  Tactics: The zombies receive as much bolstering as they 
  can (the goal of the undead is to have the PCs use their 
  turning abilities on them. For the first few rounds of 
  combat, both the Butcher and Anselme stay back as 
  Anselme uses his summon undead spells to create an 
  NMR6-02 Mad Baron of Pikemaster 
   
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  additional force to support the zombies. When the ghosts 
  attack, the butcher tries to use malevolence upon the 
  toughest looking member of the party. Anselme of 
  Nerull stays back and uses his spells to increase his allies’ 
  combat effectiveness or to take out spellcasters. Note that 
  neither the Butcher nor Anselme fear for their lives 
  unless the PCs possess a disrupting weapon.  
   
  For the purpose of feat and abilities, the undead 
  worship Nerull and the butcher is controlled by 
  Anselme. 
  Treasure: One of the human zombies has a pouch 
  containing a number of obsidian rocks used to create 
  more 
  undead 
  creatures. 
  The 
  ghosts’ 
  equipment 
  disappears with them and cannot be retrieved. 
  � All APLs L: 0gp; C: 300 gp; M: 0gp; 
  Development: the PCs are free to continue to the Inn 
  without any further problems. 
  ENCOUNTER 4: THE INN 
  COUNT’S MARKHAM OR DRYBURGH 
  There are no clues to find in either Count’s Markham or 
  Dryburgh. People in Dryburgh saw Adele go through, but 
  that is as far as things go; there is no information to find 
  there. 
  FINALLY, THE INN 
  The PCs finally arrive at Adele’s family inn. 
  Long before you see the Inn, the delicious smell of 
  roasted meat reaches your nostrils. Its sweet aroma 
  almost carries you the last half-mile in a dreamy 
  haze. Your belly rumbles and your mouth waters.  
   
  Entering a small man-made clearing, you see 
  what must be the Inn. A blackened piece of wrought 
  iron hangs limply over the door; perhaps it once 
  looked like a swan or a bird of some sort. Now it’s 
  impossible to tell what it is. 
   
   
  A stable has been recently built behind the Inn. 
  A woman, who cannot be described as beautiful in 
  any way, is hanging bed sheets up to dry. As she sees 
  you, she waves at you with an ugly smile.  
  “Hoy! Welcome to our inn, me husband and me 
  boys they be out cutting wood right now. But come 
  in, the Baby has been cooking all day.” 
   
  “The Baby” is Kiriesta, not a real baby. However, 
  unless the PCs ask, Mischrelle will not think about 
  specifying. Have fun seeing your PCs’ faces. 
   
  Currently, only Kiriesta and Mischrelle are at the 
  inn. The men have gone “to get some wood”. In fact they 
  went to feed the blood golem.  
   
  If questioned about Adele’s whereabouts, the family 
  says that she did come, but she left for Count’s Markham. 
  They expect her to be back tomorrow morning. 
  THE INN 
  The food at the inn is delicious and plentiful, as is the ale 
  that comes with it. Kiriesta does most of the cooking, and 
  the PCs can hear Mischrelle scream at her and reprimand 
  the young girl for each of her mistakes (which is often). 
   
  The family calls the inn “The Black Rider”. PCs who 
  succeed at a Knowledge (history or local - Nyrond and 
  her environs) or Bardic Knowledge remember this place 
  used to be known as “The Black Stallion” before the war.  
   
  A map of the inn appears in Appendix 4: Maps. 
   
  Room A: Drinking hall 
  The drinking hall is empty as there are no travelers at the 
  time of the adventure. There is almost always one 
  member of the family here, usually Mischrelle or Beldrin. 
  There is nothing of importance here. The prices are a 
  little high, but the food is of good quality. 
   
  Room B: Kitchen 
  The kitchen is where Mischrelle and Kiriesta spend most 
  of their time. The kitchen is well-furnished and very 
  clean. It is very warm in here because of the constant 
  cooking. Other than Kiriesta and Mischrelle, there is 
  nothing of interest here. 
   
  Kiriesta sleeps on a small cot in the corner, near the 
  stove.  
   
  Room C: The boys’ rooms 
  These two rooms belong to Handrick and Frelkor. Both 
  are kept locked at all times (Open Lock DC20+APL). The 
  rooms are tidy, and sparsely furnished.  
   
  Frelkor’s room has a holy symbol of Hextor under 
  his pillow; a light flail and battle hymns dedicated to 
  Hextor are hidden under a loose floorboard (Search 
  check DC 20+APL to find; at higher APLs, Frelkor has 
  been more cautious with the board making it harder to 
  find). He also keeps a lock of hair from everyone he has 
  sacrificed to Hextor in a small pouch with his clothes. 
   
  Room D: Luxury rooms 
  These single rooms are reserved for guests who have 
  money to spend. If more than two guests require this 
  type of room, Handrick gives up his room. 
   
  The rooms have nothing of interest for this 
  adventure. 
   
  Room E: The parent’s room 
  Berhnart and Mischrelle’ room is full of clutter. Unlike 
  the other rooms, this one is not very tidy; clothes lay 
  everywhere, and the room smells like old sweat. 
   
  Room F: Common room 
  This is the common room and has some fresh cots. There 
  is nothing of interest here. 
   
  THE FAMILY 
  Each of the family members, except Kiriesta, radiates evil 
  (Kiriesta wears a ring of mind shielding she stole from a 
  former guest of the inn). Kiriesta does her best to look 
  like a beaten child, and makes mistakes in front of them 
  NMR6-02 Mad Baron of Pikemaster 
   
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  so Mischrelle or Frelkor reprimand her (usually by 
  slapping her in the face). 
   
  Kiriesta’s goal is to make herself look like a poor kid 
  while everyone else is evil.  
  SPENDING TIME AT THE INN 
  All the family members admit to having seen Adele, but 
  say that she left on an errand to Count’s Markham and 
  should be back “soon”. They invite the PCs to stay the 
  night until Adele returns.  
   
  Upon their return, the family all lead normal lives. 
  Beldrin oversees the boys (think Paul Teutel, Sr. from 
  “American Chopper”); Handrick cuts wood while Frelkor 
  attends to the horses. None of them do anything out of 
  the ordinary. Mischrelle screams after Kiriesta who slaves 
  in the kitchen and scrubs the floors. 
  SPENDING A NIGHT AT THE INN 
  If the PCs spend time at the inn, or camp nearby, then 
  Kiriesta comes to see them during the night. Arrange it 
  so she comes just as a charismatic male hero is on watch 
  or a female sympathetic to her (so far). 
   
  Kiriesta tries to talk one-on-one or one-on-two. This 
  means she has less chance of being caught lying. If there 
  are too many PCs, she withdraws and leaves, without 
  giving the PCs anything. 
  “Listen, Adele, she is being held by these things in 
  the woods. My brothers go there often to feed the 
  creatures with horse meat and the occasional 
  vagrant they come across. I have copied the map 
  Frelkor uses to get there. 
   
  “If you leave now, you can be there before 
  morning, rest and prepare yourselves for battle. 
  They won’t expect you coming so early.”  
  Kiriesta can answer questions. She makes sure to appear 
  uninvolved in anything bad or that she is forced to 
  participate against her will. Note that most of what she 
  says is the truth. Rather than lying, she keeps her answers 
  short.  
  • 
  What is there exactly? I don’t know what it is, but 
  it sure requires a lot of blood. Maybe some kind of 
  undead (She REALLY does not know, Frelkor does 
  not trust her enough to bring her to the shrine).  
  • 
  What are the others up to? I don’t know, they 
  don’t say much when they’re around me. (True) I 
  think they have contacted someone powerful who 
  has promised them a lot of money if they succeed at 
  some ritual. (True) 
  • 
  What ritual? I don’t know,they won’t say and I 
  won’t ask. But it has to do with that thing, I’m sure of 
  it. (True). 
  • 
  Why are you helping us? Because you seem to be 
  the only chance I have to escape from this family 
  and this life I hate. I hate Mischrelle; I hate the men, 
  all of them filthy pigs. (True) 
  • 
  Would you come with us? I’m no adventurer. 
  Although I want to leave this place, I don’t want to 
  live a life of danger like you. I just wish to find a 
  good man and settle down. (That last part is not quite 
  true).  
  • 
  Are they your real family? No, they adopted me 
  when my parents were killed during the War in 
  Nyrond. (True) 
  • 
  What about the other members of the family? 
  They are evil and rotten to the core, but the source of 
  their power is that THING in the woods. Destroy it, 
  and they will become as docile as sheep if they don’t 
  turn on each other first. (Somewhat true) 
  • 
  Will they retaliate against you? Only if you fail. 
  (True) 
  Development: Kiriesta returns to her room and sleeps, 
  leaving the hero with the map. 
  TROUBLESHOOTING: VIOLENT PCS 
  If the PCs decide to attack the family or become seriously 
  threatening 
  towards 
  them, 
  Frelkor 
  surrenders 
  immediately, and offers to bring the PCs to where the 
  others keep Adele. This starts a family-wide argument as 
  they all begin pointing fingers at each other. None of 
  them mention Hextor, only who is responsible for 
  “holding her”. 
   
  Frelkor takes the PCs to the Shrine. This triggers 
  both encounters 5 and 6 at the same time (the devils from 
  encounter 6 are in the shrine.)  
   
  If the PCs insist on fighting, they trigger Encounter 
  6 immediately. For Handrick and Mischrelle’s stats use 
  Beldrin’s (if playing at APL 6 or higher, use Beldrin’s 
  APL4 statistics. Kiriesta uses the fight as an excuse to run 
  away. Of course, this leads to the PCs having to find 
  Adele on their own (see Encounter Five). Without food 
  or drink, Adele dies in 2 days.  
  ENCOUNTER 5: THE SHRINE 
  OF HEXTOR 
  The Shrine of Hextor is located about an hour’s walk 
  from the Inn in the woods. There is no one single path 
  leading there, but rather a series of crisscrossing paths 
  that eventually lead to the cave. The men have walked 
  there many times.  
   
  Getting there purely by tracking is difficult (Track 
  DC 40), not because of the lack of tracks, but rather the 
  high number of them! The three men often take walks in 
  the forest just to create new paths and make the shrine 
  more difficult to locate. On more than one occasion, 
  Frelkor has asked some of his invoked devils to help him. 
  This has had the effect of chasing away most wildlife 
  from the area. 
   
  If the PCs have Kiriesta’s map, then the affair is a lot 
  simpler, and can be found with a Survival check DC 15 
  instead of the higher Track check. 
   
  The outside of the shrine is a well-hidden cave on a 
  hillside, requiring a Spot check DC 25 to find (the DC is 
  10 if the PCs have the map). 
  NMR6-02 Mad Baron of Pikemaster 
   
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  ENTERING THE SHRINE 
  When the PCs enter the shrine; read the following. 
  The room below is bathed in reddish light that 
  seems to be coming from nowhere. The metallic 
  taste reaching your nostrils leaves no doubt this 
  place is an unholy temple.  
   
  The floor is covered in black tiles with deep 
  grooves beneath them stained dull red, these must 
  be filled with the blood of the sacrifices during 
  rituals. 
   
  The walls are covered with scenes of battles, 
  massive armies crushing their enemies, gigantic 
  creatures pursuing smaller and weaker enemies. At 
  the end of the room is a shallow pool of water. 
   
  Two altars of black marble with red veins face 
  the east and west walls almost across the room. 
  The shrine’s ceiling is 15 feet high. The pool of water 
  contains a mosaic displaying Hextor [Knowledge 
  (religion) check DC10] as the Scourge of Battle, with his 
  6 arms. Anyone looking at the mosaic gets an uneasy 
  feeling of being watched. The devils, if present, are in the 
  office, scaring Adele. They use greater teleport to enter the 
  temple at the start of combat. 
   
  Any hero wearing an unholy symbol of Hextor who 
  recites a prayer to Hextor out loud when they enter the 
  shrine prevents the construct from activating. To know a 
  prayer to Hextor requires a Knowledge (religion) check 
  DC 10. Any Cleric or Paladin reciting the prayer out loud 
  must receive an atonement spell.  
   
  If the prayer is not said and the unholy symbol not 
  worn then the constructs animate two rounds after the 
  last hero enters the room OR five rounds after the first 
  hero enters the room. At that point, the doors slam closed 
  behind the PCs, cutting off all non-magical retreat for the 
  time being. It is possible that this splits the PCs into two 
  groups. 
  Iron Doors: 2 in. thick; hardness 10; hp 60; AC 5; Break 
  DC 28.  
   
  The constructs are located next to the doors (on 
  either side at APLs 4 & 16). 
  APL 2 (EL4) 
  � Bone Statue of Hextor: hp52, see Appendix One 
  APL 4 (EL6) 
  � Bone Statue of Hextor (2): hp52 each, see 
  Appendix One 
  APL 6 (EL8) 
  � Blood Golem of Hextor: hp130, see Appendix 
  One 
  APL 8 (EL10) 
  � Advanced Blood Golem of Hextor: hp234, see 
  Appendix One 
  APL 10 (EL12) 
  � Advanced Blood Golem of Hextor: hp286, see 
  Appendix One 
  APL 12 (EL14) 
  � Advanced Blood Golem of Hextor: hp390, see 
  Appendix One 
  APL 14 (EL16) 
  � Advanced Blood Golem of Hextor: hp390, see 
  Appendix One 
  � Barbed devil (3): hp126 each, see Monster 
  Manual p.51 
  APL 16 (EL18) 
  � Advanced Blood Golem of Hextor (2): hp390 
  each, see Appendix One 
  � Horned devil: hp172, see Monster Manual p.55 
  Tactics: The blood golems have simple tactics: they hit 
  until they kill. The devils use all possible advantages they 
  can to help the golem(s) and inflict damage on their own. 
  Development: the doors open themselves when either 
  the PCs are all dead OR the constructs are all destroyed. 
  FINDING THE SECRET DOOR 
  From the shrine, there is a secret door that leads to the 
  priest’s office. Finding the secret door requires a Search 
  check DC 23. If the constructs and devils have been 
  dispatched, the PCs can take 20 and probably find the 
  door without a problem. 
   
  In the office, the PCs can find Adele tied and gagged 
  on one of the beds but in good health. On the desk, they 
  find Player handout 5: the letters. They also find a series 
  of items the family stole from past victims (from the loot, 
  the PCs should estimate 50-70 people). 
  Treasure: 
  � All APLs: L: 50 gp; C: 100 gp; M: 2 potions of cure light 
  wounds (8 gp each per potion) 
  SPEAKING WITH ADELE 
  Adele is very happy to be rescued. She can relate most of 
  the Adventure Background under “What happened to the 
  woman?” 
  • 
  She knows that the family men are evil and that they 
  worship Hextor.  
  • 
  She knows that Frelkor is the worst of them.  
  • 
  She wants to return home to see her son. 
  • 
  Kiriesta was very nice to her and tried to warn her to 
  get away and call adventurers; however, she was 
  caught by Beldrin and brought here. She has been 
  here for a few days, but she is not sure of the exact 
  number. 
  • 
  She saw Frelkor talk to a number of vile and evil 
  creatures; however, she can’t identify them. 
  • 
  She does not wish to return to the Inn, but 
  understands if the PCs wish to deliver justice. 
  Development: Once they have freed Adele, proceed to 
  Encounter 6: The Family. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 13 
   
  
  ENCOUNTER 6: THE FAMILY 
  Having defeated the Hextorian creatures, the PCs should 
  have a good idea that the family are worships Hextor. 
  This encounter can take place at a number of locations.  
   
  If the PCs return to the inn, Frelkor awaits them, 
  ready to fight, unless none of the family knows where the 
  PCs went; it is possible for the PCs to surprise the family. 
  However, if Kiriesta helped the PCs in Encounter 4: The 
  Inn, she sends the family after them to try and get 
  everyone killed. 
   
  If the PCs decide to rest, Frelkor and his allies wait 
  for nightfall before attacking. 
   
  If they head straight out towards Dryburgh; 
  deliberately avoiding the Inn, this encounter takes place 
  on the road. 
   
  If the PCs decide to stay and wait for the Hextorites, 
  they do not show up and instead wait and prepare an 
  ambush for the PCs at the Inn. This allows the PCs a 
  chance to rest if they wish. 
   
  If the PCs teleport to Pikemaster, they avoid the 
  encounter but earn no experience or gold. Proceed to 
  Encounter 7: Back in Pikemaster. Upon their return to 
  the Inn, all the family members have scattered and are 
  nowhere to be found. 
   
  At APLs 6 and higher, Beldrin suffers a heart attack 
  and dies before combat starts (if the PCs somehow get 
  him into the fight, use the APL4 version of Beldrin). 
  Frelkor used his calling stone to summon devils to help 
  him.  
   
  Frelkor’ power-up suite depends highly on what the 
  PCs do. If he has time to prepare and ambush the PCs at 
  his leisure, then he has as many protective and buff spells 
  active as possible when the PCs show up. Take a few 
  moments to recalculate everything before starting the 
  battle (this could be a good time to call a break). 
  APL 2 (EL4) 
  � Frelkor: Fav2, hp17, see Appendix One 
  � Beldrin: Ftr2/War1, hp27, see Appendix One 
  APL 4 (EL6) 
  � Frelkor: Fav4, hp31, see Appendix One 
  � Beldrin: Ftr2/War1, hp27, see Appendix One 
  � Lemure (2): hp9, see Monster Manual p.57 
  APL 6 (EL8) 
  � Frelkor: Fav6, hp45, see Appendix One 
  � Chain devil: hp52, see Monster Manual p.53 
  APL 8 (EL10) 
  � Frelkor: Fav8, hp59, see Appendix One 
  � Erinyes: hp85, see Monster Manual p.54 
  APL 10 (EL12) 
  � Frelkor: Fav10, hp73, see Appendix One 
  � Erinyes (2): hp85 each, see Monster Manual p.54 
  APL 12 (EL14) 
  � Frelkor: Fav12, hp87, see Appendix One 
  � Bone Devils (3): hp95, see Monster Manual p.52 
  APL 14 (EL16) 
  � Frelkor: Fav14, hp101, see Appendix One 
  � Barbed Devil: hp126, see Monster Manual p.51 
  � Ice Devils: hp147, see Monster Manual p.56 
  APL 16 (EL18) 
  � Frelkor: Fav16, hp115, see Appendix One 
  � Ice Devils (3): hp147 each, see Monster Manual 
  p.56 
  Tactics: Everyone attacks immediately trying to disrupt 
  the PCs. Frelkor casts as many buffing spells as he can 
  before confronting the PCs. Frelkor makes sure that he 
  and all his allies are protected by a protection from good 
  spell at a minimum.  
   
  If Frelkor gets the jump on the PCs, then he is ready 
  to fight and has used as many spells as he can. If the PCs 
  get the jump on him, then he is almost unprepared. 
   
  Frelkor is NOT a trained priest, and he will use his 
  spells as best he can to support himself and his allies. He 
  uses cure spells upon himself as needed, much less so on 
  his allies. 
   
  If you are running the encounter at APL6 and 
  Frelkor has had time to prepare, he has thrown a number 
  of chains around the area where he plans to ambush the 
  PCs.  
  TROUBLESHOOTING: CAPTURING FRELKOR  
  It is possible for the PCs to subdue Frelkor and capture 
  him. If they do so, he flies into a rage and it becomes 
  impossible to get any useful information out of him. He 
  praises Hextor a lot and dooms the County to servitude. 
   
  If brought to justice, Frelkor is judged and quickly 
  found guilty (his Hextorian ranting does nothing to save 
  his case). He is beheaded before his body is burned, and 
  his ashes scattered to the winds. 
  MEANWHILE, OFF-CAMERA 
  While Frelkor and Beldrin go to face the PCs, Kiriesta 
  murders Mischrelle and Handrick. She then steals one of 
  the horses from the stables (preferring a fast mount) and 
  disappears into the night (and cannot be found during 
  this adventure). 
   
  If the PCs go back to the Inn, she left a letter 
  addressed to whoever she talked during the night (Player 
  Handout 6).  
  ENCOUNTER 7: BACK IN 
  PIKEMASTER 
  When the PCs return to Pikemaster, Adele runs to see 
  her son. If the PCs ask her, she agrees to go to the castle 
  NMR6-02 Mad Baron of Pikemaster 
   
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  afterwards. Adele embraces her son like a mother who 
  has not seen her only child in a long time.  
   
  At the castle, the PCs are shown to the library where 
  all the nobles are assembled.  
  Standing in the center of the room is Baron Fennin, 
  reciting some kind of poem from a book he holds in 
  his right hand. As he sees you, he has a look of 
  surprise on his face as if he does not recognize you.  
   
  “Who are you?” He barks in your direction 
   
  “The wager milord, do you remember our 
  wager?” Says Marius 
   
  “Oh my, yes! I’d completely forgotten about 
  that! Tell us what happened, we are all dying to 
  know.” 
  Allow the PCs to explain what happened to the assembly. 
  Gontran, Baron Fennin and Lady Guertha wagered 
  against the PCs, while Lady Meribeth, Bishop Freznook 
  and Marius sided with the PCs. Though the PCs will 
  know who wagered for them, the nobles do not exchange 
  any money in front of the PCs, nor do they reveal what 
  they wagered. 
  The Baron is somewhat unhappy to have lost the 
  wager. Marius whispers something in his ear and 
  the Baron’s face illuminates once more. He stands. 
   
  “Dear adventurers, during the time you were 
  away, Marius proposed another game. This time, the 
  object of the game was to declare for who you were 
  working for. After deliberation, we decided that you 
  could each select who you wanted to work for. 
  Ponder your choice and announce it to the assembly. 
  Let each one of you declare your choice openly.” 
  This is an important choice. As the Baron stated, each 
  hero can decide who they would have worked for. The 
  PCs may speak with the nobles at this point if they wish; 
  however, none of the nobles promise anything as rewards 
  to the PCs. Note the result before proceeding to the 
  conclusion. 
  CONCLUSION 
  “I AM NOT A PAWN” 
  The PCs refused to be pawns for the nobles and angered 
  the Baron. They are imprisoned in Pikemaster for 4 TUs 
  before the chamberlain frees them. For the purpose of 
  crimes, the PCs were not accused or found guilty of any 
  crimes. 
   
  Note that by this time Adele is dead and the family 
  has moved on to other schemes. 
  CHOSE YOUR FRIENDS 
  The Baron thanks you and organizes a feast with 
  Adele as the sole entertainment. The man was right, 
  her voice is angelic and her contralto voice fills the 
  dining hall with sounds fit for the gods.  
   
  The evening is spent in a decadent feast as wines 
  and brandy become the companions of meats, 
  poultries and fruits.  
   
  The feasting and dancing to Adele’s voice goes 
  on late into the night. Then almost as one everyone 
  retires for the night. 
  For bringing Adele back, the Baron pays them the 
  promised bounty of 200 nobles. 
  Treasure: 
  Finding Adele 
  � All APLs: L: 0 gp; C: 200 gp; M: 0 gp; 
   
  If the PCs were hired by someone at the start of the 
  adventure, they receive their payment at this point as 
  well.  
  Treasure: 
  � All APLs: L: 0 gp; C: 300 gp; M: 0 gp; 
  LADY MERIBETH’S REQUEST 
  If the PCs were hired to escort Lady Meribeth, she 
  summons them to her room. 
  Lady Meribeth sits at the window as you enter. She 
  gestures for you to take seats on wooden chairs that 
  have been arranged in the room.  
   
  “You have been such dear friends to me, and I 
  value each and every one of you. Yet, I have to make 
  a request of you… 
   
  “You see my cousin who recruited you is 
  embroiled in all sorts of political entanglements. 
  And I, well… I hate those things. I have met Marius 
  and he is not the ogre my cousin paints him to be. 
  He lives here in Pikemaster as an exile. I see no 
  reason to drag him away forcefully back to Nyrond. 
  There are sufficient problems there, and we don’t 
  need any witch-hunt trials.” 
   
  “Marius may be many things, but a follower of 
  Hextor he is not. Of that I’m sure.”  
   
  “Would you agree to leave him here, in the 
  custody of Baron Fennin?” 
  Lady Meribeth expects a positive answer from the PCs. 
  And is somewhat surprised should they refuse. She uses 
  her charm to try and convince the party. Then she resorts 
  to threats about having her uncle’s favor removed from 
  them.  
   
  If the PCs refuse, she gets angry and removes her 
  favor from any hero who selected her. 
   
  In the morning, Marius has mysteriously vanished 
  (he too removes his favor from the PCs). 
  THE BISHOP 
  The PCs are summoned to see the Bishop. 
  Entering the Bishop’s apartments, you find him 
  scrambling to pack his cases. You watch him for a 
  moment, busy like a bee before he notices you. 
  Never before have you seen the preist’s demeanor be 
  so erratic. Something very unsettling must have 
  happened. 
   
  “Come in, sit down… Well find somewhere to 
  sit down.” 
   
  The Bishop takes a moment to calm down. 
  Taking a deep breath, he begins. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 15 
   
  
   
   
  “I told you earlier that I did not know why I was 
  summoned here. Well, now I know. The Baron has 
  found some pages from an old manuscript. This 
  manuscript has been declared heretical by the 
  Church of the One True Path for its contents could 
  bring war and destruction to the Pale and its 
  neighbors.  
  “I have asked the Lord to give me the pages and 
  promised him all kinds of gifts and favors from our 
  church, but he has refused. In fact, he pranced 
  around me as he read from the damned pages. 
   
  “This is bad, really bad. I have to report this to 
  Wintershiven as soon as possible. Cool heads must 
  prevail. Cool heads indeed. 
   
  “In the name of Pholtus, I bless you. May he 
  light your path! I’ll contact you later” 
  The Bishop doesn’t answer questions and he dismisses 
  the PCs. The Bishop is gone within the hour, using a stone 
  of recall to return to Wintershiven. 
  AR REWARDS 
  Each hero receives the reward of the person they chose 
  in Encounter 7 and no other favors. Note that these 
  rewards are assigned on an individual basis. 
   
  PCs who chose to “work” for Lady Meribeth or Lady 
  Guertha receive the “patronage” AR Reward. Note that 
  Lady Guertha only extends her reward to PCs she hired 
  in the first place.  
  • 
  PCs who chose to “work” for the Baron receive the 
  “Mad Baron” AR Reward. 
  • 
  PCs who chose to “work” for Marius receive the 
  “Norebo’s Fortunes” AR Reward. 
  • 
  PCs who chose to “work” for the Bishop receive the 
  “Favor of Bishop Freznook” AR Reward. 
  • 
  PCs who chose to “work” for Gontran receive the 
  “Greyhawk Merchant” AR Reward. 
   
  If the PCs refused Lady Meribeth’s request in the 
  Conclusion, any hero who had her or Marius’ favor has it 
  removed. 
   
  The End 
  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. 
   
  Encounter 3: On the Road 
  Defeating the undead forces 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 5: The Shrine of Hextor 
  Defeating the creatures in the shrine 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 6: The Family 
  Defeating the family. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Story Award 
  Bringing back Adele to Pikemaster 
  APL 2  
    90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
   
  Total possible experience: 
  APL 2  
     450 XP 
  APL 4  
     675 XP 
  APL 6  
     900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,300 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 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 16 
   
  
  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 
  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. 
   
  Encounter 3: On the Road 
   
  All APLs: L: 0gp; C: 300gp; M: 0gp; 
   
  Encounter 5: The Shrine of Hextor 
   
  All APLs: L: 50gp; C: 100gp; M: 2 potions of cure light 
  wounds (8 gp each per potion) 
   
  Encounter 6: The Family 
   
  APL 2: L: 82gp; C: 0gp; M: flail +1 (192gp);  
   
  APL 4: L: 17gp; C: 0gp; M: flail +1 (192gp); chain shirt 
  +1 (104gp); heavy steel shield +1 (98gp);  
   
  APL 6: L: 17gp; C: 0gp; M: merciful flail +1 (692gp); 
  breastplate +1 (113gp); heavy steel shield +1 (98gp); cloak of 
  charisma +2 (333gp); gauntlets of ogre power (333gp); vest of 
  resistance +1 (83gp);  
   
  APL 8: L: 17gp; C: 0gp; M: merciful subjugating flail +1 
  (2692gp); breastplate +1 (113gp); heavy steel shield +1 (98gp); 
  cloak of charisma +2 (333gp); gauntlets of ogre power (333gp); 
  vest of resistance +1 (83gp); ring of freedom of movement 
  (3333gp);  
   
  APL 10: L: 17gp; C: 0gp; M: merciful subjugating flail +1 
  (2692gp); breastplate +2 (363gp); heavy steel shield +1 (98gp); 
  cloak of charisma +4 (1333gp); belt of giant strength +4 
  (1333gp); vest of resistance +1 (83gp); ring of freedom of 
  movement (3333gp); periapt of wisdom +4 (1333gp);  
   
  APL 12: L: 17gp; C: 0gp; M: merciful subjugating 
  humanbane flail +1 (4192gp); breastplate +2 (363gp); heavy 
  steel shield +1 (98gp); cloak of charisma +4 (1333gp); belt of 
  giant strength +4 (1333gp); vest of resistance +1 (83gp); ring of 
  freedom of movement (3333gp); periapt of wisdom +4 
  (1333gp);  
   
  APL 14: L: 17gp; C: 0gp; M: merciful subjugating 
  humanbane flail +2 (6026gp); breastplate +2 (363gp); heavy 
  steel shield +1 (98gp); cloak of charisma +4 (1333gp); belt of 
  giant strength +4 (1333gp); vest of resistance +1 (83gp); ring of 
  freedom of movement (3333gp); periapt of wisdom +4 
  (1333gp);  
   
  APL 16: L: 17gp; C: 0gp; M: merciful subjugating 
  humanbane flail +2 (6026gp); breastplate +2 (363gp); heavy 
  steel shield +1 (98gp); cloak of charisma +4 (1333gp); belt of 
  giant strength +4 (1333gp); vest of resistance +1 (83gp); ring of 
  freedom of movement (3333gp); periapt of wisdom +4 
  (1333gp); 
   
  Conclusion 
  To PCs hired by a patron 
   
  All APLs: L: 0gp; C: 300gp; M: 0gp; 
  Finding Adele 
   
   
  All APLs: L: 0gp; C: 200gp; M: 0gp; 
   
  Total Possible Treasure 
   
  APL 2:  
   
   
   
     450gp 
   
  APL 4:  
   
   
   
     650gp 
   
  APL 6:  
   
   
   
     900gp 
   
  APL 8: 
   
   
   
  1,300gp 
   
  APL 10:  
   
   
   
  2,300gp 
   
  APL 12:  
   
   
   
  3,300gp 
   
  APL 14:  
   
   
   
  6,600gp 
   
  APL 16: 
   
   
   
  9,900gp 
   
   
  Special 
  Calling Stone: A calling stone works using the power of 
  the Tovag (standing stones). Evil priests of Hextor crafted 
  them during the Civil War and attuned them to the 
  lower planes, allowing the stone to be used as a planar 
  fork to the Nine Hells or Acheron. The stone may be 
  used by worshippers of Hextor in different ways. 
   
  Cost: 500 gp 
  Patronage: For your next 10 adventures in the Nyrond 
  and her environs meta-region, you receive free luxury 
  upkeep from your patron. This may also have future 
  repercussions. 
  • 
  Lady Guertha Pontirun 
  • 
  Lady Meribeth Vendreken 
   
  Mad Baron: The baron offers you access to his personal 
  smiths. You gain a one-time access to the magic-eating 
  (CAr), spell resistance (13), or any energy resistance armor 
  upgrades OR the bane (orc or goblin), keen or anarchic 
  weapon upgrades. You may purchase more than one 
  upgrade, but all must be bought at the same time. 
  However, his eccentric ways means this is not reliable. 
  When redeeming this favor, there is a 25% chance the 
  Baron does not recognize you and throws you in jail for 1 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 17 
   
  
  TU before remembering who you were and giving you 
  access to the upgrades. Cross this favor off once used. 
  Norebo’s fortunes: Marius is thankful and he can 
  arrange for you to get the church of Norebo to cast one 
  spell of up to 3rd level for free. Cross this favor off once 
  used. 
  Favor of Bishop Freznook: The Bishop offers to vouch 
  for you in the event you are ever sent to a New Dawn 
  Camp. Expending this favor cuts the sentence down to a 
  quarter (minimum of 1 TU). Cross this favor off once 
  used. 
  Greyhawk Merchant: Gontran Duncombe can use his 
  contacts to give you a second-chance to purchase an item. 
  By spending 2 TUs (to travel to Greyhawk), you can 
  purchase a Frequency: Adventure item from this AR as if 
  it were Core. However, you must pay Gontran a 10% 
  commission. This cannot be used for item upgrades or 
  items you have purchased in the past. Cross this favor off 
  once used. 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 2: 
  • 
  Calling stone (Adventure; see above) 
  APL 6: 
  • 
  +1 merciful flail (Adventure; DMG) 
  • 
  Vest of resistance +1 (Adventure; CAr) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +1 merciful subjugating flail (Adventure; DMG+HoB) 
  • 
  Ring of freedom of movement(Adventure, DMG) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Belt of giant strength +4 (Adventure, DMG) 
  • 
  Cloak of charisma +4 (Adventure, DMG) 
  • 
  Periapt of wisdom +4 (Adventure, DMG) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Breastplate +2 (Adventure, DMG) 
  • 
  +1 merciful subjugating humanbane flail (Adventure; 
  DMG+HoB) 
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  +2 merciful subjugating humanbane flail (Adventure; 
  DMG+HoB) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Breastplate +3 (Adventure, DMG) 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 18 
   
  
  APPENDIX 1: ALL APLS 
  ENCOUNTER 4: THE INN 
  Kiriesta: Female Oeridian Rog4; CR4; Medium 
  Humanoid; HD 4d6+8; hp 26; Init +2; Spd 30 ft; AC 13 
  (+1 armor, +2 Dex), touch 12, flat-footed 13; Base Atk 
  +3; Grp +4; Atk/ Full Atk +4 melee (1d6+1, Heavy 
  skillet) or +4 melee (1d4+1, Kitchen knife); SA Sneak 
  attack (+2d6); SQ Evasion, trap finding, trap sense (+1), 
  uncanny dodge; AL NE; SV Fort +3, Ref +6, Will +2; Str 
  12, Dex 14, Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +14, Disable Device +7, 
  Gather Information +9, Profession (Homemaking) +8, 
  Search +7, Sense Motive +10, Sleight of Hand +11, Spot 
  +8, Tumble +9. Negotiator, Persuasive, Skill Focus 
  (Bluff). 
   
  Possessions: Thick clothes (padded armor), heavy 
  skillet, kitchen knife, and ring of mind shielding. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 19 
   
  
  APPENDIX 1: APL 2 
  ENCOUNTER 
  5: 
  THE 
  SHRINE 
  OF 
  HEXTOR 
  Bone Statue of Hextor: Large Animated Object; 
  Large construct; CR 3; HD 4d10+30; hp 52; Init +0; Spd 
  30 ft; AC 14 (-1 Size, +5 natural), touch 9, flat-footed 14; 
  Base Atk +3; Grp +10; Atk/Full Atk +5 melee (1d8+3, 
  heavy flail); Face/Reach 10ft/10ft; SQ Construct traits, 
  darkvision 60ft, hardness 6, low-light vision; AL CE; SV 
  Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con -, Int -, Wis 
  1, Cha 1. 
  ENCOUNTER 6: THE FAMILY 
  Frelkor: 
  Male 
  Oeridian 
  Fav2; 
  CR2; 
  Medium 
  Humanoid; HD 2d8+4; hp 17; Init +1; Spd 30ft; AC 17 
  (+4 armor, +2 shield, +1 Dex), touch 11, flat-footed 16; 
  Base Atk +1; Grp +3; Atk/Full Atk +4 melee (1d8+3, +1 
  Flail) or +3 melee (1d4+2, Dagger); AL LE; SV Fort +7, 
  Ref +4, Will +7; Str 14, Dex 12, Con 14, Int 8, Wis 14, 
  Cha 14. 
   
  Skills and Feats: Heal +7, Spellcraft +4; Great 
  Fortitude, Iron Will, Martial Weapon Proficiency 
  (Flail). 
   
  Spells Known (6/5; base DC = 12 + spell level): 0—
  [cure minor wounds, detect magic, inflict minor wounds, 
  light, virtue]; 1st—[cure light wounds, protection from good]. 
   
  Possessions: +1 flail, chain shirt, heavy steel shield, 
  and calling stone**. 
  Bernhard: Male Oeridian Ftr2/War1; CR2; Medium 
  Humanoid; HD 1d8+2d10+6; hp 26; Init +5; Spd 20ft; 
  AC 16 (+5 armor, +1 Dex), touch 11, flat-footed 15; Base 
  Atk +3; Grp +7; Atk/Full Atk +9 melee (1d10+6, 
  Masterwork heavy flail); AL LE; SV Fort +7, Ref +1, 
  Will +2; Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +5, Intimidate +5. 
  Improved Initiative, Iron Will, Power Attack, Cleave, 
  Weapon Focus (heavy flail). 
   
  Possessions: Masterwork heavy flail, heavy flail, 
  masterwork breastplate. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 20 
   
  
  APPENDIX 1: APL 4 
  ENCOUNTER 3: ON THE ROAD 
  Anselme of Nerull: Male Flan Clr1; CR3; Medium 
  Undead (augmented humanoid); HD 1d12; hp 12; Init 
  +0; Spd 20 ft, Fly 30 ft.(perfect); AC 21 (+6 armor, +2 
  shield, +3 deflection), touch 13, flat-footed 21; Base Atk 
  +0; Grp -1; Full Atk -1 melee (1d6-1, Sickle) or +0 melee 
  (see below, Draining Touch); SA Draining touch, 
  horrific appearance, malevolence, rebuke undead, 
  spontaneous spellcasting; SQ Rejuvenation, turn 
  resistance +4; AL CE; SV Fort +2, Ref +0, Will +6; Str 8, 
  Dex 10, Con -, Int 14, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +4, Diplomacy +7, 
  Heal +6, Hide +8, Knowledge (arcana) +5, Knowledge 
  (religion) +5, Knowledge (the planes) +5, Listen +12, 
  Search +10, Spellcraft +6, Spot +12; Divine Spell 
  Power**, Necromantic Presence**. 
   
  Spells Prepared (3/2+1; base DC = 14 + spell level): 
  0—detect magic, guidance, resistance; 1st—cause fear*, bless, 
  doom. 
   
  *Domain spell. Deity Nerull; Domains: [Death (You 
  may use death touch once per day. If you touch your 
  victim, roll 1d6. If this at least equals the victim's hit 
  points, it dies.); Evil (cast evil spell at +1 caster level)]. 
   
  Possessions: Splint mail, sickle, and heavy wooden 
  shield 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+1) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Draining Touch (Su): When you hit a living 
  target with your incorporeal touch attack you drain 
  1d4 points from any one ability score you select. On 
  each such successful attack, you heal 5 points of 
  damage. Against ethereal opponents, you add your 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, you add your Dexterity 
  modifier to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC13) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 10), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
   
  Rebuke Undead (Su): Can rebuke undead 6 
  times per day. A rebuking check is made on 1d20+3; 
  rebuking damage is equal to 2d6+4 on a successful 
  check. 
  ENCOUNTER 
  5: 
  THE 
  SHRINE 
  OF 
  HEXTOR 
  Bone Statue of Hextor: Large Animated Object; 
  Large construct; CR 3; HD 4d10+30; hp 52; Init +0; Spd 
  30 ft; AC 14 (-1 Size, +5 natural), touch 9, flat-footed 14; 
  Base Atk +3; Grp +10; Atk/Full Atk +5 melee (1d8+3, 
  heavy flail); Face/Reach 10ft/10ft; SQ Construct traits, 
  darkvision 60ft, hardness 6, low-light vision; AL CE; SV 
  Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con -, Int -, Wis 
  1, Cha 1. 
  ENCOUNTER 6: THE FAMILY 
  Frelkor: 
  Male 
  Oeridian 
  Fav4; 
  CR4; 
  Medium 
  Humanoid; HD 4d8+8; hp 31; Init +1; Spd 30ft; AC 19 
  (+5 armor, +3 shield, +1 Dex), touch 11, flat-footed 18; 
  Base Atk +3; Grp +5; Atk/Full Atk +7 melee (1d8+3, +1 
  Flail) or +5 melee (1d4+2, Dagger); AL LE; SV Fort +8, 
  Ref +5, Will +8; Str 14, Dex 12, Con 14, Int 8, Wis 15, 
  Cha 14. 
   
  Skills and Feats: Heal +9, Spellcraft +6. Great 
  Fortitude, Iron Will, Martial Weapon Proficiency 
  (Flail), 
  Weapon 
  Focus 
  (Flail), 
  Close-Quarters 
  Fighting**. 
   
  Spells Known (6/7/4; base DC = 12 + spell level): 
  0—cure minor wounds, detect magic, inflict minor wounds, 
  light, resistance, virtue; 1st—bless, cure light wounds, inflict 
  light wounds, protection from good; 2nd—bull’s strength, 
  death knell, silence. 
   
  Possessions: +1 flail, +1 chain shirt, +1 heavy steel shield, 
  and calling stone**. 
  Bernhard: Male Oeridian Ftr2/War1; CR2; Medium 
  Humanoid; HD 1d8+2d10+6; hp 26; Init +5; Spd 20ft; 
  AC 16 (+5 armor, +1 Dex), touch 11, flat-footed 15; Base 
  Atk +3; Grp +7; Atk/Full Atk +9 melee (1d10+6, 
  Masterwork heavy flail); AL LE; SV Fort +7, Ref +1, 
  Will +2; Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +5, Intimidate +5. 
  Improved Initiative, Iron Will, Power Attack, Cleave, 
  Weapon Focus (heavy flail). 
   
  Possessions: Masterwork heavy flail, heavy flail, and 
  masterwork breastplate. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 21 
   
  
  APPENDIX 1: APL 6 
  ENCOUNTER 3: ON THE ROAD 
  Anselme of Nerull: Male Flan Clr4; CR6; Medium 
  Undead (augmented humanoid); HD 4d12; hp 33; Init 
  +0; Spd 20 ft, Fly 30 ft.(perfect); AC 22 (+7 armor, +2 
  shield, +3 deflection), touch 13, flat-footed 22; Base Atk 
  +3; Grp+2; Atk/Full Atk +2 melee (1d6-1, sickle) or +3 
  melee (see below, Draining Touch); SA Draining touch, 
  horrific appearance, malevolence, rebuke undead, 
  spontaneous spellcasting; SQ Rejuvenation, turn 
  resistance +4; AL CE; SV Fort +4, Ref +1, Will +8; Str 8, 
  Dex 10, Con -, Int 14, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +7, Diplomacy +10, 
  Heal +6, Hide +8, Knowledge (arcana) +8, Knowledge 
  (religion) +8, Knowledge (the planes) +5, Listen +12, 
  Search +10, Spellcraft +9, Spot +12; Divine Spell 
  Power**, 
  Necromantic 
  Presence**, 
  Necromantic 
  Might**. 
   
  Spells Prepared (5/4+1/3+1; base DC = 14 + spell 
  level): 0—detect magic, guidance (x2), resistance (x2); 1st—
  cause fear*, bless, doom, protection from good (x2); 2nd—
  desecrate*, death knell, summon undead II**, wave of grief**. 
   
  *Domain spell. Deity Nerull; Domains: [Death (You 
  may use death touch once per day. If you touch your 
  victim, roll 4d6. If this at least equals the victim's hit 
  points, it dies.); Evil (cast evil spell at +1 caster level)]. 
   
  Possessions: +1 Splint mail, sickle, and heavy wooden 
  shield. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+4) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Draining Touch (Su): When you hit a living 
  target with your incorporeal touch attack you drain 
  1d4 points from any one ability score you selects. On 
  each such successful attack, you heal 5 points of 
  damage. Against ethereal opponents, you add your 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, you add your Dexterity 
  modifier to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC15) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 10), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
   
  Rebuke Undead(Su): Can rebuke undead 6 times 
  per day. A rebuking check is made on 1d20+5; 
  rebuking damage is equal to 2d6+7 on a successful 
  check. 
  Butcher of Dryburgh: Male Flan Ftr3; CR5; Medium 
  Undead (augmented humanoid); HD 3d12; hp 26; Init 
  +6; Spd 20 ft.; Fly 30 ft. (perfect); AC 20 (+6 armor, +1 
  Dex, +3 deflection), touch 14, flat-footed 19; Base Atk 
  +3; Grp +7; Atk/Full Atk +8 melee (2d6+7;19-20, +1 
  greatsword); SA Corrupting gaze, horrific appearance, 
  malevolence; SQ Manifestation, Rejuvenation, Turn 
  Resistance +8; AL CE; SV Fort +3, Ref +3, Will +1; Str 
  18, Dex 14, Con -, Int 8, Wis 10, Cha 16. 
   
  Skills and Feats: Intimidate +9, Ride +8. Blind-Fight, 
  Improved Initiative, Power Attack, Cleave, Improved 
  Turn Resistance**. 
   
  Possessions: Banded mail, and +1 greatsword. 
   
  Rejuvenation(Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+3) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Corrupting Gaze (Su): You can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet your gaze must succeed on a 
  Fortitude save (DC 14) or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC14) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 10), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 22 
   
  
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
  ENCOUNTER 
  5: 
  THE 
  SHRINE 
  OF 
  HEXTOR 
  Blood golem of Hextor: Large Construct; CR 8; HD 
  10d10+30; hp 130; Init -1; Spd 20 ft; AC 26 (-1 Size, -1 
  Dex +9 Natural, +9 +1 full plate), touch 7, flat-footed 26; 
  without armor 17 (-1 Size, -1 Dex +9 natural); Base Atk 
  +7; Grp +17; Atk +13 melee (2d6+6, masterwork heavy 
  flail) or +12 melee (1d8+6, slam); Full Atk +13 melee 
  (2d6+6, 2 masterwork heavy flail) or +12 melee (1d8+6, 
  2 slam); Face/Reach 10ft/10ft; SA Blood siphon, 
  whirlwind of death; SQ Blood dependency, blood 
  reservoirs, construct traits, DR 10/adamantine, magic 
  armor, magic immunity, rust vulnerability; AL LE; SV 
  Fort +3, Ref +2, Will +3; Str 22, Dex 8, Con -, Int -, Wis 
  10, Cha 1. 
   
  Possessions: +1 large full plate. 
   
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  point lost in this fashion heals the golem 5 hit points 
  (the Golem usually restores its hit points to maximum 
  before filling its reservoir so that it can remain at full 
  strength). Both the golem and the victim must remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Whirlwind of death (Ex): A blood golem can 
  spin its upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures within 
  its reach as if it had the Whirlwind Attack feat. In the 
  round after the golem performs this maneuver, it can 
  take only a single attack or move action. 
   
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed leaving only its 
  armor. 
   
  Blood reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoir as a free action, and it often does so during 
  combat. 
   
  Magic armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. 
   
  Magic Immunity: A blood golem is immune to 
  all spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a slow for 3 
  rounds with no saving throw. Regenerate restores 1 hit 
  point of damage per caster level. Horrid wilting does 
  half or one-quarter damage if the golem fails or 
  succeeds on its saving throw, respectively. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at a rate of 10 hit points per day 
  instead of 5 per day. 
  ENCOUNTER 6: THE FAMILY 
  Frelkor: 
  Male 
  Oeridian 
  Fav6; 
  CR6; 
  Medium 
  Humanoid; HD 6d8+12; hp 45; Init +1; Spd 30ft; AC 19 
  (+5 armor, +3 shield, +1 Dex), touch 11, flat-footed 18; 
  Base Atk +4; Grp +7; Atk/Full Atk +9 melee 
  (1d8+4+1d6 non-lethal, +1 merciful flail) or +7 melee 
  (1d4+3, Dagger); SQ Fire Resistance 10; AL LE; SV Fort 
  +9, Ref +6, Will +9; Str 14 (16), Dex 12, Con 14, Int 8, 
  Wis 15, Cha 14 (16).  
   
  Skills and Feats: Concentration +8 (+12 cast 
  defensively), Heal +9, Spellcraft +8. Combat Casting, 
  Great 
  Fortitude, 
  Iron 
  Will, 
  Martial 
  Weapon 
  Proficiency (heavy flail), Weapon Focus (heavy flail), 
  Close-Quarters Fighting**. 
   
  Spells Known (6/7/6/4; base DC = 12 + spell level): 
  0—cure minor wounds, detect magic, guidance, inflict minor 
  wounds, light, resistance, virtue; 1st—bless, cure light 
  wounds, inflict light wounds, protection from good, shield of 
  faith; 2nd—bear’s endurance, bull’s strength, death knell, 
  silence; 3rd—dispel magic, invisibility purge, protection from 
  energy. 
   
  Possessions: +1 merciful heavy flail, +1 chain shirt, +1 
  heavy steel shield, cloak of charisma +2, gauntlets of ogre 
  power, vest of resistance +1, and calling stone**. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 23 
   
  
  APPENDIX 1: APL 8 
  ENCOUNTER 3: ON THE ROAD 
  Anselme of Nerull: Male Flan Clr6; CR 8; Medium 
  Undead (augmented humanoid); HD 6d12; hp 47; Init 
  +0; Spd 20 ft, Fly 30 ft.(perfect); AC 25 (+9 armor, +3 
  shield, +3 deflection), touch 13, flat-footed 25; Base Atk 
  +4; Grp +3; Atk/Full Atk +4 melee (1d6, +1 sickle) or +4 
  melee (see below, Draining Touch); SA Draining touch, 
  horrific appearance, malevolence, rebuke undead, 
  spontaneous spellcasting; SQ Rejuvenation, turn 
  resistance +4; AL CE; SV Fort +5, Ref +2, Will +9; Str 8, 
  Dex 10, Con -, Int 14, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +9, Diplomacy +12, 
  Heal +6, Hide +8, Knowledge (arcana) +8, Knowledge 
  (religion) +10, Knowledge (the planes) +5, Listen +12, 
  Search +10, Spellcraft +9, Spot +14; Divine Spell 
  Power**, 
  Necromantic 
  Presence**, 
  Necromantic 
  Might**, Profane Lifeleech**. 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC = 14 + 
  spell level): 0—detect magic, guidance x2, resistance (x2); 
  1st—cause fear*, bless, doom, protection from good (x2); 
  2nd—desecrate*, death knell, silence, summon undead II**, 
  wave of grief** 3rd—animate dead*, blindness, dispel magic, 
  wrack**.  *Domain spell. Deity Nerull; Domains: [Death 
  (You may use death touch once per day. If you touch 
  your victim, roll 6d6. If this at least equals the victim's 
  hit points, it dies.); Evil (cast evil spell at +1 caster 
  level)]. 
   
  Possessions: +1 full plate, sickle, and +1 heavy wooden 
  shield. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+6) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Draining Touch (Su): When you hit a living 
  target with your incorporeal touch attack you drain 
  1d4 points from any one ability score you selects. On 
  each such successful attack, you heal 5 points of 
  damage. Against ethereal opponents, you add your 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, you add your Dexterity 
  modifier to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC16) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 10), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
   
  Rebuke Undead (Su): Can rebuke undead 6 
  times per day. A rebuking check is made on 1d20+5; 
  rebuking damage is equal to 2d6+9 on a successful 
  check. 
  Butcher of Dryburgh: Male Flan Ftr5; CR 7; Medium 
  Undead (augmented humanoid); HD 5d12; hp 40; Init 
  +6; Spd 20 ft.; Fly 30 ft. (perfect); AC 20 (+6 armor, +1 
  Dex, +3 deflection), touch 14, flat-footed 19; Base Atk 
  +5; Grp +9; Atk/Full Atk +10 melee (2d6+7/19-20, +1 
  ghost touch greatsword); SA Corrupting gaze, horrific 
  appearance, 
  malevolence; 
  SQ 
  Manifestation, 
  Rejuvenation, Turn Resistance +8; AL CE; SV Fort +4, 
  Ref +3, Will +1; Str 19, Dex 14, Con -, Int 8, Wis 10, Cha 
  16. 
   
  Skills and Feats: Intimidate +11, Ride +10. Blind-
  Fight, Improved Initiative, Power Attack, Cleave, 
  Improved Toughness**, Improved Turn Resistance**. 
   
  Possessions: Banded mail, and +1 ghosttouch 
  greatsword. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+5) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Corrupting Gaze (Su): You can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet your gaze must succeed on a 
  Fortitude save (DC 16) or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC15) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 24 
   
  
  Fortitude save (DC17) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 11), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
  ENCOUNTER 
  5: 
  THE 
  SHRINE 
  OF 
  HEXTOR 
  Advanced Blood golem of Hextor: Large Construct; 
  CR 10; HD 18d10+54; hp 234; Init -1; Spd 20 ft; AC 26 
  (-1 Size, -1 Dex +9 Natural, +9 +1 full plate), touch 8, 
  flat-footed 26; without armor 17 (-1 Size, -1 Dex +9 
  natural); Base Atk +13; Grp +24; Atk +20 melee (2d6+9, 
  +1 heavy flail) or +19 melee (1d8+8, slam); Full Atk +20 
  melee (2d6+9, 2 +1 heavy flail) or +19 melee (1d8+8, 2 
  slam); Face/Reach 10ft/10ft; SA Blood siphon, 
  whirlwind of death; SQ Blood dependency, blood 
  reservoirs, construct traits, DR 10/adamantine, magic 
  armor, magic immunity, rust vulnerability; AL LE; SV 
  Fort +6, Ref +5, Will +6; Str 24, Dex 8, Con -, Int -, Wis 
  10, Cha 1. Possessions: +1 large full plate. 
   
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  point lost in this fashion heals the golem 5 hit points 
  (the Golem usually restores its hit points to maximum 
  before filling its reservoir so that it can remain at full 
  strength). Both the golem and the victim must remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound victims for this very purpose. 
   
  Whirlwind of death (Ex): A blood golem can 
  spin its upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures within 
  its reach as if it had the Whirlwind Attack feat. In the 
  round after the golem performs this maneuver, it can 
  take only a single attack or move action. 
   
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed leaving only its 
  armor. 
   
  Blood reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average humans. The golem normally draws 1 
  point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoir as a free action, and it often does so during 
  combat. 
   
  Magic armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. 
   
  Magic Immunity: A blood golem is immune to 
  all spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a slow for 3 
  rounds with no saving throw. Regenerate restores 1 hit 
  point of damage per caster level. Horrid wilting does 
  half or one-quarter damage if the golem fails or 
  succeeds on its saving throw, respectively. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at a rate of 10 hit points per day 
  instead of 5 per day. 
  ENCOUNTER 6: THE FAMILY 
  Frelkor: 
  Male 
  Oeridian 
  Fav8; 
  CR8; 
  Medium 
  Humanoid; HD 8d8+16; hp 59; Init +1; Spd 20ft; AC 20 
  (+6 armor, +3 shield, +1 Dex), touch 11, flat-footed 19; 
  Base Atk +6; Grp +9; Atk +11 melee (1d8+4+1d6 non-
  lethal, +1 merciful subjugating heavy flail) or +9 melee 
  (1d4+3, Dagger); Full Atk +11/+6 melee (1d8+4+1d6 
  non-lethal, +1 merciful subjugating heavy flail) or +9/+4 
  melee (1d4+3, Dagger); SQ Fire Resistance 10; AL LE; 
  SV Fort +10, Ref +7, Will +11; Str 14 (16), Dex 12, Con 
  14, Int 8, Wis 16, Cha 14 (16). 
   
  Skills and Feats: Concentration +9 (+13 cast 
  defensively), Heal +10, Spellcraft +12. Combat Casting, 
  Great 
  Fortitude, 
  Iron 
  Will, 
  Martial 
  Weapon 
  Proficiency (heavy flail), Weapon Focus (heavy flail), 
  Close-Quarters Fighting**. 
   
  Spells Known (6/7/7/6/3; base DC = 13 + spell 
  level): 0—cure minor wounds, detect magic, guidance, inflict 
  minor wounds, light, mending, resistance, virtue; 1st—bless, 
  cure light wounds, inflict light wounds, protection from good, 
  sanctuary, shield of faith; 2nd—bear’s endurance, bull’s 
  strength, cure moderate wounds, death knell, silence; 3rd—
  cure serious wounds, dispel magic, invisibility purge, 
  protection from energy; 4th—cure critical wounds, divine 
  power, wrack**. 
   
  Possessions: +1 merciful subjugating heavy flail, +1 
  breastplate, +1 heavy steel shield, cloak of charisma +2, 
  gauntlets of ogre power, vest of resistance +1, ring of freedom 
  of movement, and calling stone**. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 25 
   
  
  APPENDIX 1: APL 10 
  ENCOUNTER 3: ON THE ROAD 
  Anselme of Nerull: Male Flan Clr8; CR 10; Medium 
  Undead (augmented humanoid); HD 8d12; hp 61; Init 
  +0; Spd 20 ft, Fly 30 ft.(perfect); AC 26 (+9 armor, +3 
  shield, +4 deflection), touch 14, flat-footed 26; Base Atk 
  +6; Grp +5; Atk +6 melee (1d6+1, +1 sickle) or +6 melee 
  (see below, Draining Touch); Full Atk +6/+1 melee 
  (1d6, +1 sickle) or +6/+1 melee (see below, Draining 
  Touch); SA Draining touch, horrific appearance, 
  malevolence, rebuke undead, spontaneous spellcasting; 
  SQ Rejuvenation, turn resistance +4; AL CE; SV Fort 
  +6, Ref +2, Will +12; Str 8, Dex 10, Con -, Int 14, Wis 20 
  (22), Cha 16 (18). 
   
  Skills and Feats: Concentration +11, Diplomacy +14, 
  Heal +6, Hide +8, Knowledge (arcana) +8, Knowledge 
  (religion) +12, Knowledge (the planes) +5, Listen +12, 
  Search +10, Spellcraft +11, Spot +14; Divine Spell 
  Power**, 
  Necromantic 
  Presence**, 
  Necromantic 
  Might**, Profane Lifeleech**. 
   
  Spells Prepared (6/6+1/5+1/4+1/3+1; base DC = 16 + 
  spell level): 0—detect magic (x2), guidance (x2), resistance 
  (x2); 1st—protection from good*, bless, entropic shield, doom, 
  protection from good (x2), shield of faith; 2nd—desecrate*, 
  death knell (x2), silence, summon undead II**, wave of 
  grief**; 3rd—animate dead*, blindness, dispel magic (x2), 
  wrack**; 4th—unholy blight*, recitation**, spell immunity, 
  summon undead IV**. 
   
  *Domain spell. Deity Nerull; Domains: [Death (You 
  may use death touch once per day. If you touch your 
  victim, roll 8d6. If this at least equals the victim's hit 
  points, it dies.); Evil (cast evil spell at +1 caster level)]. 
   
  Possessions: +1 full plate, +1 sickle, +1 heavy wooden 
  shield, periapt of wisdom +2, and cloak of charisma +2. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+8) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Draining Touch (Su): When you hit a living 
  target with your incorporeal touch attack you drain 
  1d4 points from any one ability score you selects. On 
  each such successful attack, you heal 5 points of 
  damage. Against ethereal opponents, you add your 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, you add your Dexterity 
  modifier to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC18) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 10), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 19). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
   
  Rebuke Undead (Su): Can rebuke undead 7 
  times per day. A rebuking check is made on 1d20+6; 
  rebuking damage is equal to 2d6+12 on a successful 
  check. 
  Butcher of Dryburgh: Male Flan Ftr7; CR 9; Medium 
  Undead (augmented humanoid); HD 7d12; hp 54; Init 
  +6; Spd 20 ft/x3;Fly 30 ft.(perfect); AC 21 (+7 armor, +1 
  Dex, +3 deflection), touch 14, flat-footed 20; Base Atk 
  +7; Grp +12; Atk +14 melee (2d6+10/19-20, +1 ghost 
  touch greatsword); Full Atk +14/+9 melee (2d6+10/19-20, 
  +1 ghost touch greatsword); SA Corrupting gaze, horrific 
  appearance, 
  malevolence; 
  SQ 
  Manifestation, 
  Rejuvenation, Turn Resistance +8; AL CE; SV Fort +5, 
  Ref +4, Will +2; Str 19 (21), Dex 14, Con -, Int 8, Wis 10, 
  Cha 16. 
   
  Skills and Feats: Intimidate +13, Ride +12. Blind-
  Fight, Improved Initiative, Power Attack, Cleave, 
  Weapon Focus (greatsword), Weapon Specialization 
  (greatsword), Improved Toughness**, Improved Turn 
  Resistance**. 
   
  Possessions: +1 banded mail, +1 ghosttouch greatsword, 
  and gauntlets of ogre power. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+7) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Corrupting Gaze (Su): You can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet your gaze must succeed on a 
  Fortitude save (DC 16) or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 26 
   
  
  Fortitude save (DC16) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC17) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 11), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
  ENCOUNTER 
  5: 
  THE 
  SHRINE 
  OF 
  HEXTOR 
  Advanced Blood golem of Hextor: Huge Construct; 
  CR 12; HD 22d10+66; hp 286; Init -2; Spd 20 ft; AC 28 
  (-2 Size, -2 Dex +12 Natural, +10 +2 full plate), touch 6, 
  flat-footed 28; without armor 18 (-2 Size, -2 Dex +12 
  natural) touch 6, flat-footed 18; Base Atk +16; Grp +35; 
  Atk +26 melee (3d6+12, +1 heavy flail) or +25 melee 
  (2d6+11, slam); Full Atk +26 melee (3d6+12, 2 +1 heavy 
  flail) or +25 melee (2d6+11, 2 slam); Face/Reach 
  15ft/15ft; SA Blood siphon, whirlwind of death; SQ 
  Blood dependency, blood reservoirs, construct traits, 
  DR 10/adamantine, magic armor, magic immunity, 
  rust vulnerability; AL LE; SV Fort +7, Ref +5, Will +7; 
  Str 33, Dex 6, Con -, Int -, Wis 10, Cha 1. 
   
  Possessions: +2 huge full plate. 
   
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  point lost in this fashion heals the golem 5 hit points 
  (the Golem usually restores its hit points to maximum 
  before filling its reservoir so that it can remain at full 
  strength). Both the golem and the victim must remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Whirlwind of death (Ex): A blood golem can 
  spin its upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures within 
  its reach as if it had the Whirlwind Attack feat. In the 
  round after the golem performs this maneuver, it can 
  take only a single attack or move action. 
   
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed leaving only its 
  armor. 
   
  Blood reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoir as a free action, and it often does so during 
  combat. 
   
  Magic armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. 
   
  Magic Immunity: A blood golem is immune to 
  all spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a slow for 3 
  rounds with no saving throw. Regenerate restores 1 hit 
  point of damage per caster level. Horrid wilting does 
  half or one-quarter damage if the golem fails or 
  succeeds on its saving throw, respectively. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at a rate of 10 hit points per day 
  instead of 5 per day. 
  ENCOUNTER 6: THE FAMILY 
  Frelkor: Male Oeridian Fav10; CR10; Medium 
  Humanoid; HD 10d8+20; hp 73; Init +1; Spd 20ft; AC 
  21 (+7 armor, +3 shield, +1 Dex), touch 11, flat-footed 
  20; Base Atk +7; Grp +11; Atk +13 melee (1d8+5+1d6 
  non-lethal, +1 merciful subjugating heavy flail) or +11 
  melee (1d4+4, Dagger); Full Atk +13/+8 melee 
  (1d8+5+1d6 non-lethal, +1 merciful subjugating heavy 
  flail) or +11/+6 melee (1d4+4, Dagger); SQ Electricity 
  and Fire Resistance 10; AL LE; SV Fort +12, Ref +9, 
  Will +15; Str 14 (16), Dex 12, Con 14, Int 8, Wis 16 (20), 
  Cha 14 (18). 
   
  Skills and Feats: Concentration +13 (+17 cast 
  defensively), Heal +12, Spellcraft +12. Combat Casting, 
  Great 
  Fortitude, 
  Iron 
  Will, 
  Martial 
  Weapon 
  Proficiency (heavy flail), Power Attack, Weapon Focus 
  (heavy flail), Close-Quarters Fighting**. 
   
  Spells Known (6/7/7/7/6/3; base DC = 15 + spell 
  level): 0—cure minor wounds, detect magic, detect poison, 
  guidance, inflict minor wounds, light, mending, resistance, 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 27 
   
  
  virtue; 1st—bless, cure light wounds, inflict light wounds, 
  protection from good, sanctuary, shield of faith; 2nd—bear’s 
  endurance, bull’s strength, calm emotions, cure moderate 
  wounds, death knell, silence; 3rd—blindness, cure serious 
  wounds, dispel magic, invisibility purge, protection from 
  energy; 4th—cure critical wounds, divine power, summon 
  undead IV**, wrack**; 5th—dispel good, flame strike, slay 
  living. 
   
  Possessions: +1 merciful subjugating heavy flail, +2 
  breastplate, +1 heavy steel shield, cloak of charisma +4, 
  gauntlets of ogre power, periapt of wisdom +4, vest of 
  resistance +1, ring of freedom of movement, and calling 
  stone**. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 28 
   
  
  APPENDIX 1: APL 12 
  ENCOUNTER 3: ON THE ROAD 
  Anselme of Nerull: Male Flan Clr10; CR 12; Medium 
  Undead (augmented humanoid); HD 10d12; hp 75; Init 
  +0; Spd 20 ft, Fly 30 ft.(perfect); AC 28 (+10 armor, +4 
  shield, +4 deflection), touch 14, flat-footed 28; Base Atk 
  +7; Grp +6; Atk +7 melee (1d6, +1 sickle) or +7 melee 
  (see below, Draining Touch); Full Atk +7/+2 melee 
  (1d6, +1 Sickle) or +7/+2 melee (see below, Draining 
  Touch); SA Draining touch, horrific appearance, 
  malevolence, rebuke undead, spontaneous spellcasting; 
  SQ Rejuvenation, turn resistance +4; AL CE; SV Fort 
  +7, Ref +3, Will +13; Str 8, Dex 10, Con -, Int 14, Wis 20 
  (22), Cha 16 (18). 
   
  Skills and Feats: Concentration +13, Diplomacy +16, 
  Heal +6, Hide +8, Knowledge (arcana) +8, Knowledge 
  (religion) +14, Knowledge (the planes) +5, Listen +12, 
  Search +10, Spellcraft +13, Spot +14; Divine Spell 
  Power**, 
  Daunting 
  Presence**, 
  Necromantic 
  Presence**, Necromantic Might**, Profane Lifeleech**. 
   
  Spells Prepared (6/6+1/6+1/4+1/4+1/3+1; base DC = 
  16 + spell level): 0—detect magic (x2), guidance (x2), 
  resistance (x2); 1st—protection from good*, bless, entropic 
  shield, doom, protection from good (x2), shield of faith; 2nd—
  desecrate*, death knell (x2), desecrate, silence, summon 
  undead II**, wave of grief**; 3rd—animate dead*, blindness, 
  dispel magic (x2), wrack**; 4th—unholy blight*, recitation**, 
  spell immunity, summon undead IV** (x2); 5th—slay 
  living*, flame strike, greater command, spell resistance. 
   
  *Domain spell. Deity Nerull; Domains: [Death (You 
  may use death touch once per day. If you touch your 
  victim, roll 10d6. If this at least equals the victim's hit 
  points, it dies.); Evil (cast evil spell at +1 caster level)]. 
   
  Possessions: Full plate +2, +1 sickle, +2 heavy 
  wooden shield, periapt of wisdom +2, cloak of charisma 
  +2 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+10) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Draining Touch (Su): When you hit a living 
  target with your incorporeal touch attack you drain 
  1d4 points from any one ability score you selects. On 
  each such successful attack, you heal 5 points of 
  damage. Against ethereal opponents, you add your 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, you add your Dexterity 
  modifier to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC19) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 10), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 19). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
   
  Rebuke Undead (Su): Can rebuke undead 7 
  times per day. A rebuking check is made on 1d20+6; 
  rebuking damage is equal to 2d6+14 on a successful 
  check. 
  Butcher of Dryburgh: Male Flan Ftr9; CR 11; 
  Medium Undead (augmented humanoid); HD 9d12; 
  hp 68; Init +6; Spd 20 ft.; Fly 30 ft. (perfect); AC 21 (+7 
  armor, +1 Dex, +3 deflection), touch 14, flat-footed 20; 
  Base Atk +9; Grp +15; Atk +19 melee (2d6+13/19-20, +2 
  ghost touch greatsword); Full Atk +19/+14 melee 
  (2d6+13/19-20, 
  +2 
  ghost 
  touch 
  greatsword); 
  SA 
  Corrupting gaze, horrific appearance, malevolence; SQ 
  Manifestation, Rejuvenation, Turn Resistance +8; AL 
  CE; SV Fort +6, Ref +5, Will +3; Str 20 (22), Dex 14, 
  Con -, Int 8, Wis 10, Cha 16. 
   
  Skills and Feats: Intimidate +15, Ride +14. Blind-
  Fight, Improved Initiative, Mounted Combat, Power 
  Attack, Cleave, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword), Greater Weapon Focus 
  (greatsword), Improved Toughness**, Improved Turn 
  Resistance**. 
   
  Possessions: +1 banded mail, +2 ghost touch greatsword, 
  and gauntlets of ogre power. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+9) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Corrupting Gaze (Su): You can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet your gaze must succeed on a 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 29 
   
  
  Fortitude save (DC 17) or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC17) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 11), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
  ENCOUNTER 
  5: 
  THE 
  SHRINE 
  OF 
  HEXTOR 
  Advanced Blood golem of Hextor: Huge Construct; 
  CR 14; HD 30d10+90; hp 390; Init -2; Spd 20 ft; AC 28 
  (-2 Size, -2 Dex +12 Natural, +10 +2 full plate), touch 6, 
  flat-footed 28; without armor 18 (-2 Size, -2 Dex +12 
  natural) touch 6, flat-footed 18; Base Atk +22; Grp +42; 
  Atk +34 melee (3d6+14, +2 heavy flail) or +32 melee 
  (2d6+12, slam); Full Atk +34 melee (3d6+14, 2 +2 heavy 
  flail) or +32 melee (2d6+12, 2 slam); Face/Reach 
  15ft/15ft; SA Blood siphon, whirlwind of death; SQ 
  Blood dependency, blood reservoirs, construct traits, 
  DR 10/adamantine, magic armor, magic immunity, 
  rust vulnerability; AL LE; SV Fort +10, Ref +8, Will +10; 
  Str 35, Dex 6, Con -, Int -, Wis 10, Cha 1. 
   
  Possessions: +2 huge full plate. 
   
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  point lost in this fashion heals the golem 5 hit points 
  (the Golem usually restores its hit points to maximum 
  before filling its reservoir so that it can remain at full 
  strength). Both the golem and the victim must remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Whirlwind of death (Ex): A blood golem can 
  spin its upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures within 
  its reach as if it had the Whirlwind Attack feat. In the 
  round after the golem performs this maneuver, it can 
  take only a single attack or move action. 
   
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed leaving only its 
  armor. 
   
  Blood reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoir as a free action, and it often does so during 
  combat. 
   
  Magic armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. 
   
  Magic Immunity: A blood golem is immune to 
  all spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a slow for 3 
  rounds with no saving throw. Regenerate restores 1 hit 
  point of damage per caster level. Horrid wilting does 
  half or one-quarter damage if the golem fails or 
  succeeds on its saving throw, respectively. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at a rate of 10 hit points per day 
  instead of 5 per day. 
  ENCOUNTER 6: THE FAMILY 
  Frelkor: Male Oeridian Fav12; CR12; Medium 
  Humanoid; HD 12d8+24; hp 87; Init +5; Spd 20ft; AC 
  21 (+7 armor, +3 shield, +1 Dex), touch 11, flat-footed 
  20; Base Atk +9; Grp +13; Atk +15 melee (1d8+7+1d6 
  non-lethal, +1 merciful subjugating humanbane heavy flail) 
  or +13 melee (1d4+4, dagger); Full Atk +15/+10 melee 
  (1d8+7+1d6 
  non-lethal, 
  +1 
  merciful 
  subjugating 
  humanbane heavy flail) or +13/+8 melee (1d4+4, dagger); 
  SQ Electricity and Fire Resistance 10; AL LE; SV Fort 
  +13, Ref +11, Will +17; Str 14 (18), Dex 12, Con 14, Int 
  8, Wis 16 (20), Cha 15 (19); 
   
  Skills and Feats: Concentration +15 (+19 cast 
  defensively), Heal +14, Spellcraft +10. Combat Casting, 
  Great Fortitude, Improved Initiative, Iron Will, Martial 
  Weapon Proficiency (heavy flail), Power Attack, 
  Weapon Focus (heavy flail), Weapon Specialization 
  (heavy flail), Close-Quarters Fighting**. 
   
  Spells Known (6/7/7/7/7/5/3; base DC = 15 + spell 
  level): 0—cure minor wounds, detect magic, detect poison, 
  guidance, inflict minor wounds, light, mending, resistance, 
  virtue; 1st—bless, cure light wounds, inflict light wounds, 
  protection from good, sanctuary, shield of faith; 2nd—bear’s 
  endurance, bull’s strength, calm emotions, cure moderate 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 30 
   
  
  wounds, death knell, silence; 3rd—blindness, cure serious 
  wounds, dispel magic, inflict serious wounds, invisibility 
  purge, protection from energy; 4th—cure critical wounds, 
  death ward, divine power, inflict critical wounds, summon 
  undead IV**, wrack**; 5th—dispel good, flame strike, 
  righteous might, slay living; 6th—harm, heal, planar ally. 
   
  Possessions: +1 merciful subjugating humanbane heavy 
  flail, +2 breastplate, +1 heavy steel shield, cloak of charisma 
  +4, belt of giant strength +4, periapt of wisdom +4, vest of 
  resistance +2, ring of freedom of movement, and calling 
  stone** 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 31 
   
  
  APPENDIX 1: APL 14 
  ENCOUNTER 3: ON THE ROAD 
  Anselme of Nerull: Male Flan Clr12; CR 14; Medium 
  Undead (augmented humanoid); HD 12d12; hp 89; Init 
  +0; Spd 20 ft, Fly 30 ft.(perfect); AC 28 (+10 armor, +4 
  shield, +4 deflection), touch 14, flat-footed 28; Base Atk 
  +9; Grp +8; Atk +9 melee (1d6, +1 Sickle) or +9 melee (*, 
  Draining Touch); Full Atk +9/+4 melee (1d6, +1 Sickle) 
  or +9/+4 melee (*, Draining Touch); SA Draining 
  touch, horrific appearance, malevolence, rebuke 
  undead, spontaneous spellcasting; SQ Rejuvenation, 
  turn resistance +4; AL CE; SV Fort +8, Ref +4, Will +14; 
  Str 8, Dex 10, Con -, Int 14, Wis 23, Cha 18. 
   
  Skills and Feats: Concentration +15, Diplomacy +18, 
  Heal +6, Hide +8, Knowledge (arcana) +8, Knowledge 
  (religion) +16, Knowledge (the planes) +5, Listen +12, 
  Search +10, Spellcraft +15, Spot +14; Divine Spell 
  Power**, 
  Daunting 
  Presence**, 
  Necromantic 
  Presence**, Necromantic Might**, Profane Lifeleech**, 
  Necrotic Reserve**. 
   
  Spells Prepared (6/ 7+1/ 6+1/ 5+1/ 4+1/ 4+1/ 3+1; 
  base DC = 16 + spell level): 0—detect magic (x2), guidance 
  (x2), resistance (x2); 1st—protection from good*, bless, 
  entropic shield, doom, protection from good (x2), shield of 
  faith, summon undead I**; 2nd—desecrate*, death knell (x2), 
  desecrate, silence, summon undead II**, wave of grief**; 
  3rd—animate dead*, blindness, dispel magic (x2), wind wall, 
  wrack**; 4th— unholy blight*, recitation**, spell immunity, 
  summon undead IV** (x2); 5th—slay living*, flame strike 
  (x2), greater command, spell resistance; 6th—create undead*, 
  blade barrier, greater dispel magic, harm. 
   
  *Domain spell. Deity Nerull; Domains: [Death (You 
  may use death touch once per day. If you touch your 
  victim, roll 12d6. If this at least equals the victim's hit 
  points, it dies.); Evil (cast evil spell at +1 caster level)]. 
   
  Possessions: +2 full plate, +1 sickle, +2 heavy wooden 
  shield, periapt of wisdom +2, and cloak of charisma +2. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+12) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Draining Touch (Su): When you hit a living 
  target with your incorporeal touch attack you drain 
  1d4 points from any one ability score you selects. On 
  each such successful attack, you heal 5 points of 
  damage. Against ethereal opponents, you add your 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, you add your Dexterity 
  modifier to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC20) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 12), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 19). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
   
  Rebuke Undead (Su): Can rebuke undead 7 
  times per day. A rebuking check is made on 1d20+6; 
  rebuking damage is equal to 2d6+16 on a successful 
  check. 
  Butcher of Dryburgh: Male Flan Ftr11; CR 13; 
  Medium Undead (augmented humanoid); HD 11d12; 
  hp 82; Init +6; Spd 20 ft.; Fly 30 ft. (perfect); AC 22 (+8 
  armor, +1 Dex, +3 deflection), touch 14, flat-footed 21; 
  Base Atk +11; Grp +17; Atk +21 melee (2d6+13/17-20, 
  +2 ghost touch Greatsword); Full Atk +21/+16/+11 
  melee (2d6+13/17-20, +2 ghost touch greatsword); SA 
  Corrupting gaze, horrific appearance, malevolence; SQ 
  Manifestation, Rejuvenation, Turn Resistance +8; AL 
  CE; SV Fort +7, Ref +5, Will +3; Str 20 (22), Dex 14, 
  Con -, Int 8, Wis 10, Cha 16. 
   
  Skills and Feats: Intimidate +17, Ride +16. Blind-
  Fight, Improved Critical (Greatsword), Improved 
  Initiative, Mounted Combat, Power Attack, Cleave, 
  Weapon Focus (greatsword), Weapon Specialization 
  (greatsword), Greater Weapon Focus (greatsword), 
  Improved Toughness**, Improved Turn Resistance**. 
   
  Possessions: +2 banded mail, +2 ghosttouch greatsword, 
  and gauntlets of ogre power. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+11) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Corrupting Gaze (Su): You can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet your gaze must succeed on a 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 32 
   
  
  Fortitude save (DC 18) or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC18) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 11), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
  ENCOUNTER 
  5: 
  THE 
  SHRINE 
  OF 
  HEXTOR 
  Advanced Blood golem of Hextor: Huge Construct; 
  CR 14; HD 30d10+90; hp 390; Init -2; Spd 20 ft; AC 28 
  (-2 Size, -2 Dex +12 Natural, +10 +2 full plate), touch 6, 
  flat-footed 28; without armor 18 (-2 Size, -2 Dex +12 
  natural) touch 6, flat-footed 18; Base Atk +22; Grp +42; 
  Atk +34 melee (3d6+14, +2 heavy flail) or +32 melee 
  (2d6+12, slam); Full Atk +34 melee (3d6+14, 2 +2 heavy 
  flail) or +32 melee (2d6+12, 2 slam); Face/Reach 
  15ft/15ft; SA Blood siphon, whirlwind of death; SQ 
  Blood dependency, blood reservoirs, construct traits, 
  DR 10/adamantine, magic armor, magic immunity, 
  rust vulnerability; AL LE; SV Fort +10, Ref +8, Will +10; 
  Str 35, Dex 6, Con -, Int -, Wis 10, Cha 1. 
   
  Possessions: +2 huge full plate. 
   
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  point lost in this fashion heals the golem 5 hit points 
  (the Golem usually restores its hit points to maximum 
  before filling its reservoir so that it can remain at full 
  strength). Both the golem and the victim must remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Whirlwind of death (Ex): A blood golem can 
  spin its upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures within 
  its reach as if it had the Whirlwind Attack feat. In the 
  round after the golem performs this maneuver, it can 
  take only a single attack or move action. 
   
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed leaving only its 
  armor. 
   
  Blood reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoir as a free action, and it often does so during 
  combat. 
   
  Magic armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. 
   
  Magic Immunity: A blood golem is immune to 
  all spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a slow for 3 
  rounds with no saving throw. Regenerate restores 1 hit 
  point of damage per caster level. Horrid wilting does 
  half or one-quarter damage if the golem fails or 
  succeeds on its saving throw, respectively. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at a rate of 10 hit points per day 
  instead of 5 per day. 
  ENCOUNTER 6: THE FAMILY 
  Frelkor: Male Oeridian Fav14; CR14; Medium 
  Humanoid; HD 14d8+28; hp 101; Init +5; Spd 20ft; AC 
  21 (+7 armor, +3 shield, +1 Dex), touch 11, flat-footed 
  20; Base Atk +10; Grp +14; Atk +17 melee (1d8+8+1d6 
  non-lethal, +2 merciful subjugating humanbane flail) or 
  +14 melee (1d4+4, dagger); Full Atk +17/+12 melee 
  (1d8+8+1d6 
  non-lethal, 
  +2 
  merciful 
  subjugating 
  humanbane flail) or +14/+9 melee (1d4+4, dagger); SQ 
  Electricity and Fire Resistance 10; AL LE; SV Fort +15, 
  Ref +12, Will +18; Str 14 (18), Dex 12, Con 14, Int 8, 
  Wis 16 (20), Cha 15 (19). 
   
  Skills and Feats: Concentration +17 (21 casting 
  defensively), Diplomacy +6, Heal +12, Spellcraft +8. 
  Combat Casting, Great Fortitude, Improved Initiative, 
  Iron Will, Martial Weapon Proficiency (flail), Power 
  Attack, Weapon Focus (flail), Weapon Specialization 
  (flail), Close-Quarters Fighting**. 
   
  Spells Known (6/7/7/7/7/6/5/3; base DC = 15 + 
  spell level): 0—cure minor wounds, detect magic, detect 
  poison, guidance, inflict minor wounds, light, mending, 
  resistance, virtue; 1st—bless, cure light wounds, inflict light 
  wounds, protection from good, sanctuary, shield of faith; 
  2nd—bear’s endurance, bull’s strength, calm emotions, cure 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 33 
   
  
  moderate wounds, death knell, silence; 3rd—blindness, cure 
  serious wounds, dispel magic, inflict serious wounds, 
  invisibility purge, protection from energy; 4th—cure critical 
  wounds, death ward, divine power, inflict critical wounds, 
  summon undead IV**, wrack**; 5th—dispel good, flame 
  strike, righteous might, slay living, spell resistance; 6th—
  blade barrier, harm, heal, planar ally; 7th—blasphemy, 
  destruction, repulsion. 
   
  Possessions: Merciful subjugating humanbane Flail 
  +2, breastplate +2, heavy steel shield +1, cloak of 
  charisma +4, belt of giant strength +4, periapt of 
  wisdom +4, vest of resistance +2, ring of freedom of 
  movement, calling stone** 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 34 
   
  
  APPENDIX 1: APL 16 
  ENCOUNTER 3: ON THE ROAD 
  Anselme of Nerull: Male Flan Clr14; CR 16; Medium 
  Undead (augmented humanoid); HD 14d12; hp 103; 
  Init +0; Spd 20 ft, Fly 30 ft.(perfect); AC 29 (+10 armor, 
  +4 shield, +5 deflection), touch 15, flat-footed 29; Base 
  Atk +10; Grp +9; Atk +10 melee (1d6, +1 Sickle) or +10 
  melee (*, Draining Touch); Full Atk +10/+5 melee (1d6, 
  +1 Sickle) or +10/+5 melee (*, Draining Touch); SA 
  Draining touch, horrific appearance, malevolence, 
  rebuke 
  undead, 
  spontaneous 
  spellcasting; 
  SQ 
  Rejuvenation, turn resistance +4; AL CE; SV Fort +9, 
  Ref +4, Will +16; Str 8, Dex 10, Con -, Int 14, Wis 21 
  (25), Cha 16 (20). 
   
  Skills and Feats: Concentration +17, Diplomacy +20, 
  Heal +6, Hide +8, Knowledge (arcana) +10, Knowledge 
  (religion) +16, Knowledge (the planes) +5, Listen +12, 
  Search +10, Spellcraft +17, Spot +14; Divine Spell 
  Power**, 
  Daunting 
  Presence**, 
  Necromantic 
  Presence**, Necromantic Might**, Profane Lifeleech**, 
  Necrotic Reserve**. 
   
  Spells Prepared (6/ 7+1/ 7+1/ 6+1/ 5+1/ 4+1/ 4+1/ 
  3+1; base DC = 17 + spell level): 0—detect magic (x2), 
  guidance (x2), resistance x2; 1st—protection from good*, bless, 
  entropic shield, doom, protection from good (x2), shield of 
  faith, summon undead I**; 2nd—desecrate*, death knell (x2), 
  desecrate, silence (x2), summon undead II**, wave of grief**; 
  3rd—animate dead*, blindness, dispel magic (x3), wind wall, 
  wrack**; 4th—unholy blight*, castigate, recitation**, spell 
  immunity, summon undead IV** (x2); 5th—slay living*, 
  flame strike (x2), greater command, spell resistance; 6th—
  create undead*, blade barrier, greater dispel magic, harm 
  (x2); 7th—blasphemy*, destruction (x2), energy ebb**. 
   
  *Domain spell. Deity Nerull; Domains: [Death (You 
  may use death touch once per day. If you touch your 
  victim, roll 14d6. If this at least equals the victim's hit 
  points, it dies.); Evil (cast evil spell at +1 caster level)]. 
   
  Possessions: +2 full plate, +1 sickle, +2 heavy wooden 
  shield, periapt of wisdom +4, and cloak of charisma +4. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+14) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Draining Touch (Su): When you hit a living 
  target with your incorporeal touch attack you drain 
  1d4 points from any one ability score you selects. On 
  each such successful attack, you heal 5 points of 
  damage. Against ethereal opponents, you add your 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, you add your Dexterity 
  modifier to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC22) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 14), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 20). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
   
  Rebuke Undead (Su): Can rebuke undead 8 
  times per day. A rebuking check is made on 1d20+7; 
  rebuking damage is equal to 2d6+19 on a successful 
  check. 
  Butcher of Dryburgh: Male Flan Ftr13; CR 15; 
  Medium Undead (augmented humanoid); HD 13d12; 
  hp 96; Init +6; Spd 20 ft.; Fly 30 ft. (perfect); AC 22 (+8 
  armor, +1 Dex, +3 deflection), touch 14, flat-footed 21; 
  Base Atk +13; Grp +19; Atk +23 melee (2d6+15/17-20, 
  +2 ghost touch greatsword); Full Atk +23/+18/+13 melee 
  (2d6+15/17-20, 
  +2 
  ghost 
  touch 
  greatsword); 
  SA 
  Corrupting gaze, horrific appearance, malevolence; SQ 
  Manifestation, Rejuvenation, Turn Resistance +8; AL 
  CE; SV Fort +8, Ref +6, Will +4; Str 21 (23), Dex 14, 
  Con -, Int 8, Wis 10, Cha 16. 
   
  Skills and Feats: Intimidate +19, Ride +18; Blind-
  Fight, Improved Critical (greatsword), Improved 
  Initiative, Mounted Combat, Power Attack, Cleave, 
  Improved Sunder, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword), Greater Weapon 
  Focus (greatsword), Greater Weapon Specialization 
  (greatsword), Improved Toughness**, Improved Turn 
  Resistance**. 
   
  Possessions: +2 banded mail, +2 ghosttouch greatsword, 
  and gauntlets of ogre power. 
   
  Rejuvenation (Su): Your 'destroyed' spirit will 
  often restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+13) against 
  DC 16. 
   
  Manifestation (Su): You dwell on the Ethereal 
  Plane and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 35 
   
  
  50% chance to ignore any damage from a corporeal 
  source. 
   
  Corrupting Gaze (Su): You can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet your gaze must succeed on a 
  Fortitude save (DC 19) or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC19) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by your horrific appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, you can merge your body with a creature on 
  the Material Plane. This ability is similar to a magic jar 
  spell (caster level 13), except that it does not require a 
  receptacle. To use this ability, you must be manifested 
  and you must try move into the target’s space; moving 
  in this way does not provoke attacks of opportunity. 
  The target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves is 
  immune to your malevolence for 24 hours, and you 
  cannot enter the target’s space. If the save fails, then 
  you vanish into the target’s body. 
  ENCOUNTER 
  5: 
  THE 
  SHRINE 
  OF 
  HEXTOR 
  Advanced Blood golem of Hextor: Huge Construct; 
  CR 14; HD 30d10+90; hp 390; Init -2; Spd 20 ft; AC 28 
  (-2 Size, -2 Dex +12 Natural, +10 +2 full plate), touch 6, 
  flat-footed 28; without armor 18 (-2 Size, -2 Dex +12 
  natural) touch 6, flat-footed 18; Base Atk +22; Grp +42; 
  Atk +34 melee (3d6+14, +2 heavy flail) or +32 melee 
  (2d6+12, slam); Full Atk +34 melee (3d6+14, 2 +2 heavy 
  flail) or +32 melee (2d6+12, 2 slam); Face/Reach 
  15ft/15ft; SA Blood siphon, whirlwind of death; SQ 
  Blood dependency, blood reservoirs, construct traits, 
  DR 10/adamantine, magic armor, magic immunity, 
  rust vulnerability; AL LE; SV Fort +10, Ref +8, Will +10; 
  Str 35, Dex 6, Con -, Int -, Wis 10, Cha 1. 
   
  Possessions: +2 huge full plate. 
   
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  point lost in this fashion heals the golem 5 hit points 
  (the Golem usually restores its hit points to maximum 
  before filling its reservoir so that it can remain at full 
  strength). Both the golem and the victim must remain 
  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Whirlwind of death (Ex): A blood golem can 
  spin its upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures within 
  its reach as if it had the Whirlwind Attack feat. In the 
  round after the golem performs this maneuver, it can 
  take only a single attack or move action. 
   
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed leaving only its 
  armor. 
   
  Blood reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoir as a free action, and it often does so during 
  combat. 
   
  Magic armor: A blood golem is encased in a suit 
  of full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused for 
  another blood golem, but it does not resize to fit other 
  creatures. 
   
  Magic Immunity: A blood golem is immune to 
  all spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a slow for 3 
  rounds with no saving throw. Regenerate restores 1 hit 
  point of damage per caster level. Horrid wilting does 
  half or one-quarter damage if the golem fails or 
  succeeds on its saving throw, respectively. 
   
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in this 
  manner, the golem’s AC drops and it makes slam 
  attacks instead of flail attacks. Once its armor is gone, 
  the golem loses its blood reservoir, and it loses hit 
  points to blood leakage at a rate of 10 hit points per day 
  instead of 5 per day. 
  ENCOUNTER 6: THE FAMILY 
  Frelkor: Male Oeridian Fav16; CR16; Medium 
  Humanoid; HD 16d8+32; hp 115; Init +5; Spd 20ft; AC 
  23 (+8 armor, +4 shield, +1 Dex), touch 11, flat-footed 
  22; Base Atk +12; Grp +16; Atk +19 melee (1d8+8+1d6 
  non-lethal/19-20, +2 merciful subjugating humanbane 
  flail) or +16 melee (1d4+4, dagger); Full Atk +19/+14/+9 
  melee 
  (1d8+8+1d6 
  non-lethal/19-20, 
  +2 
  merciful 
  subjugating humanbane flail) or +16/+11/+6 melee 
  (1d4+4, dagger); SQ Cold, Electricity and Fire 
  Resistance 10; AL LE; SV Fort +16, Ref +13, Will +19; 
  Str 18, Dex 12, Con 14, Int 8, Wis 20, Cha 20. 
   
  Skills and Feats: Concentration +19 (+23 casting 
  defensively), Diplomacy +9, Heal +12, Spellcraft +12; 
  Combat Casting, Great Fortitude, Improved Critical 
  (flail), Improved Initiative, Iron Will, Martial Weapon 
  Proficiency (flail), Power Attack, Weapon Focus (flail), 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 36 
   
  
  Weapon 
  Specialization 
  (Flail), 
  Close-Quarters 
  Fighting**. 
   
  Spells Known (6/8/7/7/7/7/6/5/3; base DC = 15 + 
  spell level): 0—cure minor wounds, detect magic, detect 
  poison, guidance, inflict minor wounds, light, mending, 
  resistance, virtue; 1st—bless, cure light wounds, inflict light 
  wounds, protection from good, sanctuary, shield of faith; 
  2nd—bear’s endurance, bull’s strength, calm emotions, cure 
  moderate wounds, death knell, silence; 3rd—blindness, cure 
  serious wounds, dispel magic, inflict serious wounds, 
  invisibility purge, protection from energy; 4th—cure critical 
  wounds, death ward, divine power, inflict critical wounds, 
  summon undead IV**, wrack**; 5th—dispel good, flame 
  strike, righteous might, slay living, spell resistance; 6th—
  blade barrier, greater dispel magic, harm, heal, planar ally; 
  7th—blasphemy, destruction, ethereal jaunt, repulsion; 
  8th—earthquake, fire storm, unholy aura. 
   
  Possessions: +2 merciful subjugating humanbane flail, 
  +3 breastplate, +2 heavy steel shield, cloak of charisma +4, belt 
  of giant strength +4, periapt of wisdom +4, vest of resistance 
  +2, ring of freedom of movement, and calling stone** 
   
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 37 
   
  
  APPENDIX 2: NEW CREATURES 
  BLOOD GOLEM OF HEXTOR 
  (From Fiend Folio) 
  Large Construct 
  Hit Dice: 10d10+30 (130 hp if supplied with blood) 
  Initiative: -1 
  Speed: 20ft 
  AC: 26 (-1 Size, -1 Dex +9 Natural, +9 +1 full plate), touch 7, flat-footed 26; without armor 17 (-1 Size, -1 Dex +9 natural) 
  Base Atk: +7 
  Grapple: +17 
  Attack: Masterwork heavy flail +13 (2d6+6) or slam +12 (1d8+6) 
  Full Attack: 2 Masterwork heavy flail +13 (2d6+6) or 2 slam +12 (1d8+6) 
  Face/Reach: 10ft/10ft 
  Special attacks: Blood siphon, whirlwind of death 
  Special qualities: Blood dependency, blood reservoirs, construct traits, DR 10/adamantine, magic armor, magic 
  immunity, rust vulnerability 
  Saves: Fort +3, Ref +2, Will +3 
  Abilities: Str 22, Dex 8, Con -, Int -, Wis 10, Cha 1 
  Skills: -  
  Feats: - 
  Climate/Terrain: Any land and underground 
  Organization: Solitary or Gang (2-4) 
  Challenge Rating: 8 
  Treasure: +1 large full plate (does not resize) 
  Alignment: Always lawful evil 
  Advancement: 11-20HD (Large); 21-30HD (Huge) 
  The blood golems of Hextor are foul constructs made of the coagulated blood of sacrificial victims. Girded in magic 
  armor and bearing masterwork weapons, they bring death to the enemies of the faith. 
   
  Without its armor, a blood golem looks like a vaguely humanoid shape made out of thickened red and black blood. 
  It constantly leaks blood wherever it goes and is often surrounded by swarms of flies and other flying vermin that dine 
  on its leavings. Although the church of Hextor once was satisfied with this raw form, recently, the creators of these 
  golems have added a final step in which they seal the golem in a custom-made suit of +1 full plate with masterwork heavy 
  flails fused to each of its arms. This suit of armor includes two spherical reservoirs on the shoulders that store more 
  blood to fuel the creature. Metal pipes and valves convey the creature’s blood within the armor, but the seals are 
  imperfect and it still leaks fluid. 
   
  Because it is a construct, a blood golem can remain motionless in one place for days, although it requires fresh 
  blood on a regular basis. This requirement makes a poor guardian for remote places that do not have many visitors. 
  Combat 
  A blood golem is straightforward in combat: It simply lashes out at its foes with its heavy flails, which are actually part 
  of its body. It is a cruel and malicious combatant, in that it apparently derives satisfaction from slaying enemies despite 
  its lacks of intelligence. 
   
  Blood siphon (Su): a blood golem can suck the blood out of a helpless creature or a body that has died within the 
  past hour, dealing constitution damage at the rate of 1 point per full round. Every Constitution point lost in this fashion 
  heals the golem 5 hit points (the Golem usually restores its hit points to maximum before filling its reservoir so that it 
  can remain at full strength). Both the golem and the victim must remain motionless. Priests of Hextor often provide 
  blood golems with bound or unconscious victims for this very purpose. 
   
  Whirlwind of death (Ex): A blood golem can spin its upper body and cause its flails to rotate at high speed. The 
  ability allows it to attack all creatures within its reach as if it had the Whirlwind Attack feat. In the round after the 
  golem performs this maneuver, it can take only a single attack or move action. 
   
  Blood dependency: Because a blood golem constantly leaks its own vital fluid, it must absorb blood from other 
  creatures to continue functioning. The golem loses 5 hit points per day, regardless whether it is engaged in physical 
  activity or merely standing motionless for the entire day. If the golem’s armor is removed or destroyed, this loss 
  increases to 10 hit points per day. If the golem reaches 0 hit points from blood leakage, it is destroyed leaving only its 
  armor. 
   
  Blood reservoir (Ex): The reservoirs in the golem’s armor hold blood equivalent to 20 points of Constitution, 
  which is about as much as the capacity of two average human bodies. The golem normally draws 1 point of Constitution 
  NMR6-02 Mad Baron of Pikemaster 
   
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  from the reservoir every day to sate its blood dependency. It can draw blood from its reservoir as a free action, and it 
  often does so during combat. 
   
  Magic armor: A blood golem is encased in a suit of full plate armor with an enhancement of at least +1. If the 
  golem is destroyed, the armor can be reused for another blood golem, but it does not resize to fit other creatures. 
   
  Magic Immunity: A blood golem is immune to all spells, spell-like abilities and supernatural effects, except as 
  follows. A gentle repose spell acts as a slow for 3 rounds with no saving throw. Regenerate restores 1 hit point of damage 
  per caster level. Horrid wilting does half or one-quarter damage if the golem fails or succeeds on its saving throw, 
  respectively. 
   
  Rust Vulnerability: A blood golem’s armor is vulnerable to rust attacks, such as from a rust monster or the rusting 
  grasp spell. If its armor is destroyed in this manner, the golem’s AC drops and it makes slam attacks instead of flail 
  attacks. Once its armor is gone, the golem loses its blood reservoir, and it loses hit points to blood leakage at a rate of 10 
  hit points per day instead of 5 per day. 
   
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  APPENDIX 2: NEW SPELLS 
  ENERGY EBB  
  (From Spell Compendium) 
  Necromancy [Evil] 
  Level: Cleric 7, sorcerer/wizard 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25ft +5ft/2 level) 
  Effect: Ray 
  Duration: 1 round / level 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  This spell functions like enervation except the creature 
  struck gains negative levels over an extended period. 
   
  You must succeed on a ranged touch attack with 
  the ray to strike a target. If the attack succeeds, the 
  subject initially gains one negative level then 
  continues to gain another negative level each round 
  thereafter as its life force slowly bleeds away. The drain 
  can be stopped only on a successful DC 23 Heal check 
  or the application of a heal, restoration or greater 
  restoration spell. 
   
  Each round after the first, on your turn, the 
  affected creature can attempt a Fortitude saving throw 
  to end the effect.  
   
  If you strike an undead creature, that creature 
  gains 4d4x5 temporary hit points that last for up to 1 
  hour. 
  RECITATION 
  (From Spell Compendium) 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you. 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: Yes 
  The spell affects all allies within the spell’s area at the 
  moment you cast it. Your allies gain a +2 luck bonus to 
  AC, attack rolls and on saving throws, or a +3 luck 
  bonus if they worship the same deity as you. 
   
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus. 
  SUMMON UNDEAD I 
  (From Spell Compendium) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 1, Cleric 1, Sorcerer/Wizard 1 
  Components: V, S, F/DF 
  Casting time: 1 round 
  Range: Close (25ft +5ft/2 level) 
  Effect: One summoned creature 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  This spell functions like a summon monster I, except 
  that you summon an undead creature. 
   
  Summon undead I conjures one of the creatures 
  from the 1st-level list on the Summon Undead table. 
  You choose which creature to summon, and you can 
  change that choice each time you cast the spell. 
  Summoned undead do not count towards the total Hit 
  Dive of undead that you can control with animate dead 
  or the other command undead abilities. No undead 
  creature you summon can have more Hit Dice than 
  your caster level +1. 
   
  Focus: A tiny bag, a small (not lit) candle and a 
  carved bone from any humanoid. 
  SUMMON UNDEAD II 
  (From Spell Compendium) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 2, Cleric 2, Sorcerer/Wizard 2 
  Effect: One or more summoned creatures, no two of 
  which can be more than 30ft apart. 
  This spell functions like a summon undead I, except that 
  you summon one undead from the 2nd-level list on the 
  Summon Undead table or two undead of the same 
  kind from the 1st-level list. 
  SUMMON UNDEAD III 
  (From Spell Compendium) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 3, Cleric 3, Sorcerer/Wizard 3 
  Effect: One or more summoned creatures, no two of 
  which can be more than 30ft apart. 
  This spell functions like a summon undead I, except that 
  you summon one undead from the 3rd-level list on the 
  Summon Undead table or two undead of the same 
  kind from the 2nd-level list or four undead of the same 
  kind from the 1st-level list. 
  SUMMON UNDEAD IV 
  (From Spell Compendium) 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 4, Cleric 4, Sorcerer/Wizard 4 
  Effect: One or more summoned creatures, no two of 
  which can be more than 30ft apart. 
  This spell functions like a summon undead I, except that 
  you summon one undead from the 4th-level list on the 
  Summon Undead table or two undead of the same 
  kind from the 3rd-level list or four undead of the same 
  kind from a lower-level list. 
  SUMMON UNDEAD V 
  (From Spell Compendium) 
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  Conjuration (Summoning) [Evil] 
  Level: Cleric 5, Sorcerer/Wizard 5 
  Effect: One or more summoned creatures, no two of 
  which can be more than 30ft apart. 
  This spell functions like a summon undead I, except that 
  you summon one undead from the 5th-level list on the 
  Summon Undead table or two undead of the same 
  kind from the 4th-level list or four undead of the same 
  kind from a lower-level list. 
  SUMMON UNDEAD TABLE 
  1st Level 
  Human warrior skeleton 
  Kobold zombie 
  2nd Level 
  Owlbear skeleton 
  Bugbear zombie 
  3rd Level 
  Ghoul 
  Troll skeleton 
  Ogre zombie 
  4th Level 
  Allip 
  Ghast 
  Wyvern zombie 
  5th Level 
  Mummy 
  Shadow 
  Vampire spawn 
  Wight 
  WAVE OF GRIEF 
  (From Spell Compendium) 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard2, Cleric 2 
  Components: V, S, M 
  Casting time: 1 standard action 
  Range: 30ft 
  Area: Cone-shaped burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast take a -3 
  penalty on attack rolls, saving throws, ability checks 
  and skill checks. 
   
  Material component: Three tears. 
  WRACK 
  (From Spell Compendium) 
  Necromancy [Evil] 
  Level: Cleric 4, Sorcerer/Wizard 5 
  Components: V, S 
  Casting time: 1 standard action 
  Range: Close (25ft +5ft/2 level) 
  Target: One humanoid 
  Duration: 1 round/level+3d10 minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Your touch causes your target to experience 
  excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even 
  when the spell ends, the subject is still shaken for 3d10 
  minutes. 
   
   
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  APPENDIX 2: NEW FEATS 
  CLOSE-QUARTERS FIGHTING 
  [GENERAL] 
  (From Complete Warrior) 
  You are skill at fighting at close range, and resisting 
  grapple attempts. 
   
  Prerequisites: Base Attack +3. 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple, unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you an extra attack of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation.  
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any type of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg – a creature with the 
  improved grab special ability – attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds a +10 to his opposed check to resist being 
  grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when attempting to 
  start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his bonus fighter feats. 
  DAUNTING PRESENCE [GENERAL] 
  (From Libris Mortis) 
  You are skilled at inducing fear in your opponents. 
   
  Prerequisites: Cha 13, base attack bonus +1. 
   
  Benefit: You may take a standard action to awe an 
  opponent. The opponent must be within 30 feet, have 
  line of sight to you, and have an intelligence score. If 
  the opponent fails a Will saving throw (DC 10+ ½ your 
  character level + your Cha modifier), it is shaken for 10 
  minutes. This feat has no effect on a creature that is 
  already shaken. 
   
  Special: A fighter may select Daunting Presence 
  as one of his fighter bonus feat. 
  DIVINE SPELL POWER [DIVINE] 
  (From Complete Divine) 
  You can channel positive or negative energy to 
  enhance your divine spellcasting ability. 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead, able to cast 1st level divine spells. 
   
  Benefit: You can spend a turn or rebuke attempt 
  as a free action and roll a turning check (with a special 
  +3 bonus, plus any other modifiers you’d normally 
  apply to your turning check). Treat the result of your 
  turning check as a modifier to your caster level on the 
  next divine spell you cast in that round. 
  For example, if a cleric used this feat and rolled 16 on 
  his turning check, he would add a +2 bonus to his 
  caster level for the next divine spell he casts in the 
  round. 
  If you don’t cast a divine spell before your next turn, 
  you lose the effect of the check result. This feat has no 
  effect on your arcane spellcasting ability. 
  IMPROVED TOUGHNESS [GENERAL] 
  (From Complete Warrior) 
  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. 
  NECROMANTIC MIGHT [GENERAL] 
  (From Libris Mortis) 
  Undead you control gain benefits when they are near 
  you. 
   
  Prerequisite: Necromantic Presence. 
   
  Benefit: Whenever an undead you control are 
  within 60 feet you, they are physically inspired by your 
  necromantic aura, and gain a +2 enhancement bonus 
  on their attack rolls and saving throws. 
  NECROMANTIC PRESENCE [GENERAL] 
  (From Libris Mortis) 
  Undead you control are harder to turn when they are 
  near you. 
   
  Benefit: Whenever undead you control are 
  within 60 feet of you, they gain a +4 bonus to their turn 
  resistance. 
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  NECROTIC RESERVE [MONSTROUS] 
  (From Libris Mortis) 
  You are not immediately destroyed when your hit 
  points fall to 0 or lower. 
   
  Prerequisite: Cha 13, supernatural ability to drain 
  or damage an ability score or drain energy. 
   
  Benefits: Each day that you slake your hunger by 
  draining or damaging a living creature’s ability score, 
  or draining a living creature’s life force, you gain a 
  necrotic reserve. On day when you have created a 
  reserve, you are weakened but not destroyed when you 
  are dealt enough damage to reduce your hit points to 0 
  or lower. 
   
  A weakened undead acting on the strength of its 
  necrotic reserve may take a single move action or 
  standard action each round (but not both, nor can it 
  take full-round actions). It moves at half speed. Taking 
  move actions doesn’t risk further injury, but 
  performing any standard action (or any other action 
  the DM deems strenuous, including some free actions 
  such as casting a quickened spell) immediately 
  expends the necrotic reserve. Unless the action 
  increased the weakened undead’s hit points, it is 
  destroyed. A weakened undead acting on the strength 
  of its necrotic reserve is also destroyed if it is dealt 
  additional damage after the attack that first weakened 
  it. 
   
  An undead may only rely on a necrotic reserve up 
  to once per day, even if it engages in additional feeding 
  following its successful return to positive hit points. 
   
  Normal: Undead reduced to 0 hit points or lower 
  are immediately destroyed. 
  PROFANE LIFELEECH [DIVINE] 
  (From Libris Mortis) 
  You can channel negative energy to draw the life force 
  from nearby living creatures. 
   
  Prerequisite: Ability to rebuke undead. 
   
  Benefit: As a standard action, you can spend two 
  of your rebuke attempts to deal 1d6 points of damage 
  to all living creatures within a 30-foot burst. The effect 
  can’t reduce any creature’s current hit points to less 
  than 0. 
  You are healed of an amount of damage equal to the 
  total amount of hit points that you drain from affected 
  creatures, but this healing does not allow you to exceed 
  you full normal hit point total. 
   
  Special: This feat deals no damage to constructs or 
  undead. 
  NMR6-02 Mad Baron of Pikemaster 
   
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  APPENDIX 2: NEW ITEMS
  CALLING STONE 
   
   
   
   
  A calling stone is an item that works using the power 
  of the Tovag (standing stones). Evil priests of Hextor 
  crafted them during the Civil War and have tuned 
  them to the Nine Hells, allowing it to be used as a 
  planar fork to the Nine Hells or Acheron. Worshippers 
  of Hextor may summon devils using the stones 
   
  Cost: 500gp 
  SUBJUGATING WEAPON  
   
  (From PCs of Battle) 
  A subjugating weapon damages an opponent’s morale 
  in addition to dealing physical damage. Any creature 
  hit by a subjugating weapon must succeed on a DC 20 
  Will save or become shaken for 5 rounds. If the 
  creature is already shaken, it becomes frightened. 
  Multiple strikes by a subjugating weapon do not stack. 
  This property is a mind-affecting fear effect. 
   
  Moderate necromancy; CL 7th; Craft Magic Arms 
  and Armor, fear; Price +2 bonus 
  NMR6-02 Mad Baron of Pikemaster 
   
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  APPENDIX 2: NEW CLASSES 
  FAVORED SOUL 
   
   
   
  (From Complete Divine) 
  Game Rule information 
   
  Abilities: Charisma determines how many spells 
  the favored soul can cast per day. Wisdom determines 
  how hard the favored soul’s spells are to resist (see 
  Spells, below. 
   
  Alignment: Any 
   
  Hit Die: d8 
  Class skills 
  The favored soul’s class skills (and key ability for each 
  skill) are Concentration (Con), Craft (Int), Diplomacy 
  (Cha), Heal (Wis), Jump (Ste), Knowledge (arcana) 
  (Int), Profession (Wis), Sense Motive (Wis), and 
  Spellcraft (Int), see PHB for skill descriptions. 
  Skill points at 1st level: (2+ Int modifier) x4. 
  Skill points per level: 2+ Int modifier. 
  Class Features 
  All of the following are class features of the favored 
  soul. 
   
  Weapon and Armor proficiency: Favored souls 
  are proficient with all simple weapons, with light and 
  medium armor, and with shield (except tower shields). 
  A favored soul is also proficient with her deity’s 
  favored weapon. Although a favored soul is not 
  proficient with heavy armor, wearing it does not 
  interfere with her spellcasting. 
   
  Spells: A favored soul casts divine spells (the same 
  type of spells available to clerics), which are drawn 
  from the cleric spell list. She can cast any spell she 
  knows without preparing it ahead of time the way a 
  cleric must. 
   
  To cast a spell, a favored soul must have a 
  Charisma score of at least 10 + spell level. Favored soul 
  bonus spells are based on Wisdom and saving throws 
  against these spells have a DC of 10 + spell level + 
  Wisdom modifier. 
   
  Like other spellcasters, a favored soul can cast only 
  a certain number of spells of each spell level per day. 
  Her base daily allotment is given on the table below. In 
  addition, she receives bonus spells for a high Charisma. 
  Upon reaching 4th level and at every even-numbered 
  favored soul level after that (6th, 8th, and so on), a 
  favored soul can choose to learn a new spell in place of 
  one she already knows. In effect, the favored soul 
  “loses” the old spell in exchange for the new one. The 
  new spell’s level must be the same as that of the spell 
  being exchanged, and it must be at least two levels 
  lower than the highest-level favored soul spell the 
  favored soul can cast. A favored soul may swap only a 
  single spell at any given level, and must choose 
  whether or not to swap the spell at the same time that 
  she gains new spells known for the level. 
   
  Unlike a cleric, a favored soul need not prepare 
  spells in advance. She can cast any spell she knows at 
  any time, assuming she has not yet used up her spells 
  per day for that spell level. 
   
  Deity’s Weapon Focus: At 3rd level, a favored 
  soul gains the Weapon focus feat with her deity’s 
  favored weapon. If the character already has that feat, 
  she can choose a different one. 
   
  Energy Resistance (Ex): At 5th level, a favored 
  soul chooses an energy type and gains resistance 10 
  against that type. At 10th and 15th level, the character 
  gains resistance 10 against another energy type of her 
  choosing. 
   
  Deity’s Weapon Specialization: At 12th level, a 
  favored soul gains the Weapon Specialization with her 
  deity’s favored weapon. If the character already has that 
  feat, she can choose a different one. 
   
  Table 1: Favored Soul spells known 
  Lvl 
  0
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  1
  4
  3
  -
  -
  -
  -
  -
  -
  -
  2
  5
  2
  -
  -
  -
  -
  -
  -
  -
  3
  5
  4
  -
  -
  -
  -
  -
  -
  -
  4
  6
  4
  3
  -
  -
  -
  -
  -
  -
  5
  6
  5
  3
  -
  -
  -
  -
  -
  -
  6
  7
  5
  4
  3
  -
  -
  -
  -
  -
  7
  7
  6
  4
  3
  -
  -
  -
  -
  -
  8
  8
  6
  5
  4
  3
  -
  -
  -
  -
  9
  8
  6
  5
  4
  3
  -
  -
  -
  -
  10
  9
  6
  6
  5
  4
  3
  -
  -
  -
  11
  9
  6
  6
  5
  4
  3
  -
  -
  -
  12
  9
  6
  6
  6
  5
  4
  3
  -
  -
  13
  9
  6
  6
  6
  5
  4
  3
  -
  -
  14
  9
  6
  6
  6
  6
  5
  4
  3
  -
  15
  9
  6
  6
  6
  6
  5
  4
  3
  -
  16
  9
  6
  6
  6
  6
  6
  5
  4
  3
  NMR6-02 Mad Baron of Pikemaster 
   
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  Table 2: Favored Soul Summary 
   
   
  Level 
   
   
   
   
   
  0 
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  1st
  +0
  +2
  +2
  +2
  -
  5
  3
  -
  -
  -
  -
  -
  -
  -
  2nd
  +1
  +3
  +3
  +3
  -
  6
  4
  -
  -
  -
  -
  -
  -
  -
  3rd
  +2
  +3
  +3
  +3
  Deity’s weapon focus
  6
  5
  -
  -
  -
  -
  -
  -
  -
  4th
  +3
  +4
  +4
  +4
  -
  6
  6
  3
  -
  -
  -
  -
  -
  -
  5th
  +3
  +4
  +4
  +4
  Energy resistance (1st type)
  6
  6
  4
  -
  -
  -
  -
  -
  -
  6th
  +4
  +5
  +5
  +5
  -
  6
  6
  5
  3
  -
  -
  -
  -
  -
  7th
  +5
  +5
  +5
  +5
  -
  6
  6
  6
  4
  -
  -
  -
  -
  -
  8th
  +6/+1
  +6
  +6
  +6
  -
  6
  6
  6
  5
  3
  -
  -
  -
  -
  9th
  +6/+1
  +6
  +6
  +6
  -
  6
  6
  6
  6
  4
  -
  -
  -
  -
  10th
  +7/+2
  +7
  +7
  +7
  Energy resistance (2nd type)
  6
  6
  6
  6
  5
  3
  -
  -
  -
  11th
  +8/+3
  +7
  +7
  +7
  -
  6
  6
  6
  6
  6
  4
  -
  -
  -
  12th
  +9/+4
  +8
  +8
  +8
  Deity’s weapon 
  6
  6
  6
  6
  6
  5
  3
  -
  -
  13th
  +9/+4
  +8
  +8
  +8
  -
  6
  6
  6
  6
  6
  6
  4
  -
  -
  14th
  +10/+5
  +9
  +9
  +9
  -
  6
  6
  6
  6
  6
  6
  5
  3
  -
  15th
  +11/+6/+1
  +9
  +9
  +9
  Energy resistance (3rd type)
  6
  6
  6
  6
  6
  6
  6
  4
  -
  16th 
   
  +12/+7/+2
  +10
  +10
  +10
  -
  6
  6
  6
  6
  6
  6
  6
  5
  3
   
  NMR6-02 Mad Baron of Pikemaster 
   
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  APPENDIX 3: DRAMATIS PERSONAE 
  THE GUESTS  
   
   
   
  LORD BARON FENNIN DUNCOMBE 
  Suel man in his 50s, rather eccentric, the Baron sports a 
  well-trimmed handle bar blond moustache. His hair is 
  sandy-blonde with traces of platinum.  
   
  The Baron originally wanted to make the Pholtans 
  look foolish by revealing the heretical text. However, 
  Adele’s disappearance changes his plan as he begins to 
  focus only on Adele and her being returned safely. 
   
  His feelings towards Adele are a mix of obsession, 
  parent-like caring and platonic love, even if she has no 
  idea of the Baron’s feelings. 
   
  The Baron is usually very focused on one thing 
  before changing his attention to something else, at 
  which point, he completely ignores his previous focus 
  and obsession. 
  MARIUS GARUNIUS (EXILED NYRONDESE) 
  Suel man in his mid-30s, with his reddish-blond hair 
  tied in a ponytail behind his head. He wears a 
  glammered mithral chain shirt armor.  
   
  Marius can be best described as an opportunist. 
  He has no ill-will against anyone and has (and never 
  had) any loyalty to Sewarndt. He is a devout follower of 
  Norebo. 
   
   Marius should appear as a charming fellow. He 
  refuses to return to Nyrond, and if the PCs hint about 
  taking him back by force, he tells them that this would 
  break the Lord Baron’s hospitality and it would make 
  them wanted in the County of Urnst. 
   
   Marius is a distant (read very distant) cousin of 
  Lord Baron Fennin. 
  BISHOP FREZNOOK (PALE) 
  Oeridian man in his 50s with a shaved head. He wears 
  a glammered chain shirt, and carries a quarterstaff as a 
  walking stick. 
   
  The Bishop is a moderate among the Church of 
  the One True Path. As long as someone does not insult 
  Pholtus or the Pale (his 2 loves), the Bishop has a 
  fatherly attitude toward everyone. However, if 
  someone repeatedly insults his faith or the Pale, he 
  ignores that person, and refuses any forms of 
  confrontation.  
   
  The Bishop has no initial expectations. However, 
  once he learns of the texts, he becomes highly excited 
  and interested in obtaining them.  
  If the Bishop hired the PCs: He encourages the PCs 
  to mingle and learn what the other guests are here for. 
  If the bishop did not hire the PCs: The Bishop acts 
  like a true diplomat. He can truly say he does not know 
  why the Baron asked him to come to Pikemaster. He is 
  quite friendly to any worshiper of Pholtus (he has a 
  knack to know who is a real worshipper and who fakes 
  it). 
  LADY MERIBETH (NYROND) 
  Lady Meribeth is of mixed Suel/Oeridian origin in her 
  early 20s  
   
  She is the Lord Baron Duncombe’s niece. She is 
  somewhat naïve and may very likely have a short fling 
  with worshippers of Heironeous with high Charisma 
  or paladin-types. However, it is nothing more than a 
  fling to her. If no suitable hero returns her advances, 
  she hooks up with Marius. 
   
  Lady Meribeth should be portrayed as a bored rich 
  young woman. She uses her sex-appeal to get what she 
  wants and to control men. 
   
  Her cousin is Agrin Forastar, warrior of 
  Heironeous and head of the church of Heironeous in 
  Mowbrenn. He wants her to bring back Marius. 
  However she isn’t really interested in this.  
   
  Lady Meribeth is a niece to Lord Baron Fennin.  
  If Lady Meribeth hired the PCs: She asks the PCs to 
  find out more information about everyone else who is 
  present. She also asks the PCs to let her do the talking 
  about releasing Marius into her custody. 
  If Lady Meribeth did not hire the PCs: She is 
  flirtatious and very friendly. She only reveals her true 
  mission to a hero who develops a romance with her. At 
  that point she asks the hero to do everything possible 
  to help her bring back Marius. 
  GONTRAN DUNCOMBE (GREYHAWK) 
  Gontran is a Suel man in his 40s.  
   
  Gontran is more a merchant than a noble. He 
  complains a lot about everything: the cold, the rain, the 
  sunshine. However, he is a pretty decent man.  
   
  Gontran is Lord Baron Fennin’s brother, and 
  something of the black sheep of the family. Gontran is 
  not in line to inherit the Barony, and he does not want 
  it. 
  If Gontran hired the PCs: Pikemaster marks the end 
  of the PCs’ contract with Gontran. He remains 
  thankful and friendly to the PCs but has no true 
  agenda 
  If Gontran did not hire the PCs: Gontran has no real 
  agenda and acts the same way. 
  LADY GUERTHA PONTIRUN (DUCHY) 
  Lady Guertha is a matronly Suel woman with red hair, 
  pure white skin covered in freckles, and piercing blue 
  eyes. Her voice has the air of superiority so common 
  among the Suel and her tone is that of someone used to 
  being in charge. 
   
  She is a niece to Lord Fennin and she married into 
  the Pontirun family.  
   
  Lady Guertha agreed to travel to Pikemaster for a 
  change of scenery. She does not relate or speak much 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 47 
   
  
  to the “hired hands” unless they are of Suel descent. 
  Lady Guertha embodies many of the virtues of the 
  Scarlet Brotherhood, but she is NOT a member herself, 
  although she is somewhat sympathetic to them 
  (though she’ll never admit it). 
  If Lady Guertha hired the PCs: She treats them like 
  hired hands and does not mix with them much. 
  If Lady Guertha did not hire the PCs: She speaks to 
  the PCs until she learns they are not relatives of the 
  Baron. At that point, she treats them like hired hands. 
  She might be a *tad* friendlier to any members of the 
  Scarlet Brotherhood. 
  THE FAMILY  
   
   
   
   
  BELDRIN THE INN KEEPER 
  Beldrin is an Oeridian man in his late fifties. 
   
  Beldrin used to be a bandit in his younger days. 
  He evaded capture through wits and some luck. He 
  always thought himself to be superior to those weaker 
  than him. He now has an eye patch and has his face 
  covered in scars. He has a very long moustache. When 
  he talks, it is almost like he is barking orders at people 
  all the time (think Paul Teutel, Sr. from “American 
  Chopper”) 
   
  Beldrin is tired of running from the law. He has 
  been with Mischrelle for a long time, and the two seem 
  to have a thing for each other. 
  MISCHRELLE THE DEVOTED WIFE 
  Mischrelle is an Oeridian woman in her mid-fifties. 
   
  Mischrelle never was pretty, nor did she ever have 
  much going for her. She has a cleft lip that makes her 
  spit when she talks with her nasty lisp. To make 
  matters worse, she is a terrible bully and she imposes 
  her will on all around the house.  
   
  She has been with Beldrin for a long time and the 
  two seem to have a thing for each other. Mischrelle is a 
  bitter old woman because she has no children of her 
  own. 
  HANDRICK, THE ELDEST SON 
  Handrick is an Oeridian man in his late twenties. 
   
  Handrick is trim, fit and healthy. He does most of 
  the manual work around the inn. He is the least 
  devoted to Hextor but, oddly enough, is the one who 
  embodies the Herald of Hell’s virtues. Handrick would 
  be content to find himself a woman and live in peace.  
  FRELKOR, THE YOUNGEST SON 
  Frelkor is an Oeridian man in his early/mid-twenties. 
   
  Unlike Handrick, Frelkor is a rat. He is small and 
  wiry with a nasty attitude. He constantly bullies his 
  sister and tortures local animals. At higher APLs, 
  Frelkor has managed to craft a blood golem. Frelkor is 
  the spiritual leader of the family and the most hated. 
  KIRIESTA, THE BABY 
  Kiriesta is an Oeridian girl of 16. 
   
  Kiriesta is an orphan Beldrin and Mischrelle 
  decided to raise as their own. Mischrelle takes out all 
  her frustrations on Kiriesta. Frelkor also terrorizes the 
  girl.  
   
  Kiriesta has grown bitter and cruel. She plots 
  revenge upon the family and plans to have them all 
  killed. Of the family, Kiriesta is the only one actively 
  seeking to see the others die. To PCs who worship 
  obvious good warrior deities (like Heironeous or St-
  Cuthbert) she plays the damsel in distress. 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 48 
   
  
  APPENDIX 4: MAPS  
   
   
  Map 1: The Dark Rider Inn 
   
   
  Map 2: The Shrine of Hextor 
  NMR6-02 Mad Baron of Pikemaster 
   
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  PLAYER HANDOUT 1: SUMMONS 
   
   
  [Your correct name and title], 
  You are to report immediately to Bishop Freznook 
  in Wintershiven. Your assistance is requested for an 
  important mission.  
  May the blinding light shine upon your path. 
  Bishop Freznook 
  Pale Diplomatic Corp 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 50 
   
  
  PLAYER HANDOUT 2: A CALL TO ADVENTURERS 
   
  To all Adventurers, 
  House Pontirun is looking for 
  hardy and trustworthy adventurers. 
  Report to Pontirun Manor and 
  ask for Lady Guertha. 
  Lady Guertha will select an escort 
  from those adventurers who apply.  
  Payment in gems. 
   
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 51 
   
  
  PLAYER HANDOUT 3: THE GUESTS 
   
  LORD BARON FENNIN DUNCOMBE 
  Suel man in his 50s, rather eccentric, the Baron sports a well-trimmed handle bar 
  blond moustache. His hair is sandy-blond with traces of platinum.  
   
  MARIUS GARUNIUS (EXILED NYRONDESE) 
  Suel man in his mid-30s, with his reddish-blond hair tied in a ponytail behind his 
  head. He wears exquisite clothes. 
   
  BISHOP FREZNOOK (PALE) 
  Oeridian man in his 50s with a shaved head. He wears a white robe with gold trim 
  and sports a golden holy symbol of Pholtus. He carries a quarterstaff as a walking 
  stick. The Bishop has served in the Pale’s Diplomatic Corp for many years and is both 
  charming and friendly.  
   
  LADY MERIBETH (NYROND) 
  Lady Meribeth is of mixed Suel/Oeridian origin in her early 20s. Lady Meribeth is 
  very pretty and her eyes keep dancing on tall, powerful men. 
   
  GONTRAN DUNCOMBE (GREYHAWK) 
  Gontran is a Suel man in his 40s.  Gontran was born in Pikemaster but now lives in 
  Greyhawk city where he runs a shipping business. 
   
  LADY GUERTHA PONTIRUN (DUCHY) 
  Lady Guertha is a matronly Suel woman with red hair, pure white skin covered in 
  freckles and piercing blue eyes. Her voice has the air of superiority so common 
  among the Suel and her tone is that of someone used to be in charge. 
   
   
   
  NMR6-02 Mad Baron of Pikemaster 
   
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  PLAYER HANDOUT 4: THE FAMILY 
   
  BELDRIN THE INN KEEPER 
  Beldrin is an Oeridian man in his late fifties. 
  Beldrin has an eye patch and has his face covered in scars. Beldrin has been 
  married to Mischrelle for many years. 
   
  MISCHRELLE THE WIFE 
  Mischrelle is an Oeridian woman in her mid-fifties. 
  Mischrelle never was pretty, nor did she ever have much going for her. 
  She has a cleft lip that makes her spit when she talks with nasty lisp. She 
  has been married to Beldrin for many years. 
   
  HANDRICK, THE ELDEST SON 
  Handrick is an Oeridian man in his late twenties. 
  Handrick is trim, fit and healthy. He does most of the manual work around 
  the inn.  
   
  FRELKOR, THE YOUNGEST SON 
  Frelkor is an Oeridian man in his early/mid-twenties. He is small, wiry and 
  with a nasty attitude. Frelkor is highly unfriendly. 
   
  KIRIESTA, THE BABY 
  Kiriesta is an Oeridian girl of 16. 
  Kiriesta is a quiet child who often gets his trouble because she doesn’t 
  follow her mother’s instruction. She looks nothing like her mother or 
  father. 
  NMR6-02 Mad Baron of Pikemaster 
   
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  PLAYER HANDOUT 5: THE LETTERS 
  The following are excerpt from the letters found in the shrine of Hextor. All these letters are addressed to 
  Frelkor and signed “The Bird of Radigast”. They contain a lot of praising to the Herald of Hell (Hextor). 
  The scripting was done by a feminine hand.  
   
  “…What a fool I have been all these years! The Scourge of Battle teaches 
  strength and clarity of focus. I was a fool not to have seen this before.  
   
   “…I have heard of your successes. Make sure none of the adventurers who stop 
  at your place suspect anything…” 
   
  “…Cyanna had wind of our current plans and must be disposed of. If she 
  comes, feed her to the golem. I am sending this letter by other means. I believe 
  she has spies among my personal servants. I must take care of her…” 
   
  “…A woman will arrive from Dryburgh. You are to keep her alive at all costs. 
  I will have some of my agents come and pick her up. They will give you the 
  usual greetings. Give them the woman, but don’t show them any of our other 
  plans…” 
   
  “…I need you to have the golem ready on-time. When I give you the word, you 
  are to send them to Count’s Markham and occupy the students of the Temple of 
  the Vincible…” 
   
  “…Begin work on a second one. I will have you supplied with adventurers for 
  materials…” 
   
  “…You should have the calling stone in your possession now. Use it to bring 
  more devils to assist you in your assault…” 
   
  “…The Pholtans, I think they know something. Watch out for any of those 
  blind fools. Sacrifice them slowly…” 
  NMR6-02 Mad Baron of Pikemaster 
   
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  PLAYER HANDOUT 6: KIRIESTA’S FAREWELL 
   
  Dear adventurers, 
   
  Thank you. Because of your 
  actions, I am now free from 
  these imbeciles. Without your 
  help, they would have no doubt 
  taken me and sacrificed me 
  without a thought to their vile 
  monsters. I feared my time was 
  short so I acted. 
   
  I took care of the others for you. 
  They will not pose a threat to 
  anyone.  
   
  Weak girl… Baby… Imbecile… 
  They said. Imbeciles all of them! 
  Weaklings! 
  The 
  Scourge 
  of 
  Battle has given me both the 
  strength and the courage to 
  triumph over my enemies.  
   
  May Hextor bring you victory! 
   
  Kiriesta 
  NMR6-02 Mad Baron of Pikemaster 
   
  Page 55 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/NMR6-02 - Mad Baron of Pikemaster.pdf