FEDIFENSOR
by Allen Rogers

An AD&D scenario for 6-8 characters, levels 7 and up

night Astramal was awakened by a terrible dream — a night-
mare that he took to be a vision of the future. In his dream, he
saw the temple and all its grounds desecrated and destroyed,
and superimposed on the scene of carnage was the gloating face
of a powerful demon. Astramal saw the dream as a message
from his deity, the god’s way of warning the temple that its fate
— or one of its possible fates— was to be overrun by the forces
of evil and chaos.

The high priest meditated and prayed for guidance all the next
day, but received no inspiration. Then he slept, and he had a
second vision. In this dream Astramal saw himself — but as an
elderly person, a man years older than the priest was at present.
Astramal was in conference with a tall, strong warrior dressed
in silver and white— a paladin. Cradled in the arms of the high
priest was a large, finely crafted sword which Astramal pre-
sented to the warrior. That scene faded, to be replaced by the
sight of a battle between the paladin and a demon. Because of
the power in the special sword, the paladin was an easy victor;
the demon was destroyed, and the good warrior stood alone, his
sword raised high and his head down in prayer.

Now, thought Astramal, he knew enough to embark upon a
course of action. The first thing he needed to do was acquire a
great sword like the one he had envisioned, and for this he went
to enlist the aid of a secluded band of gray elves who lived to the
east. The elves respected the temple of Amphabese, and they
appreciated the temple’s location, between their enclave and
the nations of evil which lay to the west, across the sea. As-
tramal conferred with the leaders of the faerie tribe and con-
vinced them that his dreams were indeed visions of a foreboding
future. The elves, impressed with the seriousness of this appar-
ent threat— not only to the temple, but to the elves’ continued
existence— agreed that they would craft a sword of highest
quality and enchant it with the most powerful abilities their
wizards could conjure up.

Astramal returned to the temple and told his anxious brothers
to go about their usual tasks. The elves’ work would take weeks,
perhaps months, to complete, and the priest’s second vision had
suggested to him that it would be years before he would encoun-
ter the paladin who would later vanquish the demon.

As it turned out, more than three years came and went before
Astramal heard from the elves again. Many times he was on the
verge of setting out for the elves’ enclave again, to see what had
happened, even at the risk of annoying the faerie folk. He worried
more and more; his hair became more silvery, his brow more
furrowed, and he began to look like the old man in his second
vision. He prayed for enlightenment, and was rewarded with the
wisdom and willpower to wait faithfully. Then, one day the sen-
tries at the temple gate were accosted by an entourage of gray
elves seeking an audience with Astramal. The high priest re-
ceived them at once, and was promptly presented with the
awesome result of the elves’ efforts: a mighty, magical sword
the elves called Fedifensor, or “Defender of the Faith.”

The master smith who forged the blade was in the traveling
party to make the presentation himself. “This is my greatest
creation,” he told Astramal. “It is a weapon so endowed with
goodness that even the greatest of demons must flinch at its
gleam. And it can only be wielded by a truly righteous hand.”
Astramal accepted the sword and its scabbard with gratitude
and humility. “I will treasure this gift for as long as I am alive and
as long as the temple of Amphabese stands, Its use will only be
entrusted to the most worthy warrior in the land — and I will
place the welfare of the sword above my own safety if that
choice ever needs be made.”

The services of thanksgiving went on at the temple for several
days after the elves had departed. Then Astramal and the elders
set about deciding who should be entrusted with the sword.

They tested a list of candidates, made up of all the paladins who
regularly visited the temple to renew their vows, and settled on
one Boyd De Thalion, generally acknowledged as the most right-
eous and most powerful warrior in the land. Astramal presented
the sword to Boyd, in a ceremony that looked very much like
what he remembered from his dream, and the paladin took up
residence at the temple to await the time when he and Fedifen-
sor would be called upon.

For months thereafter, no one visited the temple whose virtue
and skill could compare with Boyd De Thalion’s. Then a warrior
appeared who seemed Boyd’s equal in many ways, He called
himself Karl, and he might have done very well in the tests
— except that the first test was to meet Boyd himself.

As soon as Karl entered the chamber where the champion
waited, Boyd drew Fedifensor from its sheath. The sword’s blade
turned fiery red, and Karl’s true nature was revealed: The chal-
lenger for Boyd’s position was a demon — one that looked like
the very demon Astramal had seen in his first dream. Its ruse
destroyed, the demon dropped all pretense and attacked the
paladin. After a vicious battle, Boyd slew the demon with his
sword and cast its material body back from whence it came.

Thus, the second part of Astramal’s dream-prophecy had
come true. But what of the first dream? Was the temple still
vulnerable to a threat that would breach its walls and tumble its
towers? Astramal and the clerics could not be sure the threat
was over, and they and their champion remained vigilant.

The answer to their questions finally came, in the form of an
invasion of evil hordes from across the sea. Where a single
powerful demon had failed, thousands of lesser creatures
seemed more likely to succeed. The invading force overran every-
thing in its way and advanced inland, cutting a swath of terror
with the temple directly in its path.

The assault on the temple, when it came, was not a surprise.
But that fact did not lessen its severity: hundreds of fighters on
both sides perished in the courtyard within the first minutes of
battle —and one of the fallen was Boyd De Thalion. The cham-
pion waded into the thick of the fight, wielding Fedifensor with
dedication and confidence. But as powerful as it was, the sword
could not stem the tide of onrushing bodies that descended on
the champion. The foes who delivered Boyd’s death blows were
filled with bloodlust, not greed, and so they ignored the gleaming
sword that fell by his side. Astramal, however, did not.

In the confusion of battle, while the defenders of the temple
were slowly beating back the invaders, the high priest scurried
from his hiding place into the courtyard and managed to retrieve
Fedifensor and its scabbard. He slipped the sheath around the
blade and carried the weapon into the temple through a secret
entrance. Huddled in a secluded tunnel, with the sounds of battle
still somewhat distant, Astramal began to chant a spell which
would carry his spirit, and the sword, far from the carnage. The
magic worked; Astramal’s essence passed into the Astral Plane,
carrying the blade along. If the temple fell, thought Astramal in
his last moment of physical existence, at least Fedifensor would
not be a looter’s prize, to spend the rest of its existence locked
away in some evil creature’s treasure hoard.

Thus did Astramal keep his promise to the elves — at the cost
of his own life. The priest’s material body perished soon thereaf-
ter, in a fire that gutted part of the temple — and Astramal’s
essence in the Astral Plane died at the same time, leaving
Fedifensor floating in the void.

The temple did not fall, although the ranks of the forces of good
were severely decimated before all the evil creatures were
fought off. The clerics and warriors who survived the fight —
including some who had seen Astramal enter the secret pas-
sage with the sword —realized what the priest had done, and
what had happened to Fedifensor, when they discovered As-
tramal’s body without the sword nearby.

Now the clerics of Amphabese are searching far and wide for a
band of adventurers dedicated to the cause of good who will risk
a journey into the Astral Plane to recover Fedifensor — and they
seem to have found a group of likely heroes in the player charac-
ters who have just accepted the task.

Note: All of the following is for the DM’s use only and should not be known by players before the adventure begins.

Q: Several questions regarding the astral
module "Fedifensor" (issue #67):
Githyanki knights in the module are
apparently normal fighters, while the
FIEND FOLIO® Tome notes them as
being anti-paladins; why is this so, and
what are an anti-paladin's powers?

A: The "anti-paladin" reference in the
FIEND FOLIO Tome should not be
taken literally; actually, there is no official
anti-paladin class. The phrase, as
used in the githyanki text, should be
taken to mean that githyanki knights act
very much the opposite of how a paladin
would act (i.e., they are chaotic evil).
Githyanki knights have powers normally
associated with regular fighters.

Q: Do githyanki have clerics or shamans?

A: Githyanki have no clerics or shamans,
since the "deity" they worship (like the
one ruling the githzerai) is not a true
deity or demigod and cannot grant spell
powers to any followers.

Q: Why were there not more knights at the outpost,
since the FF notes that githyanki
astral fortresses have 40 knights?

A: There were not
more knights at the outpost because it
was an outpost, not a fully equipped
fortress.
(79.14)

FEDIFENSOR
The magic sword which is the object of this adventure has the
following powers:

In the hands of a non-paladin of lawful good alignment, Fedifen-
sor is a +2 bastard sword. It has an intelligence of 17, an ego of
18, and (of course) is aligned lawful good. It cannot be touched or
carried by anyone of another alignment unless the blade is
sheathed in its special scabbard.

In the hands of a paladin, Fedifensor is a +5 weapon and also exhibits these other abilities:
1) Magic resistance of 50% in a radius of 5 feet;
2) Dispel magic can be cast upon any spell cast on the sword or its wielder whenever the paladin desires, at a level of spell use equal to the experience level of the wielder;
3) At a range of 1”/level of the paladin, the sword can detect the presence of major evil entities [demons, devils, undead, or any evil creature that can only be hit by a magic weapon).
If the blade is unsheathed, it will immediately begin to glow bright red, as if just drawn from a forge furnace; and
4) it inflicts an additional point of damage (beyond the usual +5) for each experience level of the wielder when used against a demon.

When Astramal’s essence on the Astral Plane ceased to
exist, Fedifensor was cast loose into the void. During the time it
took the clerics of Amphabese to gain the aid of a rescue party, a
small group of githyanki warriors (see the FIEND FOLIO™ Tome)
came upon the sword in its scabbard. They perceived the blade
to be magical, although they don’t realize the full extent of its
powers, and traveled with it back to their outpost, where they
deposited it for safekeeping.

GETTING TO AND FROM THE ASTRAL PLANE
There are many ways of reaching the Astral Plane and return-
ing to the Prime Material. The method the party uses will have a
great effect on the adventure as events move along, and the DM
must moderate the adventurers’ actions accordingly. If the par-
ty does not possess an appropriate magic item or the necessary
spell-casting ability to enter the plane, it could be arranged for
one of the clerics of Amphabese to cast a spell on behalf of the
group, and (depending on the method used) the cleric may or may
not accompany the party into the plane. If the DM needs or
wants to employ such a cleric as an NPC, the character’s ability
scores and spell capabilities should be predetermined.

ENCOUNTERS
Because this adventure is a search-and-recovery mission
rather than a “simple” journey through the Astral Plane, encoun-
ters will occur relatively often. Check for a random encounter
once every 4 hours by rolling d4, with a result of “1” indicating an
encounter. The following table is suggested as a list of possible
encounters and their frequencies; the DM can easily alter most
sections of it to suit his or her preference.

The passage of time between encounters, when search
movement is being conducted, has little meaning to player char-
acters while they are on the Astral Plane. However, the DM
must keep a careful record of elapsed time so that activities
going on in the Prime Material Plane at the same time can be
properly moderated.

Encounter Table
d% roll Encounter type Number (notes)
01-20  Githyanki Outpost 1 (see following)
21-23 Aerial servant 1
24 Demon, major 1
25-26 Demon, minor 1-3
27 Demon, prince 1
28 Devil, arch- 1
29 Devil, greater 1
30-32 Devil, lesser 1-3
33-52 Githyanki



1-4
53-55 Intellect devourer 1-2
56-60 Invisible stalker 1-3
61-65 Ki-rin 1
66-70 Night hag 1-4
71-74 Nightmare 1-4
75-79 Rakshasa 1-3
80-83  Shedu 2-5
84 Titan, elder 1
85-87 Titan, major 1
88-90 Titan, lesser 1
91-00 Void Cruiser 1 (2-7 githyanki on board)

Special rules: The party will have no more than 6 encounters
or 20 encounter checks (whichever comes first) before running
across the Githyanki Outpost. If the outpost has not been en-
countered by the time the sixth encounter is determined, or the
20th encounter check is made, the party will automatically lo-
cate it at the end of the next four-hour interval. The party will
always have at least two encounters (or reach the maximum of
20 encounter checks) before finding the outpost; if the Githyanki
Outpost is indicated by a roll on the table for the first or second
actual encounter, roll again until a different result is obtained.

THE VOID CRUISER
This small ship, designed by the githyanki to speed group travel
through the Astral Plane, has the hull/fuselage shape of a large
sailing ship but does not have masts. Along either side of the hull
are batwing-shaped sails —for decoration and stabilization only;
they have no effect on the ship’s speed.

A Void Cruiser can carry up to 12 man-sized passengers. It
travels at a movement rate equal to that of the most intelligent
passenger, and in the direction desired by that “pilot.” If two or
more individuals in the traveling group have the same high intelli-
gence, the “pilot” for the voyage being undertaken is determined
at random, and will serve in that role until one or more of the
eligible individuals disembarks, at which time another random
selection is made for the subsequent voyage. (For purposes of
this adventure, ignore the 96” astral movement rate given for
the githyanki in the FIEND FOLIO™ Tome. All characters and
creatures, moving as individuals, can travel in the Astral Plane at
a rate of 10” per point of intelligence, as specified in the article
accompanying this adventure. Githyanki intelligence ranges
from 15-18 and can be determined randomly by a roll of d4 + 14,
or a score can be assigned to each githyanki by the DM.)
Those traveling in a Void Cruiser will never be lost, thrown off
course, or otherwise harmed by the Psychic Wind. The ship can
carry a cargo of up to 100 cubic feet in volume in a small hold
accessed through a hatch in the floor of the passenger com-
partment. A Void Cruiser cannot travel anywhere except on the
Astral Plane, but can be employed by creatures and characters
of any type.

THE GITHYANKI OUTPOST
When adventurers encounter the outpost, they will have no
way of automatically knowing that Fedifensor lies inside. If they
pass up the opportunity to approach the outpost and avoid or
evade any pursuit from residents of the outpost that might have
sighted them, the quest for the sword is effectively over at that
point. They may have many more encounters, but will eventually
choose to (or be forced to) abandon the search and re-enter the
Prime Material Plane —unless the DM chooses to allow for the
possibility of encountering the outpost a second time. The player
characters’ sense of adventure, not to mention their common
sense, should dictate that they give the outpost more than a
cursory examination.

The outpost is built in, and projecting out from, a roughly
spherical piece of astral debris 200 feet in diameter. Four tow-
ers jut out from the central section at roughly symmetrical
angles. A fifth projection, longer and thicker than the towers, is
topped by a bulbous and with four smaller towers jutting out
near the edges of a large set of double doors — the only apparent
route by which to enter the complex. Without the
largest of the projections, the outpost would closely resemble a
jack, of the sort used in the “bail and jacks” game played by
children on the Prime Material Plane.

GITHYANKI ENCOUNTER TABLE
Once adventurers enter the githyanki outpost, encounter
checks must be made every turn. The base chance for an en-
counter is a roll of 1 on d6. After the first random encounter, the
rest of the complex will be on alert, and the chance for additional
encounters rises to a roll of 1 or 2 on d6. If an encounter is
indicated, roll on this table to determine the type:
 
d% roll Encounter type
01-50 2-12 githyanki warriors of levels 1-3
51-53 Commander Okemocik (8th/8thFtr/M-U)
54-58 Captain Mimhanok (8th Ftr)
59-61 Captain Perragourp (6th/6thFtr/M-U)
62-74 2-8 githyanki knights, all 8th level fighters
75 Warlock Symafya (7th M-U)
76-77 Warlock Morikemoe (5th M-U)
78-79 Sergeant Yebabidek (6th Ftr)
80-81 Sergeant Salizechnag (5th Ftr)
82 Sergeant Liknullerkl (7th Ftr)
83-84 ‘Gish’ Kadzar (4th/4th Ftr/M-U)
85-86 ‘Gish’ Tomorcus (4th/4th Ftr/M-U)
87-88 ‘Gish’ Zigrack (4th/4th Ftr/M-U)
89-90 ‘Gish’ Quazmo (4th/4th Ftr/M-U)
91-00 Roll twice, ignoring results of 91-00

There will never be any more or any fewer githyanki at the
outpost than the roster of “name” characters given above, plus
8 knights (all 8th level fighters with 60 hit points each) and a
total of 60 warriors, evenly divided between 1st level (7 hit
points each), 2nd level (15 hp each), and 3rd level (26 hp each)
fighters. The knights are all chaotic evil, the warriors neutral evil.
The knights carry +3 silver swords, while the warriors and all the
“gish” use non-magical long swords. (Hit points for each crea-
ture can be determined randomly if the DM so desires.) All
githyanki at the outpost are wearing their “war expedition” ar-
mor (AC 0) unless otherwise noted.

Commander Okemocik is lawful evil and has 64 hit points.
He is carrying the following spells: burning hands, magic missile,
read magic, shocking grasp, detect good, knock, wizard lock,
dispel magic, fireball, hold person, extension I, polymorph self. He
wields a +5 silver sword (no vorpal abilities).

Captain Mimhanok is lawful evil and has 59 hit points. He
wields a +3 long sword.

Captain Perragourp is lawful evil and has 48 hit points.
Spells: burning hands, charm person, read magic, shocking
grasp, pyrotechnics, ray of enfeeblement, fireball (x2). Weapon:
+2 long sword.

Symafya the Warlock is neutral evil and has 21 hit points.
Spells: detect magic, hold portal, read magic, shocking grasp,
detect good, knock, wizard lock, fireball, dispel magic, extension I.
She is unarmored (AC 9) and does not carry a weapon, although
she can use a long sword.

Morikemoe the Warlock is lawful evil and has 14 hit points.
Spells: burning hands, magic missile (x2), read magic, detect
good, darkness 15’ radius, mirror image, hold person. He is AC 9
and unarmed, but can use a sword if he obtains one.

Sergeant Yebabidek is neutral evil and has 48 hit points
and a +1 two-handed sword.

Sergeant Salizechnag is neutral
evil, has 34 hit points, and carries a +1 two-handed sword.

Sergeant Liknullerkl is lawful evil, has 54 hit points, and
carries a +3 long sword.

Kadtar is lawful evil and has 30 hp. Spells: burning hands, read
magic, shocking grasp, detect good, mirror image.

Tomorcus is
neutral evil, 28 hp. Spells: magic missile, read magic, shocking
grasp, forget, knock.

Zigrack is lawful evil, 29 hp. Spells: hold
portal, magic missile, read magic, darkness 15’ radius, pyro-
technics.

Quazmo is lawful evil, 31 hp.
Spells: burning hands, read magic, shocking grasp, knock, wizard lock.

AREA DESCRIPTIONS
All walls and floors in the outpost are made of opaque stone.
Windows, and the tops of each of the towers, are made from
bricks of a clear crystalline substance that has the strength of
rock: it will crumble and break, but will not shatter like glass.
Note: Directions like “up” and “down,” locations like “floor” and
“ceiling,” have no universal meaning in this weightless environ-
ment. However, terms like these are used in the area descrip-
tions for simplicity and clarity; when interpreting such terms,
consider the surface depicted on the map as the “floor,” as
though you are looking “down” on the outpost from overhead.


 

1) Void Cruiser Port: This chamber is roughly spherical,
about 100 feet in diameter. It has a large set of double doors,
closed but unlocked, on the outside wall. A smaller set of double
doors, wizard locked and barred on the inside, are on the oppo-
site wall. One void cruiser is docked inside the chamber, and
there is room for three more. Four 10-foot-wide passages (A, B,
C, D) lead away from the sphere, each of them a 30-foot-long
corridor capped by a small, transparent tower that can hold one
githyanki guard. Inside tower “A” is a level 3 fighter.

2) Corridor: Inside the wizard-locked door is a hallway 20
feet wide and 40 feet high. Double doors lead into areas 4 and 5.

3) Entry Hall: This is an open area with an alcove on the far
side. Two rows of pillars dominate the side areas, reaching the
full 40-foot span from floor to ceiling and providing strength for
the “wing” that protrudes from the core of the complex. The
double doors in the alcove are locked from the inside, and sta-
tioned in the corners of the alcove are a pair of guards (level 2
and level 3). The adventurers will sight the guards at a range of
60-90 feet, while the inattentive guards will not spot the intrud-
ers until they are within 40-70 feet. The guards will instantly be
aware of a foreign presence if the adventurers try to pass
through the doors leading to area 4 or 5. If the guards sight the
intruders first, they will pound on the alcove doors to alert
another pair of guards (also level 2 and level 3) stationed inside
the alcove doors. These guards will either go to warn their
comrades, putting the outpost on alert, or unlock the doors and
join the fight (50% chance of each).

4) Captain’s Quarters: This is the residence of Captain
Perragourp. Like the other living quarters in the outpost, it
contains some basic furnishings and a few personal items. Furni-
ture and other large items are attached to the flat surfaces of
the chamber; odds and ends are simply left to float in the weight-
lessness of astral space. If Captain Perragourp has not yet been
encountered, he will be discovered here on a roll of 1-2 on d6.

4A) Captain’s Quarters: This is Captain Mimhanok’s room,
essentially identical to the other captain’s chamber. Among the
“odds and ends” floating in this room is a +3 long sword in its
scabbard. As above, there is a 2 in 6 chance that Captain
Mimhanok will be here if he has not already been encountered.

5) Knights’ Quarters: This room is bare of furnishings ex-
cept for a large table and eight chairs bolted to the floor, eight
“living compartments” on the ceiling, and eight chests along the
walls holding personal items. There will be 0-5 (d6-1) knights in
the room when it is entered.

6) Main Hall: This roughly spherical chamber is unfurnished.
Doors lead away from it in five directions. A 10-foot-square
passage leads down from the center of the room into area 21.
The door to area 8 is wizard locked, the one to area 11 is locked
normally, and those to areas 7 and 9 are closed but unlocked.

7) Throne Room: An open area here surrounds a raised
platform which houses an ornate throne, studded with jewels,
set between two huge pillars. The door to area 10 is locked.

6) Worship Room: The main feature of this chamber is a
15-foot-tall statue of the githyanki lich-queen, fastened to the
midpoint of the wall opposite the double doors. An altar is on the
floor in front of the statue, and pairs of pillars flank the area of
the altar and the statue. Two rows of braziers spew forth clouds
of thick smoke that obscure side-to-side vision within the room.
The statue and the altar are lavishly decorated with jewels and
precious metals. The empty chamber connecting area 8 with
area 13 has closed but unlocked doors on both sides.

9) Upper Level Access: This small room contains a passage
which leads up to area 15.

10) Commander’s Quarters: Miscellaneous furnishings
are fastened to all six flat surfaces in this chamber. Running
from floor to ceiling is a 2-foot-diameter stone pillar with an
8-foot-diameter cylindrical table protruding from the center of
the pillar. Six drawers are cut into the sides of the table. Five of
them contain items of no special worth, and the sixth holds a set
of four scroll/map cases. Inside one of the four cases is a scroll
of dispel magic; the other three cases contain maps of portions
of the Astral Plane and will be unusable by player characters.
Fastened to the far wall (partially separating area 10 from
area 10B is a 10-foot-diameter net of coarse mesh, the sort
that looks suitable for trapping monsters or characters. This is
actually a net of matter transmission: If it is cast over a victim so
as to ensnare him or her (by a normal “to hit” roll), the target
character or creature will “disappear,” having been instantly
teleported to one of the empty suspension cells (see area 10A).
There is a 50% chance that Commander Okemocik will be in this
chamber if he has not already been encountered. He will prefer
to use the net ahead of any other attack form if such an option is
available to him.

10A) Suspension Cells: The barrier between area 10 and
this chamber looks like a thick piece of frosted glass, shaped in a
hexagon 10 feet in diameter. It cannot be opened, cracked, or
smashed by anything less than a +2 weapon, a knock spell, or a
dispel magic spell. If a living being stands in front of the frosted
portal for 1 round without striking or touching the “glass,” the
center section (1 foot in diameter) will begin to glow red. If any
object is brought into contact with this red area right away, it will
be seen that the object can be passed into or through what is
now an opening. The rest of the portal will still be impervious to
normal passage, however. If the red area is left untouched for
another round after it first appears, it will expand to envelop the
entire portal, allowing passage through the 10-foot-diameter
hole into the small chamber beyond. The full-sized opening will
close within 1 round after it has been activated.

The chamber contains four more “frosted” portals, each a
5-foot-diameter hexagon, which are identical in nature to the
larger portal and can be opened in the same way. These are seals
for 5-foot-square cells in which prisoners (taken by the com-
mander’s net or otherwise captured) can be placed. The cells on
the extreme left and right (as viewed from just inside the large
portal) contain a mind flayer and a night hag, respectively. If
either or both of these cells is partially or fully opened, the
resident creature will do everything in its power to escape and
overcome those who released it.

10B) Commander’s Annex: The second room of Com-
mander Okemocik’s suite contains several wall decorations and
two “false front” sets of empty shelving. They are locked and
hinged. If unlocked, they can be swung outward to reveal a locked
treasure chest behind each. The second chest discovered will be
the one that contains Fedifensor, still in its sheath. The first
chest which is opened by adventurers (or a creature they are
forcing to do their bidding) will contain pieces of armor that,
when assembled, will form a suit of +4 splint mail. Each chest
also contains 1,000-6,000 g.p. worth of gems and jewelry.

11) Dungeon: This chamber has 10 cages, made of thick
metal bars, arranged in two tiers along the walls on either side of
the door. The center of the chamber has two stone pillars that
run from floor to ceiling (30 feet). Four pairs of chains with
manacles attached to the ends are fastened into each pillar at
wide intervals. The room contains no prisoners (unless one or
more members of the adventuring party have been captured).

12) Secret Passage: The existence of this corridor is known
only to the commander and the two captains. It connects via
secret doors with areas 8, 10B, and 13.

13) Coin Chamber: Githyanki appreciate all sorts of trea-
sure, but they do not value “coin of the realm” as highly as gems
and jewelry because they see little use for it. Currency of all
shapes, sizes, and denominations (appropriated from previous
“guests”) is stored here, left floating inside the 40-foot sphere.

14) Communications Room: Only the commander and the
two captains know of this room and know how to operate the
mechanisms within it. The main feature of the room is a 10-foot-
diameter hexagonal mirror on one wall. The device is a sort of
view-screen/telephone that enables the outpost to communi-
cate with the githyanki castle that supervises this complex. If a
living being stands within 5 feet of the mirror and remains sta-
tionary for 1 round, the image of a githyanki captain on the other
end will come into view. After one more round, the image seen by
the captain on his view-screen will become clear. If what the
captain sees is not another githyanki, he will move away from the
screen immediately to sound an alert. This will bring 11-20
githyanki warriors and 2-4 sergeants, in a pair of void cruisers,
to the outpost in 10 turns, to join the force already present. If
adventurers strike the mirror with any weapon larger than a
dagger, it will explode for 6d6 damage to anyone in the chamber.

15) Corridor: This area is reached by going up through the
passage in area 9. It leads to another “up” passageway that
opens into area 18.

16) Warlocks’ Quarters: Each of the 2-foot-diameter pil-
lars in this room has an 8-foot-diameter cylindrical table with 6
drawers set into the sides. Most of the drawers contain ordi-
nary and valueless items. Two of the drawers in the table closest
to the door contain metal scroll cases, one holding a cacodemon
spell scroll and the other a death spell scroll. One of the drawers
in the table farthest from the door contains an iron flask with an
ice devil inside. The devil will attack anyone who opens the flask
and releases the creature. Attached to one wall, along with
several other less conspicuous garments, is a colorful cape that
is actually a cloak of poisonousness. Any warlock(s) not encoun-
tered before this room is entered will be found here.

17) Guest Quarters: This room contains several pieces of
furniture and other accessories, but nothing valuable or note-
worthy. It is used by githyanki who come from the castle or
another outpost to visit; there are no such visitors at present.

16) Upper Tower Chamber: This area is reached by travel-
ing 50 feet up through the passage located at the bend in
corridor 15. The chamber is 30x30 with a 20-foot ceiling. It is
the living quarters of the gish Kadzar, who will probably be here
(1 -4 on d6) if he has not been encountered. The room has a small
window (2 feet by 5 feet) in each wall and a 10-foot-square
passage in the ceiling that leads up to area 19.

19) Upper Observation Post: This room is in the shape of a
pyramid with a 30-foot-square base. The tapered ceiling is made
entirely of transparent rock, through which a clear view of the
surrounding astral space can be seen. Two warriors (level 1 and
level 2) are on guard duty here. In the corner of the room is a
10-foot-square passage, 30 feet long, that leads up to area 20.

20) Pinnacle Post: From this location, at the farthest dis-
tance from the main part of the outpost, the best view of the
area immediately around the outpost can be had. The 30-foot
tower leading to this post is capped by a small pyramid of trans-
parent stone. The pinnacle post is normally unoccupied and will
not be manned unless an obvious threat to the security of the
outpost is detected outside the structure.

21) Commons: Within the maze-like interior of this chamber
are living quarters for the githyanki warriors and the sergeants.
There are 4-16 warriors and 1-2 sergeants in this chamber,
chosen from those warriors and sergeants not already encoun-
tered. Three passages lead downward from this area to the
other tower chambers: passage A to area 22, passage B to area
23, and passage C to area 24.

22,23,24) Lower Tower Chambers: These are the living
quarters of the other gish (Zigrack, Tomorcus, and Quazmo,
respectively). They will likely (1-4 on d6) be in their quarters
unless previously encountered. In all other respects, these
areas are identical to area 18.

25,26,27) Lower Observation Posts: These areas are
identical to area 19; each contains a pair of warriors (one level 1
and one level 2).

26,29,30) Pinnacle Posts: These areas are identical to
area 20.
 
 


















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