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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