TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
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  the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
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  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 
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  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a 
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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  HIG8-01 
   
   
   
  To A Dead Queen’s 
  Court 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Highfolk Regional Adventure 
  Version 0.1 
   
  By Gary Affeldt 
   
  Editor: 
  mmerman 
  Todd A
  Triad Reviewer: Rick Brown 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Paul Dohearty, David Krolnik, Michael Schultz, Dan Werner. 
   
   
  At the behest of the Dread Mistress, the PCs travel to a faraway place seeking 
  the help of an unlikely ally in combating the rising Dawn. A one-round 
  Highfolk Regional adventure for APLs 2-12 (character levels 1-15). The finale 
  to the “Don’t Run With Sickles” series (HIG6-06 First Comes the Running, HIG7-
  03 Lost in the Dark). Opportunities exist for optional encounters. 
   
  Resources for this adventure include Manual of the Planes [Jeff Grubb, Bruce 
  R. Cordell, David Noonan]; Monster Manual V; Planar Handbook [Bruce R. 
  Cordell, Gwendolyn F.M. Kestrel]. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most 
  likely 
  you 
  ordered 
  this 
  adventure as part of an RPGA event 
  from 
  the 
  RPGA 
  website, 
  or 
  you 
  received 
  it 
  from 
  your 
  senior 
  gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a 
  worldwide, ongoing D&D® campaign set 
  in 
  the 
  GREYHAWK 
  setting—you 
  must 
  sanction it as part of an RPGA event. 
  This event could be as elaborate as a 
  big convention, or as simple as a 
  group of friends meeting at the DM’s 
  house.  
   
  To sanction an RPGA event, you 
  must 
  be 
  at 
  least 
  a 
  HERALD-LEVEL™ 
  gamemaster. The person who sanctions 
  the 
  event 
  is 
  called 
  the 
  senior 
  gamemaster, and is in charge of 
  making sure the event is sanctioned 
  before play, runs smoothly on the 
  date sanctioned, and then reported 
  back to the RPGA in a timely manner. 
  The person who runs the game is 
  called the session Dungeon Master (or 
  usually 
  just 
  DM). 
  Sometimes 
  (and 
  almost all the time in the cases of 
  home events) the senior gamemaster is 
  also the session DM. You must be at 
  least a HERALD-LEVEL GM to run this 
  adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, 
  it is an official game, and you can 
  use the AR to advance your LIVING 
  GREYHAWK character. Second, players 
  and DMs gain rewards for sanctioned 
  RPGA play if they are members of the 
  DUNGEONS 
  & 
  DRAGONS 
  REWARDS 
  program. 
  Playing this adventure is worth two 
  (2) points. 
   
  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. 
   
  This adventure retires from RPGA-
  sanctioned play on December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this 
  adventure, stop reading now. The rest 
  of the information in this adventure 
  is for the DM only. If you read 
  farther than this section, you’ll 
  know too much about its challenges, 
  which kills the fun. Also, if you’re 
  playing this adventure as part of an 
  RPGA-sanctioned event, reading beyond 
  this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To 
  get 
  the 
  most 
  out 
  of 
  this 
  adventure, you need copies of the 
  following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and 
  the Monster Manual. 
   
  Throughout this adventure, text in 
  bold 
  italics 
  provides 
  player 
  information for you to paraphrase or 
  read 
  aloud 
  when 
  appropriate. 
  Information on nonplayer characters 
  (NPCs) 
  and 
  monsters 
  appear 
  in 
  abbreviated form in the adventure 
  text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For 
  your convenience, Appendix 1 is split 
  by APL. 
   
  Along with this adventure, you’ll 
  find a RPGA session tracking sheet. 
  If you’re playing this adventure as 
  part of an RPGA-sanctioned event, 
  complete and turn in this sheet to 
  your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK 
  adventure record (AR). You need one 
  copy of this for each participating 
  player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See 
  Chapter 
  One 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook 
  for 
  details on APLs. If the APL of your 
  group is an odd number, ask them 
  before the adventure begins whether 
  they would like to play the higher or 
  the lower adjacent APL. 
   
  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 
  Regional 
  adventure, 
  set 
  in 
  Highfolk. 
  Characters native to Highfolk pay 1 
  Time 
  Unit 
  per 
  round; 
  all 
  other 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 1 
  
  characters pay 2 Time Units per 
  round. 
   
  More information about Lifestyle 
  and Upkeep can be found in the Living 
  Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  This is the third and final part of 
  the “Don’t Run With Sickles” series, 
  the other two being HIG6-06 First 
  Comes the Running and HIG7-03 Lost In 
  the Dark. 
   
  In the regional interactive HIG7-
  i01 Dwarrowdeep (Conflagration 2007), 
  the elemental fire weird Blazekindle 
  gave this piece of wisdom after she 
  was freed: 
   
  The Dawn is rising to claim 
  Her place in the sea of green 
  Her place is assured unless 
  To a dead queen’s court you fly 
  Invoking ancient accords  
  Between fiery crimson wraths 
  And knights of the silver sky 
  Together they shall descend  
  To combat the rising Dawn 
   
  In the regional interactive HIG7-i04 
  Revelations (DCV 2007), the Dawn was 
  revealed 
  to 
  be 
  an 
  ancient 
  and 
  powerful green dragon that is seeking 
  godhood and has set in motion a 
  number of events to achieve this 
  goal. 
   
  There are those who are opposed to 
  her, among them being a copper, a red 
  and a silver dragon. The green dragon 
  is in a pact with these three other 
  dragons called the Balance of Scales 
  that among other things put limits on 
  dragon 
  disciples. 
  The 
  pact 
  once 
  included black dragon, but he was 
  killed by the green as part of her 
  plan. These three dragons have called 
  on 
  the 
  PCs, 
  particularly 
  those 
  devoted to Highfolk to help them 
  oppose her. In this adventure, the 
  red 
  dragon 
  known 
  as 
  the 
  Dread 
  Mistress has called on the PCs. 
   
  There is also an ancient pact 
  between red dragons and githyanki. 
  Part of this pact allows a red dragon 
  to call upon the githyanki for aid. 
  This aid can only be rendered if the 
  red dragon or their agents personally 
  call upon githyanki’s ruler to invoke 
  it. The red must also return the 
  favor to the githyanki. 
   
  The 
  current 
  ruler 
  of 
  the 
  githyanki, Queen Vlaakith CLVII, is 
  considered Vlaakith I’s descendant 
  and she resides on the Astral Plane 
  in the githyanki’s great capitol city 
  of Tu’narath. The queen is also a 
  lich, an undead creature. To this 
  dead queen’s court the adventurers 
  must go. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are commanded 
  by the red dragon known as the Dread 
  Mistress to travel to the Astral 
  Plane and seek the assistance of the 
  githyanki in combating the Dawn. 
   
  Encounter 1: While investigating a 
  massive rock the PCs discover during 
  their journey on the Astral Plane, 
  they 
  are 
  attacked 
  by 
  creatures 
  lurking on it. 
   
  Encounter 2: The PCs arrive at 
  Tu’narath, 
  capital 
  city 
  of 
  the 
  githyanki, and make their plea on the 
  red dragon’s behalf. 
   
  Encounter 3: The PCs are summoned 
  before the githyanki lich-queen. 
   
  Encounter 4: The PCs travel aboard 
  the war-carrack the Cruel Blade and 
  receive their orders to attack a 
  githyanki citadel that was captured 
  by the Thoon. 
   
  Encounter 5: The PCs attack the 
  captured githyanki citadel. 
   
  Conclusion: The PCs return to the 
  Prime 
  Material 
  Plane 
  and 
  the 
  adventure concludes. 
   
  PREPARATION FOR PLAY 
  Review the items below before running 
  this adventure: 
  • Balance of Scales 
  • Highfolk Special PCs 
  • Legendary Deeds 
  • Astral Plane 
  • Githyanki 
  • Absence of Responsibility 
   
  BALANCE OF SCALES 
  Determine if any PCs have levels of 
  Dragon Disciple or other draconic 
  prestige 
  classes, 
  base 
  classes, 
  feats, or other abilities and do not 
  have Highfolk regional documentation 
  granting them access (that is, they 
  gained access from another region, or 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 2 
  
  took access exercising the core or 
  Open option) or are playing a kobold 
  using the “Sojourner from the Mist 
  Kingdom” Player Rewards card. These 
  PCs should be noted, as they may 
  receive a special encounter or be 
  specifically 
  targeted 
  during 
  the 
  Introduction; 
  also 
  refer 
  to 
  the 
  Adventure 
  Supplement 
  for 
  this 
  adventure, if present. 
   
  For this adventure only, Highfolk 
  regional green dragon disciples who 
  are not magically disguised by the 
  “Absence 
  of 
  Responsibility” 
  are 
  subject to the Balance of Scales. 
   
  HIGHFOLK SPECIAL PCS 
  Determine if any PCs are “Born of the 
  Vesve”, “Caressed by Angels”, “Dargas 
  Mor 
  Dwarf”, 
  “Karma”, 
  “Kissed 
  by 
  Devils” or are “Devoted of the Green 
  and White”. These PCs should be 
  noted, as they may receive a special 
  encounter or be specifically targeted 
  during Encounter 5. 
   
  LEGENDARY DEEDS 
  These deeds automatically activate 
  (no 
  rolling 
  necessary). 
  At 
  the 
  beginning 
  of 
  this 
  scenario, 
  each 
  player chooses ONE of their unused 
  Legendary Deeds and for the entirety 
  of the event, NPCs recognize the hero 
  for the deed he has accomplished, and 
  the benefit listed on the deed may be 
  used. After the scenario, if the deed 
  expires, mark it "USED". 
   
  ASTRAL PLANE 
  The majority of this adventure takes 
  place 
  on 
  the 
  Astral 
  Plane. 
  For 
  information 
  regarding 
  the 
  Astral 
  Plane read DMG 154 and DM Aid #1. 
   
  GITHYANKI:  
  The 
  PCs 
  are 
  dealing 
  with 
  the 
  githyanki, a militant race ruled by a 
  lich-queen. Read DM Aid #2 and the 
  Monster 
  Manual 
  174 
  for 
  more 
  information. 
   
  ABSENCE OF RESPONSIBILITY 
  For those PCs who are devoted to the 
  Lady of the Wood or are her green 
  dragon disciples, adventuring with 
  other PCs who are opposed to her may 
  prove difficult if not impossible, 
  especially if the adventure centers 
  on thwarting her.  
   
  To accommodate this, the Lady of 
  the Wood is using a powerful artifact 
  to 
  magically 
  disguise 
  her 
  loyal 
  supporters. This magical disguise not 
  only alters the appearance of the PC, 
  but grants them a new identity. This 
  means they are effectively somebody 
  else.  
   
  It is suggested the player with 
  the affected PC determine this new 
  identity, including a name. Other 
  players are strongly encouraged to 
  role-play 
  this 
  effect 
  and 
  are 
  discouraged from meta-gaming. 
   
  This 
  effect 
  can 
  be 
  dispelled 
  (caster level 20) and spells like 
  true seeing can pierce the magical 
  disguise. 
   
  It is strongly suggested that any 
  PC devoted to the Lady of the Wood 
  accept this magical disguise before 
  going on an adventure, especially one 
  that is trying to thwart her efforts. 
  The PC may reveal to others involved 
  in 
  the 
  adventure 
  their 
  magical 
  disguise 
  or 
  even 
  refuse 
  it 
  completely.  
   
  Those refusing the disguise are 
  forewarned there are consequences to 
  refusing this as well as consequences 
  if the magical disguise is pierced. 
  The 
  table 
  judge 
  determines 
  this 
  consequence.  
   
  For 
  this 
  adventure, 
  the 
  most 
  danger is present in the Introduction 
  while 
  the 
  other 
  encounters 
  have 
  little or none. 
   
  Conduct a brief encounter with any 
  PC who is devoted to the Lady of the 
  Wood.  
   
  Asked to a secret meeting by an 
  Oronodel elder, she tells you, “If 
  you are asked to perform a task that 
  is opposed to the Lady of the Wood, 
  she asks that you do so. She asks 
  that you conceal your true self and 
  she can grant a power to do so. This 
  magical disguise makes you someone 
  else, but it can be pierced or 
  dispelled by powerful magic and you 
  can also dismiss it yourself. Please 
  accept this gift and report your 
  findings back to me.” 
   
  Ensure the player knows: 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 3 
  
  • The 
  magical 
  disguise 
  can 
  be 
  dismissed with a standard action. 
  • Once dismissed or dispelled, the 
  magical 
  disguise 
  cannot 
  be 
  regained 
  unless 
  otherwise 
  specified in the adventure. 
   
  INTRODUCTION 
  The 
  message 
  stated, 
  “You 
  are 
  commanded to attend an audience with 
  Her 
  Dread 
  Mistress. 
  Be 
  at 
  the 
  crossroads outside of the village of 
  Weeping Willow on the fifth day of 
  Readying at high noon.” 
   
  You find yourself waiting here at 
  the appointed time and place along 
  with several others, likely here for 
  the very same reason. 
   
   
  This is the appropriate time for 
  character introductions. 
   
  If the Balance of Scales is to be 
  run, continue with the next section 
  otherwise skip it and continue with 
  the following section, The Servant. 
   
  BALANCE OF SCALES 
  PCs affected by the Balance of Scales 
  are attacked by a fire elemental. If 
  there are more than one PC affected 
  by it, select one of them to be the 
  creature’s target. 
   
  Appearing on a small rise nearby is a 
  vaguely 
  human-shaped 
  creature 
  composed of orange-red flames. The 
  plants 
  surrounding 
  the 
  creature 
  wither 
  from 
  the 
  intense 
  heat 
  emanating from it. 
   
  With a roar it cries, “You do not 
  belong 
  to 
  the 
  scaled 
  ones. 
  The 
  Balance must be kept. You must burn!” 
   
  APL 2 (EL 3) 
  Fire Elemental, Medium (1): hp 26; MM 
  99. 
   
  APL 4 (EL 5) 
  Fire Elemental, Large (1): hp 60; MM 
  99. 
   
  APL 6 (EL 7) 
  Fire Elemental, Huge (1): hp 136; MM 
  99. 
   
  APL 8 (EL 9) 
  Fire Elemental, Greater (1): hp 178; 
  MM 179. 
   
  APL 10 (EL 11) 
  Fire Elemental, Elder (1): hp 204; MM 
  99. 
   
  APL 12 (EL 13) 
  Fire Elemental, Elder (2): hp 204 
  each; MM 99. 
   
  Tactics: The fire elemental attacks 
  the offending PCs only and does not 
  attack the other PCs unless forced to 
  do so. If the offending PCs elude the 
  fire elemental, it leaves. 
   
  Once this is combat is over, continue 
  with the next section. 
   
  THE SERVANT 
  In a blink of an eye, a scarlet robed 
  bald-headed human man appears in your 
  midst. He casts his gaze about those 
  assembled here with a wry smile 
  painted on his saturnine face.  
   
  “It is so good to see you all 
  here. Now, four of you take hold of 
  my robe and I will teleport you to 
  where you will present yourselves to 
  my Dread Mistress.” 
   
  If there are more than four PCs or 
  large-sized creatures, The Servant 
  adds: 
   
  “I 
  will 
  teleport 
  back 
  for 
  the 
  other(s) immediately.” 
   
  If the PCs have played HIG7-03 Lost 
  in the Dark or HIG7-i04 Revelations 
  they 
  recognize 
  the 
  man 
  as 
  The 
  Servant, a minion of a red dragon 
  known as the Dread Mistress, both of 
  whom oppose the Dawn.  
   
  If the PCs have not played either 
  of the two adventures, he introduces 
  himself only as ‘The Servant’ and he 
  is an agent of the Dread Mistress, a 
  female red dragon. 
   
  The 
  Servant: 
  Male 
  human 
  Sorcerer 
  12/Dragon Disciple 2; hp 74. 
   
  See the spell teleport (PH 292) for 
  more 
  information. 
  If 
  the 
  PCs 
  determine a way for more than four to 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 4 
  
  be teleported, The Servant readily 
  agrees to it. The Servant is also 
  willing to bargain on how many go in 
  each trip, but he refuses to make 
  more than three such round trips 
  (using five 5th level spells). This 
  can be accomplished with good role-
  playing or a DC 15 Diplomacy check. 
   
  The PCs can speak with The Servant 
  before he teleports them. He relates 
  the following: 
  • Where are you taking us? “I am 
  taking you to my Dread Mistress’ 
  lair in the Yatil Mountains so 
  that she may present to you a most 
  interesting 
  and 
  important 
  opportunity.” 
  • What is this opportunity? What does 
  she want with us? “She needs 
  agents to travel to a distant 
  place and obtain help in the 
  coming fight against the Dawn. You 
  are to be these agents.” 
  • Why does she not use her own agents? 
  “Although I could go and perform 
  this task, I must confess that I 
  am much too valuable of an asset. 
  I suspect she does not fully trust 
  her other agents.” The Servant 
  glances around surreptitiously and 
  leans 
  forward 
  whispering 
  conspiratorially, “They are all 
  evil you know.” 
  When ready, The Servant teleports the 
  PCs. He retrieves the other groups 
  immediately. 
   
  Once all the PCs are together at 
  their destination: 
   
  The bare chamber is lit by a single 
  torch held in an ornate sconce that 
  gives off light but no heat or smoke. 
  The exit is a solid stone door with 
  no obvious means of opening it, at 
  least not on this side of it.  
   
  The Servant walks to the door and 
  calls out <in Draconic>, “In the name 
  of the Dread Mistress, may her fire 
  ignite her foes and burn their very 
  bones to ashes, open this door so 
  that I may pass.” 
   
  The grating sounds of a metal bar 
  being slid back can be heard and the 
  door is opened revealing a group of 
  red-clad 
  kobolds 
  standing 
  in 
  the 
  passageway. 
   
  The Servant says as he leaves the 
  chamber, “Follow me.” 
   
  Assuming the PCs follow The Servant: 
   
  The Servant takes the lead and walks 
  down 
  a 
  worked 
  corridor 
  with 
  a 
  vanguard of a dozen kobolds following 
  behind. There are arrows slits in the 
  walls, currently shuttered closed and 
  covered murder holes in the ceiling. 
  Around a corner another stone door 
  blocks the path and again The Servant 
  calls out for the door to be opened 
  using the same words as before. 
   
  The door is opened and beyond it a 
  vast chamber is revealed. 
   
  With a sly smile on his face, The 
  Servant says, “Welcome to my Dread 
  Mistress’ lair. Let us go in and 
  await her.” 
   
  THE DREAD MISTRESS 
  Assuming the PCs enter the vast 
  chamber: 
   
  The chamber is lit by several large 
  braziers filled with glowing orange 
  coals that also warm the air. A 
  raised area of stone is set on one 
  end of the chamber and behind it a 
  large tunnel can be seen. 
   
  The Servant addresses you all, “A 
  word of advice. My Dread Mistress is 
  not one to suffer any disrespect 
  shown to her. Be careful what you say 
  and do. Do you understand?” 
   
  The PCs may ask what happens if they 
  do not show the proper respect. The 
  Servant assures them they do not want 
  to find out. 
   
  The sound of movement from the large 
  tunnel is heard and a group of 
  kobolds enter, each struggling to 
  carry a single chest.  
   
  The Servant drops to his knees 
  while crying out, “All kneel in the 
  presence of the Dread Mistress.” 
   
  The kobolds scatter to the sides 
  quickly 
  kneeling 
  as 
  a 
  huge-sized 
  crimson scaled dragon regally enters 
  the chamber and proceeds to the 
  raised area. Settling onto the dais, 
  the creature pointedly ignores you as 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 5 
  
  she watches the kobolds place the 
  chest before her, opening it to 
  reveal it filled with glittering gold 
  coins. 
   
  The 
  Servant 
  says, 
  “My 
  Dread 
  Mistress 
  bids 
  you 
  welcome 
  and 
  commands you to rise.” 
   
  Ask each player if their PC kneels 
  when 
  the 
  red 
  dragon 
  enters 
  the 
  chamber. Quietly note those who did 
  so and those who did not. No NPC 
  tries to convince the PCs to kneel. 
   
  The Servant moves beside the red 
  dragon and states, “My Dread Mistress 
  is granting you an opportunity to 
  undertake 
  the 
  most 
  important 
  and 
  critical task in the fight against 
  the Dawn. You are commanded to travel 
  to Tu’narath, the great githyanki 
  city on the Astral Plane, seek an 
  audience with Queen Vlaakith, ruler 
  of the githyanki and call upon the 
  ancient pact made by githyanki and 
  the red dragons. You will ask for 
  help to fight the Dawn and you will 
  do whatever it takes to secure this 
  help.” 
   
  The 
  dragon 
  says 
  nothing, 
  but 
  begins to scrutinize each gold coin, 
  carefully placing some back into the 
  chest 
  while 
  others 
  she 
  tosses 
  indiscriminately onto the ground. 
   
  The red dragon does not directly 
  speak to any PC unless it is one of 
  her 
  dragon 
  disciples 
  (ask 
  for 
  documentation 
  and 
  verify 
  it). 
  Instead, 
  she 
  communicates 
  telepathically to The Servant and he 
  speaks to the PCs for her. Note any 
  attempts to bypass this and speak to 
  her directly. If the PC is insistent 
  or disrespectful, they gain the AR 
  entry Disrespectful. 
   
  If any of the PCs try to determine 
  why she is keeping some coins and 
  tossing others on the ground, they 
  must make a DC 25 Spot check. If 
  successful, they determine the coins 
  thrown on the ground have nicks, 
  dents, discolorations and are not in 
  mint condition. The ones going back 
  into the chest are flawless. 
   
  The 
  PCs 
  likely 
  have 
  a 
  few 
  questions. The Servant relates the 
  following: 
  • What can you tell us about the 
  githyanki? “They are said to be a 
  militant race wholly given over to 
  all martial aspects. They have no 
  deity, but instead revere their 
  lich-queen ruler. She rules over 
  them, devouring the life energy of 
  those 
  githyanki 
  who 
  become 
  powerful.” 
  • How do we get to the Astral Plane? 
  “There is a portal that takes you 
  to the Astral Plane. The Servant 
  knows 
  the 
  location 
  and 
  shall 
  teleport 
  you 
  to 
  the 
  portal’s 
  location.” 
  • How do we get to the githyanki’s 
  capital city, Tu’narath? “You will 
  be given a magical compass that 
  leads 
  you 
  there.” 
  The 
  Servant 
  presents a gold colored device 
  with a glass pane. Under the pane 
  are complex mechanical workings 
  attached to three large arrow-
  headed needles. The Servant offers 
  it to any who take it. The Servant 
  gives the magic compass to a 
  single PC along with instructions 
  on how to use it. The needles 
  correspond to the X-axis, Y-axis 
  and Z-axis. It has been preset to 
  take the PCs to Tu’narath. There 
  is only one. 
  • How do we get to see the Queen? “You 
  must 
  petition 
  the 
  palace 
  to 
  arrange an audience with her. I am 
  sure someone there can tell you 
  how to do this.” 
  • Is there anything special we have to 
  do to call upon the ancient pact 
  between the githyanki and the red 
  dragons? “You must present to her 
  this dragon’s scale and invoke the 
  pact by saying the following. In 
  the name of Ephelomon, I call upon 
  the 
  ancestor 
  of 
  Vlaakith, 
  to 
  render unto me a boon of aid.” The 
  Servant 
  presents 
  a 
  red 
  dragon 
  scale about the size of adult 
  human man’s palm to any who takes 
  it.” The Servant gives the scale 
  to a single PC. There is only one. 
  • Is there anything special about the 
  scale? The Servant replies, “It is 
  from a dragon that was present 
  when Ephelomon made the pact. It 
  should help convince the queen.” 
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  If any PC examines the scale, they 
  can 
  see 
  inscribed 
  on 
  it 
  in 
  Draconic these words, fire and 
  blood. 
  • Who is Ephelomon? “He is a consort 
  of Tiamat and obviously a red 
  dragon.” A DC 20 Knowledge (the 
  Planes) confirms this. 
  • Since the Dawn is backed by Tiamat, 
  is not this going to cause a 
  problem? “The pact between the 
  githyanki and the red dragons is a 
  long-standing one and not even 
  Tiamat dares to interfere with 
  it.” 
  • How do we get back? “I assure you 
  the githyanki have means of travel 
  back to this plane. Of course if 
  you do not succeed in your task, 
  well, let’s just not discuss such 
  things.”  
  • What is in it for us? “The Dread 
  Mistress shall pay you coin from 
  her hoard.” The Servant gestures 
  to the gold coins on the ground. 
  The PCs must gather the coins from 
  the dirt, much to the amusement of 
  The 
  Servant 
  and 
  the 
  Dread 
  Mistress. They receive the maximum 
  GP for their APL. 
  • Is there anything else we should 
  know or any help you can give us? 
  “There is nothing more to say and 
  we have no more help to give you.” 
  The PCs may make a DC 35 Sense 
  Motive check to reveal The Servant 
  is 
  withholding 
  something. 
  If 
  confronted on it, The Servant does 
  not divulge anything other than, 
  “There is always more to this than 
  meets the eye. You should know 
  that by now.” 
  Once the PCs are finished asking 
  questions: 
   
  The dragon stands, stretching her 
  powerful muscles that creak and crack 
  as she does so. The Servant calls 
  out, 
  “All 
  bow 
  before 
  the 
  Dread 
  Mistress.” The Servant bows as do the 
  kobolds. 
   
  The 
  dragon, 
  her 
  tail 
  idly 
  twitching, leaves the chamber and 
  disappears 
  down 
  the 
  tunnel. 
  Her 
  kobold 
  attendants 
  race 
  after 
  her 
  carrying the chest of gold coins. 
   
  The Servant says, “I shall take 
  you to the portal now.” 
   
  PORTAL 
  The PCs are teleported to another 
  underground chamber by The Servant 
  using the same method as before. The 
  Servant can once again make three 
  round trips if desired. 
   
  The 
  natural 
  chamber 
  walls 
  are 
  composed 
  of 
  white 
  crystals 
  with 
  striations of black. In the center of 
  the 
  chamber 
  are 
  seven 
  slender 
  crystalline monoliths, each a color 
  of the spectrum, ringed around a 
  shimmering 
  black 
  disc. 
  A 
  tight, 
  winding tunnel is the only exit from 
  this chamber. 
   
  The Servant gestures to the center 
  of the monoiths, “All of you step 
  onto the disc and you shall be sent 
  to the Astral Plane. Don’t do it 
  separately for it is likely you shall 
  not all end up in the same place.” 
   
  The spectrum colors are red, orange, 
  yellow, 
  green, 
  blue, 
  indigo 
  and 
  violet. 
   
  Once the PCs are assembled on the 
  disc: 
   
  The red-colored monolith flashes a 
  crimson pulse of light. This triggers 
  the rest of the monoliths to flash 
  their pulse of color in sequence and 
  when the final monolith - the violet 
  one - flashes, there is a wrenching 
  feeling 
  as 
  the 
  chamber’s 
  white 
  crystalline 
  walls 
  disappear 
  from 
  view.  
   
  They are replaced by a view of a 
  great, endless clear silvery sky with 
  large 
  tube-shaped 
  clouds 
  slowly 
  coiling in the distance and erratic 
  whirlpools of color flickering in 
  midair like spinning coins. 
   
  ASTRAL PLANE 
  The PCs are on the Astral Plane (see 
  DM Aid #1). Now is the time to 
  explain some of the peculiarities of 
  plane. A DC 15 Knowledge (the planes) 
  reveals the following: 
  • No Gravity: Traveling through the 
  Astral Plane is done by thought 
  (10 feet or 2 squares per point of 
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  Intelligence). Creatures with no 
  intelligence, like constructs and 
  golems, cannot move on their own 
  accord but can be pushed. 
  • Timeless: 
  Age, 
  hunger, 
  thirst, 
  poison and natural healing do not 
  function 
  in 
  the 
  Astral 
  Plane, 
  though 
  they 
  resume 
  functioning 
  when you leave. 
  • Enhanced Magic: Spells and spell-
  like abilities can be cast as if 
  they were improved by the Quicken 
  Spell 
  feat 
  (PHB 
  98). 
  Already 
  quickened 
  spell 
  and 
  spell-like 
  abilities are not affected, as are 
  spells from magic items. Spells so 
  quickened are still cast at their 
  unmodified 
  level. 
  As 
  with 
  the 
  Quicken 
  Spell 
  feat, 
  only 
  one 
  quickened spell can be cast per 
  round. 
  If the PCs do not succeed at this 
  skill check, they have to learn how 
  the plane works by trail and error. 
  It is suggested the judge clue them 
  in on the no gravity and how the PCs 
  may move on the Astral Plane. The 
  other two mentioned above, timeless 
  and enhanced magic, will have to be 
  determined through play. 
   
  TROUBLESHOOTING 
  If the PCs attack The Servant, use 
  the abbreviated stat block above. The 
  Servant 
  attempts 
  to 
  immediately 
  escape using teleport. Of course, the 
  adventure ends if the PCs are not 
  teleported to chamber to meet the 
  Dread Mistress or to the chamber 
  where the portal to the Astral Plane 
  lies. 
   
  If 
  the 
  PCs 
  attack 
  the 
  Dread 
  Mistress, 
  use 
  the 
  Monster 
  Manual 
  entry for a mature adult red dragon 
  (MM 75). You may also use up to 80 
  kobolds to attack the PCs also using 
  tanglefoot bags, thunderstones, acid 
  flasks 
  and 
  alchemist’s 
  fire. 
  If 
  things prove difficult, the Dread 
  Mistress calls in two elder fire 
  elementals (MM 98). The Servant also 
  joins the fray also using fireballs, 
  scorching rays, etc. Show no mercy. 
  Likely the adventure ends, at least 
  for those PCs. 
   
  If a PC openly reveals they are 
  devoted to the Lady of the Wood or a 
  Highfolk 
  regional 
  green 
  dragon 
  disciple, 
  The 
  Servant 
  and/or 
  the 
  Dread Mistress attacks them. They 
  call upon the other PCs to join them 
  in the fray. Use the previous two 
  paragraphs as a guide for the forces 
  available. 
   
  If the offending PC is killed, the 
  red dragon consumes their body and 
  all the PC’s equipment is lost. A 
  piece of the slain PC’s body can be 
  found and a resurrection performed on 
  it. Equipment can be replaced with 
  the ‘Charity of Friends’ (see the 
  LGCS). 
   
  Treasure: 
  The 
  PCs 
  can 
  gain 
  the 
  following treasure here: 
   
  APL 2: Coin 450 gp each. 
   
  APL 4: Coin 675 gp each. 
   
  APL 6: Coin 900 gp each. 
   
  APL 8: Coin 1125 gp each. 
   
  APL 10: Coin 1350 gp each. 
   
  APL 12: Coin 1575 gp each. 
   
  DEVELOPMENT 
  Those PCs who did not kneel in the 
  presence of the red dragon known as 
  the 
  Dread 
  Mistress 
  or 
  who 
  were 
  disrespectful, receive the disfavor 
  Disrespectful on the AR. As the 
  judge, 
  please 
  consider 
  the 
  PC’s 
  actions as this adversely affects 
  them 
  for 
  the 
  remaining 
  Highfolk 
  regional adventures. 
   
  If the PCs opt to take the winding 
  tunnel that exits the astral portal 
  chamber, they find it goes nowhere in 
  particular and is out of the scope of 
  this adventure. 
   
  1: DEBRIS 
  Following the magical compass, you 
  travel across the Astral Plane with 
  an occasional light breeze fluttering 
  about. 
  Time 
  and 
  distance 
  are 
  difficult to judge but the compass 
  indicates you are making headway to 
  your destination. 
   
  At your vision’s edge, a massive 
  roughly humanoid shaped rock floats 
  into view. It is well over three-
  hundred feet in length and speckled 
  across the iridescent gray surface 
  are statues. 
   
  The PCs may decide to investigate the 
  massive rock. A DC 15 Knowledge (the 
  planes) reveals the following: 
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  • Massive rocks of this size are said 
  to be the bodies of dead deities. 
  • These massive rocks have a gravity 
  localized 
  to 
  them. 
  This 
  means 
  there is a ‘down’ and one can walk 
  on them normally, though one can 
  leave again with a mere thought. 
  • Creatures can make their home on 
  these rocks and sometimes even 
  former followers of the dead deity 
  reside on them, seeking to protect 
  their fallen god’s physical form. 
  If the PCs choose to investigate the 
  massive rock, continue with the next 
  section otherwise continue with the 
  next encounter. 
   
  INVESTIGATING 
  The surface of the imposing rock is 
  covered in a fine gray dust that is 
  over a foot thick. The statues, which 
  are covered in a thin patina of dust, 
  depict 
  fiendish 
  and 
  nightmarish 
  creatures, each fashioned so their 
  gaze 
  is 
  fixed 
  upwards. 
  No 
  inscriptions or symbols are found on 
  the statues, granting no clue of whom 
  the crafters were. 
   
  An astral breeze sends a line of 
  ripples across the silt and as they 
  crash into the statues, dust clouds 
  form around them. 
   
  Since the massive rock has gravity, 
  the PCs can walk on it if they so 
  desire, but they can still leave the 
  surface with a mere thought. 
   
  The PCs may make the following 
  skill checks: 
  • DC 15 Knowledge (the planes) reveals 
  the statues depict demons, devils, 
  yugoloths and similar creatures.  
  • DC 15 Knowledge (religion) reveals 
  there is no religious significance 
  to any of the statues. 
  • DC 25 Search uncovers chains of 
  various 
  lengths 
  hidden 
  by 
  the 
  dust. If the PCs discover the 
  chains hidden by the dust, the 
  creatures in the section below 
  attack. 
  There 
  are 
  103 
  statues 
  and 
  they 
  radiate strong transmutation magic. 
  STATUES 
  When the PCs discover the chains 
  under the dust, the creatures attack. 
  If the PCs do not discover the chains 
  under the dust, choose an appropriate 
  point and time to attack with the 
  creatures. 
   
  At APL 2 and APL 4: 
  As another astral breeze agitates the 
  dust and splashes it against the 
  nearby statues, one of them blinks 
  its 
  eyes 
  open. 
  Its 
  eyes 
  stare 
  malignly at your intrusion and with a 
  roar it leaps off the pedestal. 
   
  At APL 6 and above: 
  As another astral breeze agitates the 
  dust and splashes against the nearby 
  statues, a number of them blink open 
  their eyes. Their eyes stare malignly 
  at your intrusion and with a roar 
  they leap off their pedestals. 
   
  Refer to the Monster Manual for 
  descriptions. 
   
  The Astral Plane movement for the 
  creatures is as follows: 
  • Barbed Devil: 120 feet or 24 squares 
  • Chain Devil: 60 feet or 12 squares 
  • Gargoyle: 60 feet or 12 squares 
  Once 
  the 
  creatures 
  are 
  defeated 
  continue with the next encounter. No 
  treasure is found and nothing else 
  about 
  the 
  massive 
  rock 
  can 
  be 
  discovered, even through divination 
  spells. 
   
  CREATURES 
  APL 2 (EL 4) 
  Gargoyle (1): hp 37; MM 113. 
   
  APL 4 (EL 6) 
  Chain Devil (1): hp 52; MM 53. 
   
  APL 6 (EL 8) 
  Chain Devil (2): hp 52 each; MM 53. 
   
  APL 8 (EL 10) 
  Chain Devil (4): hp 52 each; MM 53. 
   
  APL 10 (EL 12) 
  Barbed Devil (1): hp 126; MM 51. 
  Chain Devil (3): hp 52 each; MM 53. 
   
  APL 12 (EL 14) 
  Barbed Devil (2): hp 126 each; MM 51. 
  Chain Devil (6): hp 52 each; MM 53. 
   
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  Tactics: The creatures attack the 
  nearest PC. If the PCs leave the 
  rock, the creatures pursue and only 
  turn back if they obviously cannot 
  catch the PCs. They return to the 
  massive rock and turn back into 
  statues. 
   
  Each 
  chain 
  devil 
  uses 
  their 
  controlled chains to attack the PCs. 
  If a barbed devil has grabbed a PC, 
  the chain devils use their controlled 
  chains to attack that PC. 
   
  The barbed devils try to grab a PC 
  and hold them for the chain devils. 
   
  If the PCs flee, the creatures 
  pursue the slowest ones. If they are 
  unable to catch any PC, the creatures 
  return to the rock and linger there. 
   
  DEVELOPMENT 
  If any PC perishes in the fight, 
  raise dead can be cast on them at 
  Tu’narath for the standard price. 
   
  2:TU’NARATH 
  With the magic compass to guide you, 
  your journey continues across the 
  Astral Plane’s silver sky. After a 
  seemingly endless amount of time and 
  distance, your trek is interrupted by 
  the appearance of a baroquely armored 
  rider mounted on a scarlet-colored 
  dragon heading directly towards you. 
  As he closes, the rider lets his hand 
  drift to his weapon and his mount’s 
  nostrils flare with fire. 
   
  When close enough, the rider pulls 
  up and hails you, calling out in a 
  strangely accented Common, “In the 
  name of Her Majesty the Queen, what 
  is your business in Tu’narath?” 
   
  Inform the players ten (10) days has 
  passed. This is determined from the 
  magical compass given to the PCs. 
   
  The 
  PCs 
  can 
  determine 
  the 
  following about the rider and mount: 
  • DC 
  11 
  Knowledge 
  (the 
  planes) 
  identifies 
  the 
  rider 
  as 
  a 
  githyanki. 
  • DC 15 Knowledge (nature) identifies 
  the rider as a humanoid and as a 
  githyanki. 
  • DC 15 Knowledge (arcane) identifies 
  the mount as a red dragon. 
  • DC 26 Knowledge (arcane) identifies 
  the 
  mount 
  as 
  a 
  juvenile 
  red 
  dragon. 
  The rider is Kith’rak Tropos and the 
  mount is Blazeburn. Kith’rak is a 
  rank equivalent to a captain. He is 
  expecting a response from the PCs. 
   
  Kith’rak 
  Tropos: 
  male 
  githyanki 
  fighter 12; hp 102. 
  Blazeburn: male juvenile red dragon; 
  hp 168. 
   
  The PCs must convince Tropos with a 
  through good roleplay or a DC 15 
  Diplomacy check they are here on 
  legitimate 
  business. 
  Reasons 
  for 
  legitimate business include trade and 
  seeking an audience with the lich-
  queen. If the PCs do not convince 
  Tropos, he orders them to turn around 
  and not attempt to enter Tu’narath. 
  Failure by the PCs to do so results 
  in Tropos and Blazeburn attacking 
  them. Additional forces, similar to 
  Tropos and Blazeburn, arrive at the 
  judge’s discretion. 
   
  Once the PCs convince Tropos they 
  are here on legitimate business: 
   
  The githwarrior looks each at each 
  you stating, “I will escort you 
  directly to the Merchant District. Do 
  not deviate from my lead. Once in the 
  city, you must immediately purchase a 
  trader exemption which is a green 
  armband that visitors must wear. Do 
  not leave the Merchant District. Be 
  aware any crime you commit against a 
  githyanki is punishable by death. Now 
  follow me.” 
   
  If the PCs mention they want to see 
  the Queen or ask Tropos for help in 
  seeing the Queen: 
   
  “You must go through proper channels 
  to receive your audience. I will file 
  your 
  petition 
  and 
  you 
  will 
  be 
  contacted if the petition is to be 
  heard. Establish yourselves in an 
  apartment in the Merchant District 
  and 
  wait 
  there 
  until 
  further 
  instructions.” 
   
  Assuming the PCs follow Tropos: 
   
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  Following the dragonrider brings part 
  of the githyanki’s capital city into 
  view. Docked to tall towers are a 
  multitude of ships floating in mid-
  air and from them cargo is being 
  unloaded. Below the towers are huge 
  squat warehouses intermixed amongst 
  squalid and densely packed buildings. 
   
  The dragonrider circles one of the 
  buildings, gesturing towards an older 
  human woman on the roof, “See her for 
  your armband.” 
   
  With 
  that, 
  he 
  and 
  his 
  mount 
  depart. 
   
  Once the PCs land and make their way 
  to her: 
   
  “I need two gold coins from each of 
  you for your armband. Wear it at all 
  times 
  otherwise, 
  you 
  will 
  get 
  yourself killed. Do you need a place 
  to stay? That costs you a single gold 
  coin a day from each of you.” 
   
  The woman pulls out a number of 
  green strips of cloth and holds her 
  hand forward to receive payment. 
   
  The woman can relate the following to 
  the PCs: 
  • Her name is Elesain. 
  • She was captured during a githyanki 
  raid seventy-two years ago and has 
  lived here since. She cannot go 
  back home because she does not 
  have the wherewithal to do so and 
  would likely die in the attempt. 
  Besides, everyone she knew there 
  is probably dead. 
  • She 
  runs 
  this 
  tenement 
  for 
  a 
  githyanki landlord named Malastra. 
  The landlord never comes here, but 
  always sends her guards to collect 
  the rent. 
  • Do not show any disrespect to a 
  githyanki or commit any violence 
  against 
  one. 
  These 
  crimes 
  are 
  punishable by death. 
  • If you commit a crime against a non-
  githyanki, likely both you and 
  anyone who accuses you of the 
  crime are punished with death. 
  • She can send the petition to receive 
  an audience from the Queen, but 
  she does not know how long it 
  takes or if it will ever happen. 
  The 
  petition 
  must 
  go 
  through 
  Malastra, the landlord. 
  • The Merchant District has plenty of 
  places and plenty of items for 
  sale to those with precious metals 
  and gems. Even knowledge is for 
  sale. 
  Once the PCs have purchased their 
  armband and paid their rent, they are 
  shown to small, cramped rooms with 
  paper-thin walls, meager furnishings 
  and squalid conditions. 
   
  After the PCs have established 
  themselves 
  in 
  their 
  new 
  living 
  quarters, 
  they 
  may 
  take 
  the 
  opportunity to avail themselves of 
  the offerings the Merchant District 
  possesses. There are four presented; 
  others may be added if time allows: 
  • Shopping: purchase magic items 
  • Armory: upgrade weapons, armor and 
  shields 
  • Study: learn new spells 
  • Training: learn a prestige class 
   
  SHOPPING 
  It took only a few questions and a 
  few gold coins to get directions to a 
  nearby bazaar. Not far away a 12-foot 
  tall blue-skinned creature dressed in 
  voluminous robes is selling various 
  magic items. A group of hard-looking 
  ogre mercenaries stands guard around 
  him and his wares. 
   
  The creature selling the magic items 
  is a mercane, a race of extraplanar 
  merchants. 
   
  If you are not pressed for time, 
  such as running this as a home game, 
  you 
  can 
  certainly 
  role-play 
  the 
  experience 
  out 
  for 
  the 
  players. 
  Barring 
  that, 
  simply 
  present 
  the 
  items for sale. This constitutes the 
  AR magic item access for the PCs, so 
  ensure 
  you 
  mention 
  this 
  to 
  the 
  players. 
   
  In addition to all Open access 
  items, the following magic items and 
  single non-magical item are for sale. 
  The PCs may purchase any of these 
  magic items with their gold on hand 
  and use them for the rest of the 
  adventure. 
  • Mask of Mental Armor (4000 gp; MIC 
  115; +3 resistance bonus on saving 
  throws 
  against 
  mind-affecting 
  spells and abilities) 
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  • Amulet of Teamwork (2000 gp; MIC 70; 
  +3 to aid; +2 to damage when 
  flanking; 1/day gain +5 competence 
  bonus to AC for 1 round to you and 
  an adjacent ally) 
  • Robe of Retaliation (6500 gp; MIC 
  130; 3/day upon taking damage, 
  sacrifice arcane spell or spell 
  slot to deal damage) 
  • Gauntlets of Energy Transformation 
  (1000 gp; MIC 102; 3/day change 
  energy type produced by any weapon 
  you hold for 1 round) 
  • Belt of Growth (3000 gp; MIC 73; 
  1/day affected enlarge person for 
  up to 10 minutes) 
  • Steadfast Boots (1400 gp; MIC 168; 
  +4 bonus to resist being moved, 
  constantly set against the charge) 
  • Helm of Battle (2000 gp; MIC 111; 
  3/day 
  +2 
  on 
  next 
  bull 
  rush, 
  disarm, overrun, sunder or trip 
  attempt) 
  • Cape of the Viper (2000 gp; MIC 84; 
  3 charges/day, transform into a 
  viper for 7 rounds) 
  • Bracers of Opportunity (2300 gp; MIC 
  81; 2/day always take attacks of 
  opportunity, extra benefits with 
  Combat Reflexes) 
  • Ring of Adamantine Touch (6000 gp; 
  MIC 121; melee attacks treated as 
  adamantine for overcoming DR) 
  • Ring of Piercing Spells (2000 gp; 
  MIC 126; 3/day next melee touch 
  spell that targets flanked foe 
  deals +2d6 damage) 
  • Incense of Concentration (250 gp; 
  MIC 162; prepare one extra 1st-
  level spell for the day, once) 
  • Talisman of Undying Fortitude (8000 
  gp; MIC 188); 2/day take on some 
  undead qualities for 3 rounds) 
  • Banner of the Storm’s Eye (15000 gp; 
  MIC 151); suppresses fear effects, 
  prevents 
  confused 
  and 
  stunned 
  conditions within 20 ft.) 
  The following non-magic item is for 
  sale: 
  • A small, forked metal rod that is 
  keyed to the Astral Plane so it 
  can be used with the spell plane 
  shift (25 gp). This appears on the 
  AR as Astral Key. 
   
  ARMORY 
  Around 
  you 
  the 
  githyanki 
  smiths 
  toiled 
  ceaselessly, 
  each 
  painstakingly crafting a weapon or a 
  piece of armor. A muscular githyanki 
  smith led you around and over the 
  hammering din told you what each 
  smith could provide. 
   
  The following armor properties are 
  for sale and can be added to the PC’s 
  existing magic armor or shield. Since 
  a +1 armor/shield is Open access, the 
  PC can purchase any weapon to which 
  they have access. This is on the AR 
  as Astral Armor. 
  • 
  Mindarmor (+3000 gp; MIC 13; 
  3/day gain +5 on Will saves 
  against mind-affecting spells and 
  abilities) 
  • 
  Healing (+8000 gp; MIC 12; 1/day 
  heal 2d8+5 damage) 
  • 
  Blurring (+1 bonus; MIC 9; 3/day 
  blur for 5 rounds) 
  The following weapon properties are 
  for sale and can be added to any 
  existing 
  magic 
  weapon 
  the 
  PC 
  possesses. Since a +1 weapon is Open 
  access, the PC can purchase any 
  weapon to which they have access. 
  This is on the AR as Astral Arms. 
  • Bloodfeeding (+1 bonus; MIC 29; 
  stores blood points that can be 
  released for extra damage) 
  • Bloodstone (+1 bonus; MIC 29; stores 
  and empowers one vampiric touch 
  spell) 
  • Shattermantle (+1 bonus; MIC 43; 
  struck target’s spell resistance 
  is reduced by 2 for 1 round) 
   
  STUDY 
  The place was tucked in a narrow cul-
  da-sac that could easily be missed if 
  one was not looking for it. It stank 
  of 
  reagents 
  and 
  other 
  unpleasant 
  materials, but the tiefling wizard 
  had offered to teach you a few 
  interesting 
  spells 
  for 
  a 
  small 
  nominal fee. 
   
  Any PC taking this opportunity to 
  study these spells must pay 25 gp for 
  each spell they learn. These spells 
  (all from Complete Mage) are on the 
  AR as Astral Study: 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 12 
  
  • Karmic Aura: any creature damaging 
  you becomes fatigued for 3 rounds; 
  hexblade 1, sorcerer/wizard 1; CM 
  108 
   
  • Karmic 
  Backlash: 
  any 
  creature 
  damaging you becomes exhausted for 
  2 
  rounds; 
  hexblade 
  2, 
  sorcerer/wizard 3; CM 109 
  • Incendiary Slime: create slippery 
  substance like grease, but highly 
  flammable; sorcerer/wizard 2; CM 
  108 
  • True Casting: +10 on your next spell 
  penetration roll; sorcerer/wizard 
  1; CM 121 
  • Death’s Call: scream deals 1 point 
  of dmage/caster level (more to 
  swarms), fatigues all within 10 
  feet; hexblade 1, sorcerer/wizard 
  1; CM 101 
   
  TRAINING 
  In the small chamber are you and two 
  serene githyanki warrior-monks. They 
  again explain the subtleties of how 
  to move when there is no ‘down’ or 
  ‘up’. Then they have you perform the 
  maneuvers over and over again while 
  they attack you. One strikes at you 
  while 
  channeling 
  his 
  ki 
  into 
  necromantic 
  energy 
  and 
  the 
  other 
  strikes you with hard hitting blows.  
   
  Training can be had for the Astral 
  Dancer prestige class for fighting in 
  no-gravity 
  environments. 
  It 
  is 
  a 
  prestige class mainly for monks and 
  rogues, but barbarians, fighters and 
  rangers make decent ones too. There 
  are two alternate class features for 
  monks. This appears on the AR as 
  Astral Training: 
  • Prestige class Astral Dancer (Planar 
  Handbook 63) 
  • Alternate 
  class feature Soulwarp 
  Strike for a monk (Complete Mage 
  35) 
  • Alternate 
  class feature Decisive 
  Strike 
  for 
  a 
  monk 
  (Player’s 
  Handbook II 51) 
   
  3: SUMMONS 
  Slowly the days go by as you wait for 
  your 
  petition 
  to 
  be 
  heard. 
  All 
  attempts 
  to 
  expedite 
  the 
  process 
  amount to nothing and as always, 
  patience is urged by those who handle 
  the process. 
   
  Finally, your petition is to be 
  heard or at least that is what the 
  armed 
  escort 
  of 
  stern-looking 
  githyanki knights indicates. They are 
  taking you to the palace. 
   
  Inform the players that twenty-eight 
  (28) days have passed. Their rent 
  plus armband purchase results in 30 
  gp being spent. 
   
  Assuming the PCs go with the 
  knights to the palace: 
   
  The 
  armed 
  githyanki 
  escort 
  you 
  through the city to Sussurus, the 
  Palace of Whispers, where the lich-
  queen resides. The palace’s polished 
  obsidian 
  walls 
  are 
  supported 
  by 
  flying buttresses and carved with 
  narrow windows set with opaque panes 
  of crimson glass. Entrance is gained 
  through a 100-foot tall statue of 
  Gith, 
  the 
  hero 
  who 
  freed 
  the 
  forerunners of the githyanki race 
  from mind flayer tyranny. 
   
  Entering 
  the 
  palace, 
  sibilant 
  whispers 
  are 
  heard, 
  seemingly 
  emanating from the walls; they grow 
  ever louder as you are led further 
  inside. 
   
  Have all the PCs roll Listen checks. 
  The PC receives the following: 
  • DC 15 or less: The whispers rise in 
  intensity and it is as if they are 
  trying to tell you something but 
  you cannot make it out. 
  • DC 
  25: 
  The 
  whispers 
  rise 
  in 
  intensity and you can make out a 
  few 
  of 
  the 
  words, 
  “..not 
  trust…She…killed 
  me…She…devour 
  your…trap…palace as a…spirit.” 
  • DC 
  35: 
  The 
  whispers 
  rise 
  in 
  intensity and say, “Do not trust 
  her. She will kill you just like 
  she killed me. She will devour 
  your life essence and trap you 
  inside this palace as a restless 
  spirit.” 
  Inquire if the PCs are making any 
  preparations for their meeting. Find 
  out who is the primary speaker; 
  usually 
  the 
  PC 
  with 
  the 
  best 
  Diplomacy skill. Give the players a 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 13 
  
  few moments to confer on the upcoming 
  encounter with the lich-queen and how 
  they intend to do it.  
   
  Once ready, continue: 
   
  Led through winding corridors and a 
  myriad of doors, you find yourself in 
  a long but narrow chamber lined with 
  alcoves 
  in 
  which 
  stand 
  githyanki 
  knights, wielding glittering silver 
  swords. At the far end on a throne 
  atop a dais sits a black shrouded 
  figure 
  with 
  an 
  ornate 
  armored 
  githyanki male standing next to it. 
   
  The 
  male 
  coldly 
  states, 
  “Your 
  petition to seek an audience with the 
  queen has been received. State your 
  plea.” 
   
  The 
  primary 
  speaker 
  should 
  now 
  present the dragon’s scale and invoke 
  the pact saying “In the name of 
  Ephelomon, I call upon the ancestor 
  of Vlaakith, to render unto me a boon 
  of aid.” 
   
  Assuming 
  the 
  PCs 
  perform 
  the 
  appropriate 
  and 
  expected 
  action, 
  continue: 
   
  There is a slight gesture made by the 
  black shrouded individual and the 
  armored githyanki replies to your 
  plea, “Your call for aid has been 
  heard and in return you, the agents 
  of the red dragon requesting the aid, 
  must render unto us aid.”  
   
  He smirks, “So it is stated in the 
  pact.”  
   
  This 
  part 
  of 
  the 
  pact 
  was 
  deliberately left out by The Servant 
  and The Dread Mistress. Since the PCs 
  have a vested interest in obtaining 
  the githyanki’s help, they likely 
  agree to render said aid. 
   
  Assuming the PCs agree to help the 
  githyanki: 
   
  The armored githyanki commandingly 
  states, “You are ordered to report 
  immediately to Kith’rak Rech aboard 
  the battle-carrack Cruel Blade. That 
  is all.” 
   
  Your 
  githyanki 
  knight 
  escorts 
  motion for you to exit the chamber, 
  the audience apparently over. 
   
  Any 
  attempts 
  at 
  questions 
  are 
  pointedly ignored and met with a 
  reiteration of the order. Assuming 
  the 
  PCs 
  comply 
  with 
  the 
  order, 
  continue with the next encounter.  
   
  If the PCs do not comply, they are 
  all executed (no need to run combat). 
  The PCs’s bodies are recovered by 
  Highfolk NPCs and raise dead can be 
  cast to return them to the living. 
  All their possessions are gone, but 
  they 
  can 
  invoke 
  the 
  Charity 
  of 
  Friends (see LGCS). 
   
  TROUBLESHOOTING 
  If the PCs do not present the dragon 
  scale 
  and 
  invoke 
  the 
  pact 
  as 
  indicated 
  above, 
  give 
  them 
  an 
  opportunity to continue with whatever 
  they decide to do. Once finished, the 
  PCs must make a Diplomacy check. 
   
  Similar Diplomacy checks can be 
  made by the PCs to prevent themselves 
  from being executed for wrongdoings. 
  • DC 24 or less: The PCs are captured, 
  tortured and executed. There is no 
  need to play the combat out. Their 
  bodies are recovered by Highfolk 
  NPCs and they are raised from the 
  dead. Their possessions are gone 
  and they may invoke the Charity of 
  Friends. This means the PCs fail; 
  go to the Conclusion. 
  • DC 25: The PCs are captured and 
  allowed 
  to 
  ransom 
  (500gp 
  per 
  character level) themselves and 
  their possessions. Once ransomed, 
  they 
  are 
  to 
  never 
  return 
  to 
  Tu’narath upon the pain of death. 
  This means the PCs fail; go to the 
  Conclusion. 
  • DC 35: The PCs are escorted from the 
  palace and told to never return to 
  Tu’narath upon the pain of death. 
  This means the PCs fail; go to the 
  Conclusion. 
  • DC 50: The PCs are given another 
  opportunity 
  to 
  perform 
  the 
  expected action. If they do not do 
  it, they are escorted from the 
  palace and told to never return to 
  Tu’narath upon the pain of death. 
  This means the PCs fail; go to the 
  Conclusion. 
   
  DEVELOPMENT 
  If the PCs refuse to render aid to 
  the githyanki, they are escorted from 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 14 
  
  the palace and told to never return 
  to Tu’narath upon the pain of death. 
  This means the PCs fail; go to the 
  Conclusion. 
   
  4: CRUEL BLADE 
  For several days, the githyanki war-
  carrack the Cruel Blade has been your 
  home. 
  It 
  is 
  captained 
  by 
  a 
  perpetually scowling Kith’rak Rech, 
  who has two large circular scars on 
  his bare head, and crewed by forty-
  six githyanki officers and warriors, 
  all indifferent to your existence. 
   
  Rounding 
  out 
  the 
  crew 
  is 
  a 
  skulking female tiefling cleric named 
  Kallisto. She always seems to have a 
  wry smile on her devilish face. 
   
  Kith’rak Rech: Male githyanki Fighter 
  11; hp 94. 
  Kallisto: Female tiefling Cleric 9; 
  hp 66. 
  First 
  Officer 
  Yessune: 
  Female 
   8; hp 61. 
  githyanki Fighter
  Lieutenants 
  (5): 
  Male 
  or 
  female 
  githyanki Fighter 4; hp 33. 
  Githyanki warriors (40): hp 6 each; 
  MM 127. 
   
  The PCs can determine the following 
  about the war-carrack Cruel Blade: 
  • It is approximately 100 feet long 
  and 30 feet wide.   
  • The ship has an open main deck and a 
  completely enclosed middle deck 
  and bottom deck.  
  • It is powered by some magical means 
  to sail the astral winds. 
  • The PCs are crammed into the first 
  officer’s small cabin and she is 
  bunking with the other officers in 
  their quarters.  
  • They have no assigned duties aboard 
  ship and are urged to stay out of 
  the way. Failure to do so results 
  in the offending PC’s execution. 
  The PCs have an opportunity to speak 
  with the NPCs aboard the Cruel Blade. 
   
  If the PCs speak with Kith’rak 
  Rech, he relates the following: 
  • Kith’rak 
  is 
  rank 
  equivalent 
  to 
  captain. 
  • The PCs are assigned to his ship as 
  a special detachment. 
  • He has special orders pertaining to 
  the PCs, but he is not at liberty 
  to disclose them at this time. 
  • He has captained this war-carrack 
  for ten years. 
  If the PCs speak with Kallisto, she 
  relates the following: 
  • She is a cleric, devoted to the 
  goddess Wee Jas. 
  • She was hired by the githyanki to 
  supply healing since the githyanki 
  do not have any clerics.  
  • She heard a githyanki citadel was 
  captured and they are going there 
  to re-take it. She does not know 
  who captured it. 
  • She does not know what the PCs are 
  doing aboard the ship or what they 
  have to do. 
  If the PCs speak with the first 
  office or any of the lieutenants, 
  they relate the following: 
  • Rech has not informed them of their 
  destination 
  or 
  what 
  is 
  the 
  operation. 
  • They know Rech received special 
  orders concerning you, but they do 
  not know what the orders are. 
  If the PCs speak with any of the 
  githyanki warriors, they relate the 
  following: 
  • Scuttlebutt is they are cleansing a 
  mind flayer infestation. 
  • Rech’s scars are from a pair of mind 
  flayers that had attached their 
  tentacles to his skull and almost 
  killed him. They ate the part of 
  his brain that makes you smile; 
  that is why he is always scowling. 
  • They are all part of the same 
  training group, Group 1329. They 
  explain that githyanki do not have 
  families as non-githyanki do as 
  that only leads to weakness. The 
  training group leads to strength. 
  This means they all grew up and 
  trained 
  with 
  each 
  other 
  since 
  birth.  
  After the PCs finish speaking with 
  the NPCs aboard the Cruel Blade, 
  continue with the next section. 
   
  MISSION BRIEFING 
  All hands are called on deck and 
  ordered 
  into 
  formation 
  with 
  your 
  group assembled off to the side. 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 15 
  
   
  After inspecting the formation, 
  Kith’rak Rech began, “We have been 
  ordered 
  to 
  cleanse 
  the 
  captured 
  citadel 
  Mar’bruke 
  of 
  an 
  illithid 
  infestation.”  
   
  Many 
  of 
  the 
  githyanki 
  appear 
  elated at the prospect of going to 
  battle 
  against 
  their 
  ancient 
  and 
  sworn foe. 
   
  Rech gestures to your group, “This 
  special detachment has the honor of 
  clearing the ground floor and holding 
  it 
  while 
  we 
  have 
  the 
  honor 
  of 
  clearing the rest of the citadel.” 
   
  The githyanki are dismissed while the 
  PCs are called into Rech’s quarters 
  to receive their briefing. You should 
  lay out the citadel’s plans for the 
  players to view (see Players’ Handout 
  #3). 
   
  Already laid on a table are the 
  citadel’s plans.  
   
  Rech points to the towers, “The 
  forces under my command are taking 
  the main and tertiary watch towers. 
  Your mission is to enter through the 
  main entrance and into ground floor, 
  clearing it of any infestation and 
  securing it until relieved.” 
   
  If the PCs have any questions, Rech 
  relates the following: 
  • Who is our enemy? “Illithids or what 
  you call mind flayers. I have not 
  been told and I do not know if 
  there are any other creatures with 
  them, nor will I speculate, though 
  it is possible.” A DC 20 Sense 
  Motive 
  indicates 
  Rech 
  is 
  not 
  telling you the complete and whole 
  truth. If confronted, he angrily 
  accuses the PCs of cowardice and 
  offers 
  them 
  an 
  opportunity 
  to 
  decline the operation. Whether the 
  PCs accept his offer or not, he 
  ends the briefing and commences 
  the operation. 
  • When will we be relieved? “Once you 
  have accomplished your mission, 
  send a messenger to the main tower 
  and once notified, a force will be 
  sent to relieve you.” A DC 20 
  Sense Motive indicates Rech may 
  not be so forthcoming with the 
  relief and may even be trying to 
  get the PCs killed in the line of 
  duty. 
  • Is there any help you can give us? 
  “Are 
  you 
  saying 
  you 
  are 
  not 
  capable of performing the mission 
  without help? If this is true, 
  your 
  mission 
  should 
  be 
  called 
  off.” 
  Let 
  the 
  PCs 
  defend 
  themselves. If the PCs opt out of 
  the mission, they fail; go to the 
  Conclusion. 
  Regardless, 
  the 
  githyanki have no help to give the 
  PCs, as they really want them to 
  fail. 
  • What if we cannot complete our 
  mission? “Withdraw to the main 
  watch 
  tower 
  and 
  await 
  further 
  orders.” A DC 20 Sense Motive 
  indicates Rech would be delighted 
  at this outcome. 
  Keep the citadel’s plans handy for 
  the players to view. Give the players 
  a 
  chance 
  to 
  make 
  preparations 
  (compile 
  spell 
  lists, 
  discuss 
  tactics, etc.). 
   
  Once completed, continue with the 
  next section. 
   
  SOMETHING’S UP 
  While the rest of the Cruel Blade is 
  busy 
  with 
  preparations 
  for 
  the 
  impending 
  attack 
  to 
  reclaim 
  the 
  captured githyanki citadel, Kallisto, 
  the tiefling cleric, approaches you. 
   
  “I think the githyanki are trying 
  to get you killed, especially since 
  you will be waiting until relieved. I 
  suggest once you clear the ground 
  floor, you continue clearing the rest 
  of the citadel because at least that 
  way you have a fighting chance of 
  survival. I shall do what I can to 
  convince them to relieve you, but I 
  cannot offer any guarantees on that.” 
   
  Kallisto relates the following: 
  • Rech made it clear to his fellow 
  officers they are not to enter the 
  citadel until ordered.  
  • The 
  githyanki 
  value 
  bravery 
  in 
  battle, especially against their 
  most hated foe. By clearing the 
  rest of the citadel, you make the 
  githyanki lose honor and a chance 
  for glory in battle. This can only 
  help you. 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 16 
  
  • She is helping the PCs because the 
  githyanki treat her indifferently 
  and 
  this 
  irritates 
  her 
  beyond 
  belief.  
  • She heard one other thing. The 
  Kith’rak 
  mentioned 
  the 
  word 
  ‘Thoon’. She does not know what 
  this means. 
  • She is willing to do what she can to 
  help the PCs, but she cannot cast 
  any spells on them at this time. 
  She has been ordered not to do so 
  by Rech. 
  If the PCs make a DC 20 Knowledge 
  (dungeoneering) check, they know the 
  following about the Thoon: 
  • A group of mind flayers crossed over 
  into the Far Realm, a place of 
  madness and disorder.  
  • The 
  mind 
  flayers 
  returned 
  or, 
  perhaps, 
  were 
  sent 
  back 
  dramatically changed, capable of 
  great feats of construct crafting 
  and selective breeding. 
  • Though the physical changes were 
  dramatic, the more profound change 
  was to the very consciousness of 
  those illithids and they now speak 
  reverently 
  of 
  a 
  being/god/philosophy known to them 
  as Thoon. 
  • The mind flayers of Thoon claim to 
  be able to communicate with this 
  presence from the Far Realm, as 
  well as receive instructions from 
  it.  
  • So far those ‘instructions’ have not 
  demonstrated 
  any 
  long-term 
  purpose. 
  • The mind flayers of Thoon travel 
  from 
  place 
  to 
  place 
  gathering 
  mysterious 
  substance 
  called 
  quintessence 
  from 
  captured 
  creatures and rare materials.  
  • They store this quintessence in 
  glowing ovoid structures called 
  matrices or use it to power their 
  constructs and bizarre creatures. 
  The PCs should not be given an 
  opportunity to change their compiled 
  spell list, but they can certainly 
  discuss any change in the plan and 
  tactics. 
   
  Once finished, continue with the 
  next encounter. 
   
  TROUBLESHOOTING 
  If the PCs read Rech’s mind somehow 
  (detect thoughts for example) or use 
  divination spells, they can determine 
  Rech’s plan is to get the PCs killed, 
  though 
  the 
  githyanki 
  themselves 
  cannot do it directly. Indirectly, 
  such as sending the PCs into the 
  captured 
  citadel 
  and 
  then 
  not 
  relieving 
  them 
  is 
  perfectly 
  acceptable, 
  if 
  not 
  the 
  outright 
  desired outcome. 
   
  If a PC tries toconvince Rech 
  using Diplomacy and changes Rech’s 
  attitude to helpful, Rech tells that 
  PC to be the messenger that returns 
  to the main watch tower. He says 
  nothing else on this matter. 
   
  If the PCs refuse to carry out 
  their orders, they are told to remain 
  aboard the Cruel Blade. The githyanki 
  citadel is re-taken, with half the 
  githyanki falling in battle. The PCs 
  are returned to Tu’narath where they 
  are told to never return upon the 
  pain of death. This means the PCs 
  fail; go to the Conclusion. 
   
  5: THOON 
  With the main and tertiary watch 
  towers 
  captured 
  and 
  firmly 
  in 
  githyanki hands, you are summoned to 
  the main watch tower. Kallisto is 
  busily healing the wounded githyanki, 
  while other githyanki maintain their 
  vigilance. 
   
  Kith’rak 
  Rech 
  approaches 
  and 
  states, “You have your orders. Carry 
  them out.” 
   
  The PCs may set their plan in motion 
  and you as the judge should plan to 
  thwart it appropriately since they 
  are facing an intelligent foe. 
   
  There are two planned encounters 
  and listed below are suggestions as 
  to where and how they take place. You 
  as the judge may change them if you 
  think it judicious. 
   
  The first two encounters likely 
  take place either in the entrance 
  and/or the assembly hall directly 
  beyond it. 
   
  The ceiling height varies from 
  floor to floor. This is important 
  because anyone with an Intelligence 
  score can leave the ground. 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 17 
  
  • Ground floor: 60 feet 
  • Second floor: 30 feet  
  • Third floor: 20 feet 
   
  1: ENTRANCE 
  On the floor of the 60-foot circular 
  entrance 
  chamber 
  lays 
  a 
  twelve-
  pointed star-shaped design. A set of 
  low stairs leads further into the 
  citadel.  
   
  Atop 
  these 
  stairs 
  a 
  githyanki 
  warrior appears, with sword in hand, 
  calling out, “Halt! Who are you and 
  what are you doing here?” 
   
  The githyanki warrior is actually a 
  Thoon thrall, a parasite native to 
  the 
  Far 
  Realms 
  that 
  can 
  infect 
  humanoids. 
  The 
  appearance 
  by 
  the 
  Thoon thrall is to get a look at the 
  PCs and report it to the other Thoon 
  inside the citadel via telepathy with 
  a Thoon infiltrator. 
   
  If given a chance, i.e., the PCs 
  do not kill it outright, the Thoon 
  thrall relates the following to them: 
  • His name is Ninir and he is a member 
  of Group 283. 
  • The citadel has not been captured, 
  but taken over by githyanki who 
  oppose the lich-queen. 
  • The githyanki leader’s name is Gaath 
  and he is a powerful warrior. He 
  was to present himself before the 
  lich-queen where his life-force 
  was to be devoured by her.  
  • Gaath convinced the others to help 
  him and he is gathering even more 
  followers 
  to 
  oppose 
  the 
  lich-
  queen. 
  • Ninir offers to take them to Gaath, 
  who is inside the citadel, and you 
  can speak with him about your 
  reason here. 
  If the PCs make a DC 25 Sense Motive 
  check, they determine Ninir is not 
  acting as a normal githyanki should 
  and is concealing something. 
   
  If the PCs fall for the ploy, not 
  only do the creatures below attack 
  the PCs, but the creatures from the 
  hall (see Room 2) attack making it a 
  deadly encounter. 
   
  If the PCs do not fall for the 
  ploy the Thoon thrall and other 
  creatures attack the PCs. At APL 4+, 
  the remaining creatures are further 
  inside room 2. They move forward and 
  attack the PCs.  
   
  APL 2 (EL 3) 
  Thoon Thrall (1): hp 21; Appendix 1. 
   
  APL 4 (EL 5) 
  Thoon 
  Thrall 
  (2): 
  hp 
  21 
  each; 
  Appendix 1. 
   
  APL 6 (EL 7) 
  Thoon 
  Thrall 
  (4): 
  hp 
  21 
  each; 
  Appendix 1. 
   
  APL 8 (EL 9*) 
  Thoon Thrall (1): hp 21; Appendix 1. 
  Stormcloud of Thoon (4): hp 64 each; 
  Appendix 1. 
   
  APL 10 (EL 11*) 
  Thoon Thrall (1): hp 21; Appendix 1. 
  Thoon 
  Soldier 
  (3): 
  hp 
  75 
  each; 
  Appendix 1. 
   
  APL 12 (EL 13*) 
  Thoon Thrall (1): hp 21; Appendix 1. 
  Thoon 
  Soldier 
  (6): 
  hp 
  75 
  each; 
  Appendix 1. 
   
  * - The single Thoon Thrall at APL 8+ 
  does not add to the encounter’s EL. 
   
  Tactics: The goal of the thoon is to 
  prevent the PCs from entering the 
  citadel. Although the citadel has 
  gravity, the Thoon with intelligence 
  scores can leave the ground and move 
  about. 
  • Thoon thralls: They attack a single 
  PC, charging the first round and 
  flanking thereafter.  
  • Stormcloud of Thoon: They fly about 
  the chamber while directing their 
  lightning bolts at the PCs. The 
  stormclouds can use their spell-
  like abilities twice in a round 
  due to the Astral Plane’s affect 
  on magic. On the first round of 
  combat the stormclouds cast shield 
  on themselves first followed by a 
  quickened lightning bolt. In the 
  following 
  rounds 
  they 
  cast 
  lightning bolt twice. 
  • Thoon Soldier: The thoon soldier 
  uses the most effective aspect for 
  the 
  situation. 
  It 
  starts 
  in 
  impervious tower (+4 resistance; 
  +4 deflection); if surrounded, use 
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  Page 18 
  
  bloody slaughter; if one-on-one, 
  use fiery sun; just remember the 5 
  hit 
  points 
  it 
  takes 
  when 
  it 
  changes aspects. Once the thoon 
  soldier is reduced to 20 or less 
  hp, they activate the aspect of 
  the death blossom, exploding when 
  they reach zero hit points. 
   
  2: ASSEMBLY HALL 
  Eight 
  pillars, 
  set 
  centrally 
  and 
  arranged in a circle, support the 
  ceiling of this large chamber. Two 
  additional pillars, one to each side 
  of the central eight, also provide 
  support.  
   
  On one side of the chamber are two 
  openings and three openings are on 
  the other. Another opening straight 
  ahead has a short set of stairs 
  leading up into another chamber. 
   
  If 
  the 
  PCs 
  fall 
  for 
  the 
  ploy 
  presented by the Thoon thrall in the 
  entrance, 
  in 
  addition 
  to 
  the 
  creatures 
  from 
  entrance, 
  the 
  creatures listed below also attack. 
   
  If the PCs do not fall for the 
  ploy presented by the Thoon thrall in 
  the entrance, the creatures listed 
  below are responding to the prior 
  combat. 
   
  In addition special PCs who are 
  Caress of Angels or Kiss of Devils 
  are subjected to special interest by 
  the Thoon. If a special PC is present 
  read the following: 
   
  In your mind, an intense and slightly 
  painful 
  voice 
  loudly 
  states, 
  “Response 
  Group 
  activate. 
  Accept 
  primary command order. Target <PC’s 
  race 
  and/or 
  description>. 
  Capture 
  target for quintessence processing. 
  All hail Thoon!” 
   
  This special PC is targeted for 
  capture. If a PC is captured, the 
  creatures 
  take 
  them 
  to 
  room 
  8 
  (Chamber), where they are rendered 
  into quintessence.  
   
  APL 2 (EL 5) 
  Stormcloud of Thoon (1): hp 64; 
  Appendix 1. 
   
  APL 4 (EL 7) 
  Stormcloud of Thoon (2): hp 64 each; 
  Appendix 1. 
   
  APL 6 (EL 9) 
  Stormcloud of Thoon (4): hp 64 each; 
  Appendix 1. 
   
  APL 8 (EL 11) 
  Shadow 
  Flayer 
  (3): 
  hp 
  52 
  each; 
  Appendix 1. 
   
  APL 10 (EL 13) 
  Thoon Disciple (3): hp 90 each; 
  Appendix 1. 
   
  APL 12 (EL 15) 
  Thoon Disciple (3): hp 90 each; 
  Appendix 1. 
  Thoon Hulk (1): hp 112; Appendix 1. 
   
  Tactics: 
  The 
  goal 
  of 
  the 
  Thoon 
  creatures is to drive the PCs out of 
  the citadel. In all cases, remember 
  constructs are not affected by mind 
  blast.  
   
  In addition, if there is a special 
  PC (see above), the creatures target 
  them for capture. This means the 
  creatures inflict non-lethal damage 
  on them if possible and they ensure 
  the PC is in the mind blast area in 
  hopes of stunning them. 
  • Stormcloud of Thoon: They fly about 
  the chamber while directing their 
  lightning bolts at the PCs. The 
  stormclouds can use their spell-
  like abilities twice in a round 
  due to the Astral Plane’s affect 
  on magic. On the first round of 
  combat the stormclouds cast shield 
  on themselves first followed by a 
  quickened lightning bolt. In the 
  following 
  rounds 
  they 
  cast 
  lightning bolt twice. 
  • Shadow Flayer: The shadow flayers 
  stealthfully 
  approach 
  and 
  mind 
  blast the PCs. If a PC is stunned, 
  a shadow flayer grabs them and 
  extracts their brain. The shadow 
  flayer 
  maintains 
  invisibility 
  during this process though this 
  allows the other PCs to target the 
  square it is in, but the 50% miss 
  chance still applies. 
  • Thoon 
  Disciple: 
  If 
  given 
  the 
  opportunity, the disciple casts 
  divine favor and shield of faith 
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  Page 19 
  
  before the combat begins. It casts 
  mind blast on the greatest number 
  of PCs it can. If a PC is stunned, 
  one of the disciples (or a hulk) 
  grabs them and tries to extract 
  their brain. The other disciples 
  support them, keeping the PCs at 
  bay either by healing it; casting 
  mind blast on the attacking PCs; 
  or disarming attacking PCs. 
  • Thoon Hulk: The hulk attacks with 
  its arm-axes trying to knock PCs 
  away from the disciples. If a PC 
  is stunned, it is ordered to grab 
  the PC and extract their brain. 
   
  3: STAIRWELL 
  The spiral staircase leading upward 
  is pitted and gouged, possibly by 
  acid. The remains of two githyankis 
  still lay on the stairs, the upper 
  half of their body missing. 
   
  A DC 10 Craft (alchemy) confirms the 
  staircase was damaged by powerful 
  acid as were the bodies. A madcrafter 
  of Thoon did this. 
   
  4: STAIRWELL 
  The spiral staircase is choked with 
  the 
  bodies 
  of 
  slain 
  githyanki 
  warriors. Their armor was evidently 
  rent open by powerful blades. 
   
  A 
  DC 
  10 
  Craft 
  (weaponsmithing) 
  reveals the blades used to slay the 
  githyanki were scythes and axes. A 
  thoon hulk did this. 
   
  5: STAIRWELL 
  The 
  spiral 
  staircase 
  is 
  fire-
  blackened, the charred remains of 
  githyanki warriors still lying where 
  they fell.  
   
  A thoon soldier did this when it 
  exploded. 
   
  6: BUNKROOM 
  Lying on the floor are the bodies of 
  several 
  githyanki 
  warriors, 
  their 
  skulls bearing the four bore holes in 
  them. Their possessions are missing 
  and the room is in disarray. 
   
  A general search of the bunkroom 
  reveals someone else has already gone 
  through and taken anything of value. 
  Shadow flayers killed the githyankis. 
   
  7: STAIRWELL 
  This stairwell and the rooms near 
  bear no sign that a battle of any 
  kind took place here and looks as if 
  someone cleaned it up.  
   
  Set in a side room near the stairs 
  is a green glowing ovoid about the 
  size 
  of 
  human 
  man. 
  It 
  appears 
  crystalline in nature and emits a low 
  humming noise. 
   
  Investigating the ovoid reveals the 
  following: 
  • A DC 20 Knowledge (arcana) indicates 
  this is one of the matrices the 
  Thoon use to store quintessence. 
  • If detect magic is used, the ovoid 
  radiates a strong aura and the 
  aura 
  appears 
  black 
  and 
  coruscating. 
  If the PCs attempt to gather some of 
  the quintessence from the ovoid, they 
  may collect up to 10 gallons of it. 
  They 
  can 
  find 
  no 
  use 
  for 
  it 
  themselves 
  and 
  no 
  one 
  wants 
  it 
  either. 
   
  If the PCs destroy the matrice, 
  green liquid pours from it and turns 
  into vapors. It is harmless. 
   
  8: CHAMBER 
  The short run of stairs leading down 
  into this circular chamber is covered 
  in bits and pieces of dried gore. In 
  the center of the chamber lies an 
  apparatus composed of a maze of 
  copper 
  tubing, 
  glass 
  containers 
  filled with a bubbling green liquid 
  and 
  bronze 
  cauldrons 
  filled 
  with 
  decomposing body parts. 
   
  Searching the chamber may reveal the 
  following: 
  • A DC 20 Knowledge (arcana) reveals 
  the apparatus is distilling the 
  body parts into the green liquid. 
  • A DC 30 Knowledge (arcana) reveals 
  the green liquid is quintessence, 
  the substance the Thoon collect 
  and use to power their constructs 
  and bizarre creatures. 
  The equipment is easily destroyed and 
  the PCs suffer no ill effects for 
  doing so. 
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  Page 20 
  
   
  TROUBLESHOOTING 
  If any PC perishes in the fight here, 
  Kallisto can cast raise dead and does 
  so for free, but the PC must still 
  spend the 5,000 gp for the material 
  spell component. 
   
  If a PC is left behind or captured 
  by the Thoon, they can be recovered 
  at the end of the adventure. However, 
  a resurrection spell must be used to 
  do so. In addition, all equipment is 
  lost and the player may opt to use 
  Charity of Friends (see LGCS). 
   
  DEVELOPMENT 
  Once the PCs have entered all the 
  rooms and secured the ground floor, 
  the PCs have two options: 
  • Send a message to the main watch 
  tower where Kith’rak Rech awaits. 
  • Continue on to the other parts of 
  the citadel.  
  Regardless of the option they choose, 
  the PCs eventually succeed at gaining 
  the githyanki’s help. What happens 
  next depends on the PCs. 
  • If Encounter 6 is taking place and 
  the PCs sent a message to Rech, he 
  orders the PCs to continue to hold 
  their 
  position 
  until 
  relieved. 
  This should convince the PCs to 
  continue with the upper floors. Go 
  to Encounter 6. 
  • If Encounter 6 is not taking place, 
  Kallisto has shamed the githyanki 
  into 
  action, 
  belittling 
  their 
  honor, and they relieve the PCs. 
  Go to the Conclusion. 
   
  6: HONOR & GLORY 
  If the PCs choose the option of 
  continuing on to the other parts of 
  the citadel, they can have up to two 
  additional 
  encounters. 
  One 
  should 
  take place on the second floor and 
  another should take place on the 
  third floor. You may adjust these 
  encounters as you see fit.  
   
  If there is a time limit, such as 
  that at a convention, you should 
  consider limiting it to one combat or 
  eliminating 
  it 
  all 
  together. 
  Regardless, by continuing on, the PCs 
  are accorded honors by the githyanki 
  even if the time limit eliminates one 
  or both encounters. 
   
  Please note these encounters are 
  of an encounter level equal to the 
  APL plus 4, and thus are deadly. The 
  PCs may withdraw at any time and you 
  should let them go if they choose to 
  do so. 
   
  In addition, you as the judge have 
  to create your own descriptions for 
  the rest of the citadel. Suggestions 
  include: 
  • Officers’ quarters 
  • Bunkrooms  
  • Armory 
  • Training room 
  Since there is no need to eat, there 
  are no mess halls or anything like 
  that. Food can be found in storage 
  and would be used if the githyanki 
  are raiding another plane where it is 
  necessary to eat and drink. 
   
  The second floor is 30 feet in 
  height while the third floor is only 
  20 feet. 
   
  SECOND FLOOR 
  APL 2 (EL 6) 
  Thoon 
  Thrall 
  (3): 
  hp 
  21 
  each; 
  Appendix 1. 
   
  APL 4 (EL 8) 
  Thoon Soldier (1): hp 75; Appendix 1. 
   
  APL 6 (EL 10) 
  Thoon 
  Soldier 
  (2): 
  hp 
  75 
  each; 
  Appendix 1. 
   
  APL 8 (EL 12) 
  Thoon 
  Soldier 
  (2): 
  hp 
  75 
  each; 
  Appendix 1. 
  Thoon Disciple (1): hp 90; Appendix 
  1. 
   
  APL 10 (EL 14) 
  Thoon 
  Soldier 
  (4): 
  hp 
  75 
  each; 
  Appendix 1. 
  Thoon Disciple (2): hp 90; Appendix 
  1. 
   
  APL 12 (EL 16) 
  Thoon 
  Soldier 
  (8): 
  hp 
  75 
  each; 
  Appendix 1. 
  Thoon Disciple (4): hp 90 each; 
  Appendix 1. 
   
  * - At APL 6, the madcrafter of Thoon 
  can 
  create 
  stormclouds 
  of 
  Thoon 
  and/or scythers of Thoon. 
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  Page 21 
  
   
  THIRD FLOOR 
  APL 2 (EL 6) 
  Scyther of Thoon (1): hp 69; Appendix 
  1. 
   
  APL 4 (EL 8) 
  Shadow Flayer (1): hp 52; Appendix 1. 
   
  APL 6 (EL 10*) 
  Madcrafter of Thoon (1): hp 115; 
  Appendix 1. 
  Scyther of Thoon (*): hp 69 each; 
  Appendix 1. 
  Stormcloud of Thoon (*): hp 64 each; 
  Appendix 1. 
   
  APL 8 (EL 12*) 
  Madcrafter of Thoon (2): hp 115 each; 
  Appendix 1. 
  Scyther of Thoon (*): hp 69 each; 
  Appendix 1. 
  Stormcloud of Thoon (*): hp 64 each; 
  Appendix 1. 
   
  APL 10 (EL 14) 
  Shadow 
  Flayer 
  (3): 
  hp 
  52 
  each; 
  Appendix 1. 
  Thoon Hulk (1): hp 112; Appendix 1. 
   
  APL 12 (EL 16) 
  Thoon Hulk (3): hp 112 each; Appendix 
  1. 
   
  * - At APL 6-8, the madcrafter of 
  Thoon can create stormclouds of Thoon 
  and/or scythers of Thoon. 
   
  Tactics: 
  The 
  goal 
  of 
  the 
  Thoon 
  creatures is to kill the PCs. In all 
  cases, remember constructs are not 
  affected by mind blast. The thoon 
  creatures 
  use 
  tactics 
  similar 
  to 
  those presented earlier. In addition, 
  there are two other creatures to 
  note. 
  • Scyther of Thoon: This creature 
  attacks 
  using 
  its 
  scythes 
  to 
  inflict 
  damage. 
  If 
  there 
  are 
  multiple 
  scythers, 
  one 
  uses 
  searing light while the others 
  attack normally. If directed by a 
  madcrafter, the scyther uses its 
  dispelling touch. 
  • Madcrafter of Thoon: This creature 
  uses 
  its 
  launch 
  spawn 
  ability 
  three times in a row, damaging the 
  maximum number of PCs with acid 
  and placing it to control the 
  battlefield. Since fast healing 
  does not work on the Astral Plane, 
  it has no hesistation on losing 
  this ability. Once its spawn are 
  delivered, it supports them with 
  mind blast. 
   
  CONCLUSION 
  Determine the section(s) to read: 
  • If the PCs failed in obtaining the 
  githyanki’s help, read Failure. 
  • If the PCs went above and beyond the 
  call of duty by continuing on into 
  the citadel, read Glory and Honor 
  first and follow it with Success. 
  • If the PCs succeeded in obtaining 
  the 
  githyanki’s 
  help, 
  read 
  Success. 
   
  FAILURE 
  Your task to obtain the githyanki’s 
  help to combat the rising Dawn has 
  failed. Upon your return from the 
  Astral Plane, a message was delivered 
  to you simply stating, “Failure was 
  not an option.” 
   
  The PC receives the AR entry Failure. 
   
  GLORY AND HONOR 
  The mighty adamantine bound doors 
  open 
  to 
  reveals 
  two 
  groups 
  of 
  assembled ranks of githyanki, one to 
  either side of you, forming a path 
  between them.  
   
  The githyanki on one side swiftly 
  present their blades in mass unison 
  and 
  call 
  out, 
  “Honor!” 
  and 
  the 
  githyanki on the other side do the 
  same but call out, “Glory!” 
   
  The path where you must walk 
  between the assembled githyanki leads 
  to the far end where sitting atop her 
  throne is the lich-queen, her black, 
  desiccated body wrapped in an indigo-
  colored gown. 
   
  The PCs are presented before the 
  githyanki lich-queen who is awarding 
  them their honors. 
   
  A slender, black-and-silver diadem 
  sits atop the queen’s brow, its large 
  rubies resembling flickering eyes and 
  HIG8-01 To a Dead Queen’s Court 
   
  Page 22 
  
  in her hands rests a ruby-encrusted, 
  dragon-shaped scepter.  
   
  The 
  queen’s 
  dark 
  almost 
  crystalline eyes gaze at you before 
  she 
  speaks, 
  “For 
  your 
  service 
  rendered 
  to 
  me, 
  an 
  ancestor 
  of 
  Vlaaketh, 
  your 
  request 
  aid 
  is 
  answered. As a further reward for 
  your service, I award you these 
  medals of honor and glory.” 
   
   
  The PCs are returned to the Prime 
  Material Plane and their world. 
   
  SUCCESS 
  Your task to obtain the githyanki’s 
  help to combat the rising Dawn is 
  successful. Now with Kith’rak Rech 
  and his githwarriors from the Cruel 
  Blade you stand before the Dread 
  Mistress. 
   
  The Dread Mistress, deigning to 
  speak to you directly, says, “I am 
  pleased with your success. There is 
  another matter you must attend to. 
  You must extricate my minions and 
  Gixarytiss 
  from 
  their 
  ongoing 
  struggle with the duergar, so they 
  may join in the coming battle against 
  the Dawn.” 
   
  DEVELOPMENT 
  This regional adventure leads into 
  HIG8-i01 Battle for Dargas Mor. 
   
  THE END 
   
  HIG8-01 To a Dead Queen’s Court 
   
  Page 23 
  
  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. 
   
  INTRODUCTION: BALANCE OF SCALES 
  Defeat the fire elemental 
  APL 2  
   
   
   
  150 XP 
  APL 4  
   
   
   
  210 XP 
  APL 6  
   
   
   
  270 XP 
  APL 8  
   
   
   
  330 XP 
  APL 10  
   
   
   
  390 XP 
  APL 12  
   
   
   
  450 XP 
   
  1:DEBRIS 
  Defeat or escape from the creatures 
  APL 2  
   
   
   
   90 XP 
  APL 4  
   
   
   
  150 XP 
  APL 6  
   
   
   
  210 XP 
  APL 8  
   
   
   
  270 XP 
  APL 10  
   
   
   
  330 XP 
  APL 12  
   
   
   
  390 XP 
   
  5: THOON 
  1: Entrance 
  Defeat the creatures guarding the 
  main entrance 
  APL 2  
   
   
   
   90 XP 
  APL 4  
   
   
   
  150 XP 
  APL 6  
   
   
   
  210 XP 
  APL 8  
   
   
   
  270 XP 
  APL 10  
   
   
   
  330 XP 
  APL 12  
   
   
   
  390 XP 
   
  2: Assembly Hall 
  Defeat the creatures responding to 
  the PCs’ intrusion 
  APL 2  
   
   
   
  150 XP 
  APL 4  
   
   
   
  210 XP 
  APL 6  
   
   
   
  270 XP 
  APL 8  
   
   
   
  330 XP 
  APL 10  
   
   
   
  390 XP 
  APL 12  
   
   
   
  450 XP 
   
  6: GLORY & HONOR 
  Second Floor 
  Defeat the creatures 
  APL 2  
   
   
   
  180 XP 
  APL 4  
   
   
   
  240 XP 
  APL 6  
   
   
   
  300 XP 
  APL 8  
   
   
   
  360 XP 
  APL 10  
   
   
   
  420 XP 
  APL 12  
   
   
   
  480 XP 
   
  Third Floor 
  Defeat the creatures 
  APL 2  
   
   
   
  180 XP 
  APL 4  
   
   
   
  240 XP 
  APL 6  
   
   
   
  300 XP 
  APL 8  
   
   
   
  360 XP 
  APL 10  
   
   
   
  420 XP 
  APL 12  
   
   
   
  480 XP 
   
  STORY AWARD 
  Objective(s) 
  met: 
  Succeeded 
  in 
  obtaining the githyanki’s help. 
  APL 2  
   
   
   
   45 XP 
  APL 4  
   
   
   
   90 XP 
  APL 6  
   
   
   
  135 XP 
  APL 8  
   
   
   
  180 XP 
  APL 10  
   
   
   
  225 XP 
  APL 12  
   
   
   
  270 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 2  
   
   
   
   45 XP 
  APL 4  
   
   
   
   45 XP 
  APL 6  
   
   
   
   45 XP 
  APL 8  
   
   
   
   45 XP 
  APL 10  
   
   
   
   45 XP 
  APL 12  
   
   
   
   45 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 2  
   
   
   
   960 XP 
  APL 4  
   
   
   
  1365 XP 
  APL 6  
   
   
   
  1770 XP 
  APL 8  
   
   
   
  2175 XP 
  APL 10  
   
   
   
  2580 XP 
  APL 12  
   
   
   
  2985 XP 
   
  MAXIMUM POSSIBLE EXPERIENCE: 
  APL 2  
   
   
   
   450 XP 
  APL 4  
   
   
   
   675 XP 
  APL 6  
   
   
   
   900 XP 
  APL 8  
   
   
   
  1125 XP 
  APL 10  
   
   
   
  1350 XP 
  APL 12  
   
   
   
  1575 XP 
   
  HIG8-01 To a Dead Queen’s Court 
   
  Page 24 
  
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter treasure, usually finding 
  it in the possession of their foes. 
  Every 
  encounter 
  that 
  features 
  treasure has a “treasure” section 
  within 
  the 
  encounter 
  description, 
  giving information about the loot, 
  coins, and magic items that make up 
  the encounter’s treasure. 
   
  The loot total is the number of 
  gold pieces each character gains if 
  the foes are plundered of all their 
  earthly 
  possessions. 
  Looting 
  the 
  bodies takes at least 10 minutes per 
  every 
  5 
  enemies, 
  and 
  if 
  the 
  characters cannot take the time to 
  loot the bodies, they do not gain 
  this 
  gold. 
  If 
  you 
  feel 
  it 
  is 
  reasonable that characters can go 
  back to loot the bodies, and those 
  bodies are there (i.e., not carted 
  off by dungeon scavengers, removed 
  from the scene by the local watch, 
  and so on), characters may return to 
  retrieve loot. If the characters do 
  not loot the body, the gold piece 
  value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of 
  gold pieces each character gains if 
  they take the coin available. A 
  normal adventuring party can usually 
  gather this wealth in a round or so. 
  If for some reason, they pass up this 
  treasure, 
  the 
  coin 
  total 
  is 
  subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. 
  Magic item treasure is the hardest to 
  adjudicate, because they are varied 
  and because characters may want to 
  use them during the 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. 
   
  INTRODUCTION 
  APL 2: Coin 450 gp; Total 450 gp. 
  APL 4: Coin 675 gp; Total 675 gp. 
  APL 6: Coin 900 gp; Total 900 gp. 
  APL 8: Coin 1125 gp; Total 1125 gp. 
  APL 10: Coin 1350 gp; Total 1350 gp. 
  APL 12: Coin 1575 gp; Total 1575 gp. 
   
  TOTAL POSSIBLE TREASURE 
  APL 2: Coin 450 gp; Total 450 gp. 
  APL 4: Coin 675 gp; Total 675 gp. 
  APL 6: Coin 900 gp; Total 900 gp. 
  APL 8: Coin 1125 gp; Total 1125 gp. 
  APL 10: Coin 1350 gp; Total 1350 gp. 
  APL 12: Coin 1575 gp; Total 1575 gp. 
   
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  ADVENTURE RECORD 
  Astral Arms: For your time spent in 
  Tu’narath you receive access to these 
  weapon 
  enhancements: 
  bloodfeeding; 
  bloodstone; shattermantle. 
   
  Astral Armor: For your time spent in 
  Tu’narath you receive access to these 
  armor 
  and 
  shield 
  enhancements: 
  blurring; healing; mindarmor. 
   
  Astral Key: You may purchase for 25 
  gp a small, forked metal rod keyed to 
  the Astral Plane to use with the 
  spell plane shift. 
   
  Astral Study: For your time spent in 
  Tu’narath you receive access to these 
  spells: 
  death’s 
  call; 
  incendiary 
  slime; karmic aura; karmic backlash; 
  true casting. 
   
  Astral Training: For your time spent 
  on the Astral Plane you receive 
  access to the prestige class Astral 
  Dancer 
  (Planar 
  Handbook; 
  Soulwarp 
  Strike and Decisive Strike alternate 
  class feature for monks (Complete 
  Mage). 
   
  Devoted: PCs devoted to the Green and 
  White change their magic item access 
  from adventure to regional. 
   
  Disrespectful: You were disrespectful 
  to the Dread Mistress and for this 
  offense you are now subject to the 
  Balance of Scales. 
   
  Failure: You failed in your mission 
  to obtain githyanki help and for this 
  you are now subject to the Balance of 
  Scales. 
   
  Glory & Honor: You are awarded a 
  medal of glory and honor by the 
  githyanki 
  lich-queen 
  herself. 
  By 
  revealing you have this medal, you 
  receive a +10 circumstance bonus to a 
  Diplomacy or Intimidate check with 
  githyanki loyal to her. Conversely 
  you receive a -10 circumstance bonus 
  for githyanki not loyal to her and 
  githerzai are automatically hostile 
  to you. You also receive access to 
  purchase a githborn talisman (MIC). 
   
  ITEMS FOUND DURING THE ADVENTURE 
  All APLs: 
  • Mask of Mental Armor (Adventure; 
  MIC) 
  • Amulet of Teamwork (Adventure; MIC) 
  • Robe of Retaliation (Adventure; MIC) 
  • Gauntlets of Energy Transformation 
  (Adventure; MIC) 
  • Belt of Growth (Adventure; MIC) 
  • Steadfast Boots (Adventure; MIC) 
  • Helm of Battle (Adventure; MIC) 
  • Cape of the Viper (Adventure; MIC) 
  • Bracers of Opportunity (Adventure; 
  MIC) 
  • Ring of Adamantine Touch (Adventure; 
  MIC) 
  • Ring of Piercing Spells (Adventure; 
  MIC) 
  • Incense of Concentration (Adventure; 
  MIC) 
  • Talisman 
  of 
  Undying 
  Fortitude 
  (Adventure; MIC) 
  • Banner 
  of 
  the 
  Storm’s 
  Eye 
  (Adventure; MIC) 
   
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  APPENDIX 1: ALL APLS 
  T H O O N  T HRALL  
   
   
  CR  3 
  Thoon thrall githyanki warrior 1 
  LE Medium monstrous humanoid 
  Init +6; Senses darkvision 60 ft.; Listen +0, Spot +2 
  Languages Common, draconic, githyanki  
  AC 18, touch 11, flat-footed 16  
   
  (+2 Dex, +5 armor, +1 natural) 
  hp 21 (3 HD); dormancy; overdrive healing 5; immolate 
  SR 8 
  Fort +5, Ref +5, Will +0 
  Speed 30 ft. in full plate (6 squares), base movement 40 ft. 
  Melee mw greatsword +9 (2d6+9) or 
  Range composite longbow (+1 Str) +5 (1d8+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Spell-Like Abilities (CL 1st): 
   
  3/day—daze (DC 7), mage hand 
  Abilities Str 19, Dex 15, Con 16, Int 10, Wis 5, Cha 4  
  SQ dormancy, immolate, overdrive healing, spell-like abilities 
  Feats Improved Initiative, Weapon Focus (greatsword)  
  Skills Craft (armorsmithing or weaponsmithing) +2 Intimidate -1, Spot +2 
  Possessions breastplate, composite longbow (+1 Str) with 20 arrows, mw greatsword 
  Dormancy (Ex) A Thoon thrall spends most of its time in a dormant state. When it is dormant, a Thoon thrall’s 
  overdrive healing does not function, and the thrall does not move at full speed. It appears exactly as it did before a 
  Thoon infiltrator turned it into a Thoon thrall. 
   
  As a full-round action, a Thoon thrall can end its dormancy. Throbbing, veinlike growths emerge from its skin, and 
  the thrall’s true nature becomes apparent. If a Thoon infiltrator is within 100 feet, a Thoon thrall can end its 
  dormancy as a swift action. 
   
  Once a Thoon thrall ends its dormancy, it cannot return to a dormant state. Due to overdrive healing, a Thoon 
  thrall cannot survive out of dormancy for long. 
  Thrall to Thoon Infiltrator (Ex) A Thoon thrall responds to the commands of the nearest Thoon infiltrator as if 
  dominated, with no save allowed. 
  Overdrive Healing (Su) This ability works like fast healing 5, but a Thrall can gain hit points beyond its full normal hit 
  points as temporary hit points. A thrall’s skin begins to blister and swell when this happens, and the thrall grows 
  visibly larger. Once its temporary hit points equal or exceed its full normal hit points, a Thoon thrall must make a 
  save every round or explode (see below).  
  Immolate (Su) When a Thoon thrall is fully healed and has temporary hit points equal to or greater than its full normal 
  hit points, it might explode, its body unable to contain the energy within. T the end of its turn, if a Thoon thrall’s 
  temporary hit points equal or exceed its full hit points, it must succeed on a DC 11 Fortitude save. If it fails, it 
  explodes, dealing 3d6 points of fire damage to all creatures within a 10-foot radius burst, plus an extra 1d6 points 
  of fire damage for each Thoon infiltratior and additional Thoon thrall within 30 feet (Reflex DC 11 half). The 
  explosion kills the Thoon thrall. 
   
  A thoon thrall can voluntarily fail this save, but it does so only a direct order from a Thoon infiltrator. 
  Physical Description: Purple veins pop out from the person’s skin as he—or perhaps it—gazes at you, wild-eyed. 
   
   
  
   
  S T O R M C L O U D  O F  T H O O N  
   
  CR  5 
  NE Medium construct 
  Init +2; Senses darkvision 60 ft.; illumination, low-light vision, tremorsense 60 ft. (see below); Listen +7, Spot +7 
  Languages Undercommon, telepathy 100 ft.  
  AC 17, touch 12, flat-footed 15  
   
  (+2 Dex, +5 natural) 
  hp 64 (8 HD); natural healing 
  Immune acid, construct immunities 
  Fort +2, Ref +8, Will +9 
  Speed 30 ft. (6 squares), base movement 30 ft.; fly 10 ft. (perfect), swim 20 ft.; leviate movement 
  Melee 4 tentacles +8 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Combat Reflexes 
  Special Actions lightning bolt (5d6; DC 12; see below) 
  Spell-Like Abilities (CL 5th): 
   
  At will—detect magic 
   
  3/day—shield 
  Abilities Str 13, Dex 14, Con —, Int 5, Wis 16, Cha 9  
  SQ construct traits, spell-like abilities 
  Feats Combat Reflexes, Sense Quintessence, Weapon Focus (tentacle)  
  Skills Listen +7, Search +0, Spot +7, Swim +9 
  Illumination The glowing eyes of a stormcloud of Thon shed light in a 60-foot cone and provide shadowy illumination 
  in a 120-foot cone. A stormcloud of Thoon can close its eyes and eliminate the illumination, but doing so leaves it 
  blind. 
  Tremorsense (Ex) A stormcloud of Thoon must bury one of its tentacles a few inches under the ground for 
  tremorsense to function. Doing so is a swift action, but a stormcloud loses tremorsense if it moves out of the 
  square in which it set the tentacle. 
  Natural Healing (Ex) Unlike most constructs, a stormcloud of Thoon is capable of natural healing, albeit very slowly. 
  A stormcloud of Thoon heals 1 hit point for every 8 hours it remains motionless. 
  Levitative Movement (Ex) Even when the creature uses its land speed, the body of a stormcloud of Thoon is actually 
  floating about 5 feet off the ground, propelled by an unseen force. A stormcloud of Thoon’s tentacles do not need 
  to touch the ground when moving and the creature is unaffected by difficult or hazardous terrain. 
  Lightning Bolt (Sp) As the lightning bolt spell; at will; DC 12; caster level 5th. A stormcloud of Thoon must tap into its 
  quintessence reserves to use this ability, causing it to take 10 points of damage whenever it does so. 
  Skills A stormcloud of Thoon has a +8 racial bonus on any Swim check to perform some special action or avoid a 
  hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. It can use 
  the run action when swimming, provided it swims in a straight line. 
  Physical Description: This floating metal egg has an array of tentacles hanging from its underside, many of which 
  have sharp blades or grasping claws at the end. Eyelike spots near the front glow with malign intelligence. 
   
   
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  S C Y T H E R  O F  T H O O N 
   
   
  CR  6 
  N Medium Construct 
  Init +2; Senses darkvision 60 ft.; illumination, low-light vision; Listen +1, Spot +1 
  Languages understands telepathic commands  
  AC 18, touch 12, flat-footed 16  
   
  (+2 Dex, +6 natural) 
  hp 69 (9 HD); natural healing 
  Immune acid, construct immunities 
  Resist electricity 10 
  Fort +3, Ref +5, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee 2 mw scythes +11 (2d4+6/x4)  
  Ranged searing light +8 touch (damage varies; see below) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Special Actions dispelling touch 
  Abilities Str 18, Dex 14, Con —, Int —, Wis 13, Cha 5  
  SQ dispelling touch, searing light 
  Feats —  
  Skills Listen +1, Spot +1 
  Illumination As long as at least two other scythers of Thoon are within 30 feet, the glowing eyes of a scyther shed 
  light in a 60-foot cone and provide shadowy illumination in a 120-foot cone. A scyther of Thoon can close its eyes 
  to douse the illumination, but doing so leaves it blind. 
   
  A scyther of thoon that has only one other scyther of Thoon within range still has glowing eyes, but those eyes 
  provide only a 20-foot radius of bright illumination and a 40-foot radius of shadowy illumination.  
   
  A scyther of Thoon by itself has faintly glowing eyes that provide shadowy illumination in a 5-foot radius. 
  Natural Healing (Ex) A scyther of Thoon is capable of natural healing, albeit very slowly. A scyther of Thoon heals 1 
  hit point for every 8 hours it remains motionless. 
  Searing Light (Sp) A scyther of Thoon can focus its glowing eyes to emit a damaging beam of light that functions as 
  a searing light spell; at will; +8 ranged touch; caster level 6th. Unlike the spell, a scyther of Thoon’s searing light 
  deals an extra 1d8 points of damage for each scyther of Thoon within 30 feet (maximum 5d8), including the scyther 
  emitting the searing light. 
   
  After one scyther of Thoon has used searing light, the glowing eyes of any others within 30 feet dim briefly, and 
  none of those creatures can use searing light during the same round.  
  Dispelling Touch (Su) With a successful melee touch attack, a scyther of Thoon can wipe away spells and magical 
  effects. This ability functions as a targeted dispel magic spell (caster level 6th). Against each ongoing spell 
  currently effect on the object or creature touched, a scyther makes a dispel check at +6 against a DC of 11 + the 
  spell’s caster level. 
   
  Each time a scyther of Thoon uses dispelling touch, it takes 10 points of damage. 
  Physical Description: Before you is a silvery automaton with four arms, perfectly constructed to wield the two wicked-
  looking scythes it carries. Its eyes glow as they cast forth beams of illumination. It crouches as if preparing to 
  attack. 
   
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  T H O O N  S O L D I E R  
   
   
  CR  8 
  N Medium construct 
  Init +3; Senses darkvision 60 ft.; low-light vision;  Listen +1, Spot +1 
  Languages speaks specific Undercommon; understands telepathic commands  
  AC 20, touch 13, flat-footed 17  
   
  (+3 Dex, +7 natural) 
  hp 75 (10 HD) 
  Immune construct immunities 
  Resist fire 10 
  Fort +3, Ref +6, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee 2 arm axes +14 each (1d8+7/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +14 
  Atk Options depends on aspect (see below) 
  Special Actions aspect of bloody slaughter, aspect of the fiery sun, aspect of the impervious tower, aspect 
  of the ravenous horde, aspect of the death blossom 
  Abilities Str 25, Dex 16, Con —, Int —, Wis 12, Cha 5  
  SQ construct traits 
  Feats —  
  Skills Listen +1, Spot +1 
  Aspect of Bloody Slaughter (Ex) By expending a swift action and taking 5 points of damage, a Thoon 
  soldier can reconfigure its limbs to deal damage to multiple adjacent foes. When in this aspect, a Thoon 
  soldier can make a Whirlwind Attack (as the feat) with its arm-blades as a full-round action, and it can 
  make attacks of opportunity as if it had the Combat Reflexes feat. A Thoon soldier can have only one 
  aspect active at a time. When adopting this aspect, a Thoon soldier says in Undercommon, “Slaughter for 
  Thoon!” 
  Aspect of the Fiery Sun (Ex) By expending a swift action and taking 5 points of damage, a Thoon soldier 
  can quintessence from its body, creating heat. The Thoon soldier’s melee attacks deal an extra 2d6 
  points of fire damage, and creatures that hit it with a natural weapon or a non-reach melee weapon take 
  1d6 points of fire damage. A Thoon soldier can have only one aspect active at a time. When adopting this 
  aspect, a Thoon soldier says in Undercommon, “All will burn for Thoon!” 
  Aspect of the Impervious Tower (Ex) By expending a swift action and taking 5 points of damage, a Thoon 
  soldier can extrude extra armor plates and bolster its magical defenses. When using this aspect, a Thoon 
  soldier gains a +4 resistance bonus on saving throws and a +4 deflection bonus to AC. A Thoon soldier 
  can have only one aspect active at a time. When adopting this aspect, a Thoon soldier says in 
  Undercommon, “Stand and fight! Thoon is Thoon!” 
  Aspect of the Ravenous Horde (Ex) By expending a swift action and taking 5 points of damage, a Thoon 
  soldier can reconfigure its lower limbs for greater speed and maneuverability. When in this aspect, a 
  Thoon soldier’s speed increases to 40 feet, and it can make a melee attack in the middle of its move as if 
  it had the Spring Attack feat. A Thoon soldier can have only one aspect active at a time. When adopting 
  this aspect, a Thoon soldier says in Undercommon, “Walk with Thoon!” 
  Aspect of the Death Blossom (Ex) A Thoon soldier has one final mode it enters if it starts its turn with 
  between 5 and 20 hit points left. By expending a swift action and taking 5 points of damage, a Thoon 
  soldier can reconfigure its body to explode when destroyed. If destroyed when it the aspect of the death 
  blossom, a Thoon soldier deals 8d6 points of fire damage to all creatures within 40-foot-radius burst 
  (Reflex DC 15 half). A Thoon soldier can have only one aspect active at a time. When adopting this 
  aspect, a Thoon soldier says in Undercommon, “Death blossoms in the name of Thoon! Thoon! Thoon!” A 
  Thoon soldier does not change out of the aspect of the death blossom until it is fully healed. The save DC 
  is Constitution-based. 
  Physical Description: This biped is covered with armor plates, yet it moves with a sinuous quality. With a 
  liquid, bubbling sound, it extrudes claws and axe-blades from its arms. 
   
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  S H AD O W  F L AY E R   
   
   
  CR  8 
  NE Medium aberration 
  Init +7; Senses darkvision 60 ft.; Listen +10, Spot +10 
  Languages Undercommon, telepathy 100 ft.  
  AC 16, touch 13, flat-footed 13  
   
  (+3 Dex, +3 natural) 
  hp 52 (8 HD) 
  SR 25 
  Fort +4, Ref +5, Will +8 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee 4 tentacles +9 (1d4+1) or 
  Melee mw spear +10 (1d8+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Quick Draw, improved grab, poison (DC 17, 1 Str drain/2d6 Str) 
  Special Actions extract, mind blast, shadowcloak 
  Spell-Like Abilities (CL 8th): 
   
  At will—detect thoughts (DC 14), plane shift 
  Abilities Str 12, Dex 16, Con 14, Int 19, Wis 15, Cha 15  
  SA extract, improved grab, mind blast, shadowcloak, spell-like abilities 
  SQ poison use 
  Feats Improved Initiative, Quick Draw, Weapon Finesse  
  Skills Bluff +10, Concentration +12, Diplomacy +7, Disguise +2 (+4 acting), Hide +13, Intimidate +4, 
  Knowledge (the planes) +10, Listen +10, Move Silently +13, Sense Motive +7, Spot +10, Survival +2 (+4 
  on other planes) 
  Possessions mw spear, 4 mw daggers (each poisoned with shadow essence) 
  Improved Grab (Ex) To use this ability, a shadow flayer must hit a creature of up to Large size with a 
  tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of 
  opportunity. 
   
  If it wins the grapple check, it establishes a hold and attaches a tentacle to the opponent’s head. A 
  shadow flayer can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a 
  shadow flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles 
  with a single grapple check. The opponent can escape with a single successful grapple check or Escape 
  Artist check, but the shadow flayer gets a +2 circumstance bonus for every tentacle that was attached at 
  the beginning of the opponent’s turn. 
  Extract (Ex) If a shadow flayer begins its turn with all four tentacles attached to its opponent and makes a 
  successful grapple check, it extracts that opponent’s brain, instantly killing that creature. Constructs, 
  elementals, oozes, plants, and undead are immune. 
  Mind Blast (Su) 60-foot cone, stun for 3d4 rounds, Will DC 16 negates 
  Shadow Cloak (Su) A shadow flayer can draw on its own inner stores of quintessence to briefly become 
  invisible. By expending a swift action and taking 5 points of damage, a shadow flayer becomes invisible 
  for 1 round. Unlike with the invisibility spell, shadowcloak does not end when a shadow flayer attacks. 
  Poison Use (Ex) A shadow flayer is skilled in the use of poison and never risks accidentally poisoning itself 
  when applying poison to a weapon. 
  Physical Description: In the shadows, you see a creature with jet-black skin. Four tentacles extend from its 
  face, and two milky white eyes stare forth from the darkness of its form. 
   
   
   
   
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  M AD C R AF T E R  O F  T H O O N  
   
  CR  10 
  NE Huge aberration 
  Init +4; Senses darkvision 60 ft.; Listen +17, Spot +17 
  Languages Undercommon, telepathy 100 ft.  
  AC 20, touch 8, flat-footed 20  
   
  (-2 Size, +12 natural) 
  hp 125 (10 HD); fast healing 5 
  Immune acid 
  Fort +11, Ref +3, Will +9 
  Speed 20 ft. (4 squares), base movement 20 ft. 
  Melee bite +16 (2d8+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +7; Grp +25 
  Special Actions launch spawn, mind blast 
  Spell-Like Abilities (CL 10th): 
   
  At will—detect magic 
  Abilities Str 30, Dex 10, Con 26, Int 19, Wis 15, Cha 13  
  SQ launch spawn, mind blast, spell-like abilities 
  Feats Alertness, Improved Initiative, Sense Quintessence, Weapon Focus (bite) 
  Skills Concentration +21, Intimidate +14, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +17, 
  Spot +17, Survival +2 (+4 on other planes) 
  Launch Spawn (Su)  A madcrafter of Thoon usually takes a full day to give birth to a stormcloud of Thoon 
  or a scyther of Thoon. When threatened, however, it can create constructs far more rapidly, then expel 
  them in globules of caustic spittle. Once per round, as a swift action, a madcrafter of Thoon can spit a 
  stormcloud of Thoon or a scyther of Thoon into any unoccupied square within 60 feet. 
   
  The caustic birthing fluid that surrounds the new construct covers the square the construct lands in and 
  all adjacent squares. Creatures in those squares take 6d6 points of acid damage (Reflex DC 23 half). For 
  1 minute afterward, any creature that steps in a square covered by acid takes 3d6 points of acid damage. 
   
  A typical madcrafter of Thoon has enough stored quintessence to safely use its launch spawn ability 
  twice per day. If it uses launch spawn a third time, it loses its fast healing ability for the rest of the day. 
  The fourth and subsequent times it uses launch spawn, it takes 20 points of damage. 
  Mind Blast (Su) 60-foot cone, stun for 3d4 rounds, Will DC 15 negates. Unlike its mind flayer cousins, a 
  madcrafter of Thoon can use mind blast only three times per day.  
  Physical Description: This immense slug-like creature has a mane of canisters, each containing a green, 
  glowing fluid. The front of its body seems like it is all mouth—a maw dripping with spittle. 
   
  
  T H O O N  D I S CI P LE  
   
   
  CR 10 
  Mind flayer cleric 4 
  NE Medium aberration 
  Init +5; Senses darkvision 60 ft.; Listen +13, Spot +13 
  Aura evil 
  Languages Undercommon, telepathy 100 ft.  
  AC 23, touch 11, flat-footed 22  
   
  (+1 Dex, +9 armor, +3 natural) 
  hp 90 (12 HD) 
  SR 25 
  Fort +9, Ref +4, Will +15 
  Speed 20 ft. in full plate (4 squares), base movement 30 ft. 
  Melee 4 tentacles +11 (1d4+1) or 
  Melee +1 heavy flail +12/+7 (1d10+2/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10 
  Atk Options Improved Disarm, improved grab 
  Special Actions extract, mind blast, rebuke undead 7/day (+6, 2d6+8, 4th) 
  Class Spells Prepared (CL 4th): 
  2nd—cure moderate wounds, hold person (2) (DC 17), spiritual weaponD 
  1st—cure light wounds, divine favor, protection from goodD, shield of faith (2) 
  0—cure minor wounds, detect magic (3), light 
  D: Domain spell. Deity: Thoon. Domains: Evil, War  
  Spell-Like Abilities (CL 8th): 
   
  At will—charm monster (DC 18), detect thoughts (DC 16), levitate, plane shift, suggestion (DC 17) 
  Abilities Str 12, Dex 12, Con 16, Int 20, Wis 21, Cha 19  
  SQ extract, improved grab, mind blast, spell-like abilities, spells 
  Feats Ability Focus (mind blast), Combat Casting, Combat Expertise, Improved Disarm, Improved Initiative, 
  Martial Weapon Proficiency (heavy flail), Weapon Focus (heavy flail)  
  Skills Bluff +14, Concentration +19, Diplomacy +15, Disguise +4 (+6 acting), Hide +4, Intimidate +10, 
  Knowledge (religion) +15, Knowledge (the planes) +13, Listen +13, Move Silently +4, Sense Motive +9, 
  Spellcraft +20, Spot +13 
  Possessions +1 full plate, +1 heavy flail 
  Improved Grab (Ex) To use this ability, a Thoon disciple must hit a creature of up to Large size with a 
  tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of 
  opportunity. 
   
  If it wins the grapple check, it establishes a hold and attaches a tentacle to the opponent’s head. A 
  Thoon disciple can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a 
  Thoon disciple begins its turn with at least one tentacle attached, it can try to attach its remaining 
  tentacles with a single grapple check. The opponent can escape with a single successful grapple check or 
  Escape Artist check, but the Thoon disciple gets a +2 circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
  Extract (Ex) If a Thoon disciple begins its turn with all four tentacles attached to its opponent and makes a 
  successful grapple check, it extracts that opponent’s brain, instantly killing that creature. Constructs, 
  elementals, oozes, plants, and undead are immune. 
  Mind Blast (Su) 60-foot cone, stun for 3d4 rounds, Will DC 20 negates  
  Physical Description: This human-shaped creature has an octopus-like head with four lashing tentacles. It is 
  clad in ornate, heavy armor and wields a flail. 
   
   
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  T H O O N  H ULK 
   
   
   
  CR 13 
  NE Large Construct 
  Init +1; Senses darkvision 60 ft.; low-light vision;  Listen +4, Spot +4 
  Languages understands telepathic commands  
  AC 26, touch 14, flat-footed 25; deflection shield  
   
  (-1 Size, +1 Dex, +4 deflection, +12 natural) 
  hp 112 (15 HD) 
  Immune construct immunities 
  Resist acid 20, cold 20, electricity 20, fire 20, sonic 20 
  Fort +5, Ref +6, Will +9; defense overdrive 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Melee 2 arm-axes +18 each (1d12+8) and  
   
  4 tentacles +13 each (1d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +23 
  Atk Options critical knockback, improved grab 
  Special Actions attack overdrive, extract 
  Abilities Str 27, Dex 13, Con —, Int —, Wis 18, Cha 10  
  SQ attack overdrive, defense overdrive, extract, improved grab 
  Feats — 
  Skills Listen +4, Spot +4 
  Attack Overdrive (Ex) As a swift action, a Thoon hulk can gain a +2 bonus on attack rolls and damage rolls 
  for 1 round. Using this ability deals 10 points of damage to the Thoon hulk. If a Thoon hulk uses this 
  ability, its defensive overdrive ends immediately. 
  Deflection Shield (Su) A Thoon hulk has a force screen around it all times, granting it a +4 deflection bonus 
  to AC. 
  Defensive Overdrive (Su) As an immediate action, a Thoon hulk can gain a +2 bonus on saving throws for 
  1 round. Using this ability deals 10 points of damage to the Thoon hulk. If a Thoon hulk uses this ability, 
  its attack overdrive ends immediately. 
  Critical Knockback (Ex) If a Thoon hulk threatens a critical hit with its arm-axes, its target flies back 10 feet 
  in a straight line away from the Thoon hulk, landing prone. The Thoon hulk chooses the path, but that 
  path must be away from the Thoon hulk in as direct a path as possible. Intervening obstacles shorten or 
  prevent the knockback.  
  Improved Grab (Ex) To use this ability, a Thoon hulk must hit a creature of up to Huge size with a tentacle 
  attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. 
   
  If it wins the grapple check, it establishes a hold and attaches a tentacle to the opponent’s head. A 
  Thoon hulk can grab a Gargantuan or larger creature, but only if it can somehow reach the foe’s head. If a 
  Thoon disciple begins its turn with at least one tentacle attached, it can try to attach its remaining 
  tentacles with a single grapple check. The opponent can escape with a single successful grapple check or 
  Escape Artist check, but the Thoon disciple gets a +2 circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
  Extract (Ex) If a Thoon hulk begins its turn with all four tentacles attached to its opponent and makes a 
  successful grapple check, it extracts that opponent’s brain instantly killing that creature. Constructs, 
  elementals, oozes, plants and undead are immune. 
  Physical Description: This amalgamation of rubbery flesh and artificial parts has heavy axelike blades 
  instead of hands and twisted, slimy tentacles covering the lower half of its face. 
   
   
   
   
   
   
   
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  SENSE QUINTESSENCE 
  You 
  are 
  capable 
  of 
  discerning 
  sources of quintessence, a magic 
  substance precious to Thoon. 
   
  Prerequisites: Detect magic (as a 
  spell 
  or 
  spell-like 
  ability), 
  affiliation with Thoon. 
   
  Benefit: When you use detect 
  magic, 
  you 
  also 
  detect 
  any 
  quantities of quintessence within 
  the spell’s area. 
   
  The 
  amount 
  of 
  information 
  revealed depends on how long you 
  study a particular area or subject. 
   
  1st Round: Presence or absence of 
  quintessence. 
   
  2nd Round: Number of different 
  quintessence sources, and the size 
  and potency (moderate or strong) of 
  the 
  most 
  powerful 
  quintessence 
  source. 
   
  3rd 
  Round: 
  The 
  location 
  and 
  potency of each quintessence source. 
   
   
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  APPENDIX 3: DM AID #1: ASTRAL PLANE 
  MOVEMENT AND COMBAT  
  The Astral Plane’s lack of gravity makes it a tricky place to get around in. 
  Most of the plane’s inhabitants move by merely thinking themselves in a 
  particular direction. This is akin to flight with perfect maneuverability and 
  a maximum speed of 10 feet per point of Intelligence. When one is maneuvering 
  through astral space, “up” and “down” are determined solely by the traveler’s 
  orientation down is beyond your feet, and up is above your head), Unlike 
  normal flying, climbs and dives on the Astral Plane don’t change a character’s 
  speed, and there’s no minimum speed to avoid a stall.  
   
  An astral character may double move, but his maneuverability drops to 
  average. An astral character may move at four times his speed (effectively 
  running), but maneuverability drops to clumsy.  
   
  Individuals with an Intelligence of 0 or without a listed Intelligence 
  score (golems, for example) can move very slowly, and then only by pushing off 
  other solid objects. Their maximum speed is 10 feet, and they cannot double 
  move or run. If they are somehow grounded by localized gravity and able to 
  walk, they move normally.  
   
  Distances are deceptive on the Astral Plane, and maps are almost completely 
  useless in the hazy expanse. The time it takes an individual or a group of 
  individuals to reach a particular part of the Astral Plane depends on how 
  familiar the travelers are with that area.  
   
  Travelers on the Astral Plane suffer no movement penalty for armor or 
  weight, but they can carry no more than a heavy load while moving.  
  Movement through the Astral Plane is silent.  
   
  Astral Combat  
  The Astral Plane has no gravity, so attackers may approach from all sides. 
  (See the Combat in Three Dimensions side-bar in Chapter 1.)  
   
  And without gravity or anything else to affect it, an arrow can effectively 
  fly forever. The penalty for each range increment beyond the first is -1 
  instead of -2. There is no maximum range, except the limit of the attacker’s 
  vision.  
   
  The Astral Plane has the timeless trait with respect to such things as 
  poison and disease, so a poisoned wizard on the Astral Plane would be 
  unaffected until she moves to another plane. A traveler in astral form would 
  not be affected at all, because damage taken by the astral form isn’t 
  transferred back to the original body on another plane. The Astral Plane is 
  also timeless with regard to natural healing, so only magical healing works.  
   
  Travelers on the Astral Plane suffer no penalties to speed for armor or 
  encumbrance. Armor check penalties and arcane spell failure chances still 
  apply, however.  
   
  Source: Manual of the Planes p.49-50 
   
   
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  DM AID #2: GITHYANKI ON THE ASTRAL PLANE  
  The githyanki live on the Astral Plane in cities, fortresses, and citadels. 
  The largest cities are built upon nameless and forgotten dead deities, where 
  deific flesh has given way to simple stone.  
   
  Compared to the communities of most other races, githyanki communities are 
  very militaristic in nature. Though they do not live in barracks, their homes 
  arid businesses are arranged according to the rank and standing of each 
  individual or training group. Githyanki do not arrange themselves into 
  families, but instead identify themselves by the training groups they belong 
  to. Training is one of the most important githyanki values, and it rarely 
  ceases. Each githyanki strives to excel over his or her companions.  
   
  Training centers, magical and psionic laboratories, libraries, and practice 
  fields are the most frequented portions of any githyanki community.  
   
  Tu’narath: Tu’narath is the largest and greatest githyanki city. It is 
  built upon the body of a deity that had been dead for eons when the githyanki 
  first came to the Astral Plane. Subjective directional gravity holds sway 
  within 200 feet of the stony form, allowing the city’s inhabitants to walk 
  around normally.  
   
  Tu’narath boasts a githyanki population of about 100,000. The city is also 
  cosmopolitan enough to host other races in their own quarters: bariaurs, 
  humans, and a few fiendish races. The leader of all githyanki, the lichqueen, 
  dwells here rarely leaving the inner sanctum of her gigantic palace. The 
  palace is carved from what may have been the forehead of the gargantuan dead 
  deity upon which Tu’narath is nestled. It is by far the highest and broadest 
  structure in all ofTu’narath.  
   
  The Lich-Queen: The current ruler of the githyanki race, Vlaakith the lich-
  queen, has ruled supreme for over a thousand years. She has her lichdom to 
  thank for her longevity. She has no heirs and is unlikely to produce any. 
  However, she has no intention of ever relinquishing her rule, so heirs are 
  unnecessary.  
   
  Hideous in appearance, the lich-queen resembles an aged, blackened corpse 
  with smoldering emerald eyes. She prefers long purple robes trimmed in gold 
  and embroidered with precious gems. An elaborate headdress of gold and rubies 
  and a dragon-headed scepter encrusted with yet more rubies are her badges of 
  office. The scepter was given to Vlaakith by Tiamat’s red consort, Ephelemon. 
  It is possible the scepter is the physical representation of the truce between 
  red dragons and girhyanki.  
   
  The githyanki revere the lich-queen as the stepmother of their race, and 
  few would ever gainsay her. To them, her word is truth. Despite this, the 
  lich-queen jealously guards her position. She devours the life essence of any 
  githyanki who gains more than sixteen character levels. This act both 
  nourishes her own undead spirit and eliminates future rivals.  
   
  Githyanki Astral Ships: The githyanki possess special item creation feats 
  that enable them to create their famed astral ships. Each ship is difficult to 
  create, requiring years of work. Small communities have access to a handful, 
  though large fortress-cities such as Tu’narath have a fleet, some of which are 
  used for trade.  
   
  Astral ships vary in size from small skiffs to galleon- sized craft, all of 
  which look something like terrestrial keelboats. Most are equipped with 
  harpoons and ballistae, and the largest astral ships even possess catapults. 
  Astral ships can ram other ships and creatures larger and up to two size 
  categories smaller than themselves.  
   
  Source: Manual of the Planes p.51-53 
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  DM AID #3: THOON LORE 
  The Knowledge (dungeoneering or religion) checks concerning the Thoon are 
  compiled in this aid. Refer to this when the PCs make their checks. 
   
  Characters that have ranks in Knowledge (dungeoneering) or in one case 
  Knowledge (religion) can learn more about the various Thoon creatures. When a 
  character makes a successful skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  THOON DISCIPLE LORE 
  Knowledge (dungeoneering) 
  • 25: Thoon disciples are mind flayer war priests that wade into battle 
  wearing heavy armor and swing massive flails. 
  • 30: Thoon disciples are not offensive spellcasters. They use their divine 
  magic for emergency healing or to augment their defenses. 
  • 35: Thoon disciples are clerics with the Evil and War domains. They do not 
  worship a god, necessarily, just a mysterious force called “Thoon.” 
  Knowledge (religion) 
  • 25: Thoon disciples worship a force—maybe a god, maybe not—called Thoon. 
  Some explorers have found shrines to Thoon, consisting of plain altars with 
  smashed, ruined treasure all around them. 
  • 30: Whatever Thoon is, it lies in a place beyond the planes call the Far 
  Realms. 
   
  SHADOW FLAYER LORE 
  Knowledge (dungeoneering) 
  • 18: This is a shadow flayer, a mind flayer with ebony skin. It can turn 
  invisible at will. 
  • 23: These dark-skinned mind flayers are part of a breeding program under the 
  guidance of Thoon. They can briefly turn invisible, but doing so is 
  painful—perhaps the breeding program is not perfected yet. 
  • 28: One side effect of the breeding process that leads to shadow flayers is 
  diminished psionic ability. They are incapable of any subtle psionic 
  tricks, but their mind blast remains potent. 
   
  THOON THRALL LORE 
  Knowledge (dungeoneering) 
  • 20: This is a Thoon thrall, a member of a secret cabal that reveres mind 
  flayers. When it comes out of dormancy, it grows freakishly large, and then 
  explodes. 
  • 25: The mind flayers of Thoon control Thoon thralls through human-looking 
  intermediaries called Thoon infiltrators. 
   
  THOON SOLDIER LORE 
  Knowledge (dungeoneering) 
  • 23: This is a Thoon soldier, a construct built by mind flayers of Thoon to 
  act as an infantry soldier. 
  • 28: A Thoon soldier can change between a number of aspects that enhance its 
  body, changing speed, defense, or combat prowess. 
  • 33: When badly damaged, a Thoon soldier will enter an aspect of the death 
  blossom” and will explode if destroyed. It remains in that mode until the 
  mind flayers repair it. 
   
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  MADCRAFTER OF THOON LORE 
  Knowledge (dungeoneering) 
  • 25: This is a madcrafter of Thoon, a sluglike aberration that can vomit out 
  constructs. 
  • 30: Madcrafters of Thoon used to be mind flayers, but they were twisted by 
  contact with the Far Realm. They retain some of the mind flayer’s mental 
  powers. 
  • 35: Madcrafters of Thoon are fueled by a mysterious substance called 
  quintessence, which the mind flayers of Thoon gather for them. 
   
  SCYTHER OF THOON LORE 
  Knowledge (dungeoneering) 
  • 21: This is a scyther of Thoon, a foot soldier construct invented by the 
  mind flayers of Thoon. 
  • 26: Scythers of Thoon can shoot fiery beams of light from their eyes. These 
  beams are weaker if a scyther is not near other scythers of Thoon. 
  • 31: Scythers of Thoon can neutralize magic spells with a touch. They are 
  immune to acid and resistant to electricity, and they heal without 
  requiring repair. 
   
  STORMCLOUD OF THOON LORE 
  Knowledge (dungeoneering) 
  • 20: This egg-shaped construct is a stormcloud of Thoon. It is a creation of 
  the mind flayers. 
  • 25: A sect called the mind flayers of Thoon uses stormclouds of Thoon to 
  scout for brains and gather a substance called quintessence. The construct 
  is a capable melee combatant, and it can emit a lightning bolt seemingly at 
  will. 
  • 30: A stormcloud of Thoon is immune to acid. It has the ability to heal 
  naturally, unlike most constructs. This healing happens slowly, however. 
   
  THOON HULK LORE 
  Knowledge (dungeoneering) 
  • 28: This is a Thoon hulk, a construct built as a mindless automaton by the 
  mind flayers of Thoon. Like a mind flayer, it can extract brains. 
  • 33: Thoon hulks can enter an overdrive state that makes them tougher, but 
  doing so damages their internal processes. 
  • 38: Mind flayers birth Thoon hulks in cocoon structures that also heal their 
  hulks. Their amalgamated bodies are highly resistant to all forms of 
  energy. 
  
  PLAYER HANDOUT 1 
   
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/598/Normal Scenarios/HIG8-01 - To a Dead Queen's Court (APL 2-12)/HIG8-01 - To a Dead Queen's Court.pdf