Dungeon Magazine - 100 Web Enhancement 1

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The document provides details about how Tu'narath, the githyanki capital city, is protected and how visitors are screened upon approach and entry. Juvenile red dragons and githyanki captains intercept all incoming vessels and retinues.

When an unfamiliar astral ship or retinue approaches Tu'narath, the nearest flying fortress dispatches a githyanki captain riding a juvenile red dragon to intercept. For githyanki, they are simply escorted to the docks, but for others they must confine themselves to the Merchant District unless they want to be killed on sight.

For vessels populated by non-githyanki, the captain requires a thorough search of the entire ship, compartment by compartment, while the dragon circles ready to attack if needed. If anything dangerous, criminal or of enemy races is found the dragon destroys the ship.

ISSUE 100

WELCOME TO BY CHRISTOPHER PERKINS


ARTWORK BY JAMES RYMAN, NIKLASS JANSSON & MARK SASSO

TU’NARATH
This Web supplement designed for “The Lich-Queen’s with fire if the crew turns against the kith’rak or takes
Beloved” assumes you have a copy of issue #100 containing other rash actions. If the kith’rak finds nothing amiss, he or
both the adventure and the poster map of Tu’narath, the she directs the crew to follow the dragon to the docks of
githyanki capital city. Although the poster map of Tu’- the Merchant District (area 7). A stern warning follows:
narath shows only its “upper” side (where most of the city’s Any deviation in course will result in the destruction of the
population gathers), one can just as easily walk along the ship and its crew.
“edges” and “underside” to reach structures and regions If the kith’rak’s search of the ship reveals dangerous
located there. cargo, known criminals, or racial enemies (githzerai,
For more general information about Tu’narath, its occu- illithids, or psurlons), the kith’rak orders the red dragon to
pants, its architecture, and its laws, see “The Lich-Queen’s blast the vessel with its fiery breath. All of the flying
Beloved” adventure. fortresses around the city are alerted and send reinforce-
ments, as needed. If everything appears in order, the
kith’rak uses his or her dimension door ability to return to
APPROACHING AND the circling dragon, at which point they escort the ship to
LEAVING TU’NARATH the city docks.
Protecting the city are more than a dozen fortresses built Leaving Tu’narath is generally simpler than arriving.
into large fragments of rock adrift in the Astral Plane. Unless the githyanki have a good reason to prevent an
When an unfamiliar astral ship or astral-faring retinue astral ship or retinue from leaving the city—for example,
approaches Tu’narath, the nearest “flying fortress” dis- they suspect that a githzerai might be hiding among an
patches an escort to intercept the approaching vessel or ret- astral ship’s crew—they let the visitors depart unsearched
inue: a githyanki kith’rak (captain) astride a juvenile red and unimpeded.
dragon. When approaching an astral ship, the dragon posi- k Githyanki Kith’rak: hp 102; see “Denizens of
tions itself outside the firing arcs of the ship’s visible Tu’narath” for complete statistics.
weaponry, but drifts close enough to blast the decks with d Juvenile Red Dragon: hp 168; see “Denizens of
its fiery breath, if necessary. See the issue #100 Web Tu’narath” for complete statistics.
enhancement and the poster map of Tu’narath for details
on these orbiting fortresses.
When confronting a githyanki retinue or githyanki-crewed CITY FEATURES
astral ship, the githyanki kith’rak merely ushers the vessel to The following features are common throughout the city.
the city docks before returning to the flying fortress.
When confronting a retinue that includes nongithyanki, DOORS AND WINDOWS
the kith’rak demands to know their business in Tu’narath A building’s outer doors are single slabs of elaborately
and instructs nongithyanki to confine themselves to the worked stone set with iron hinges and good-quality locks
Merchant District (area 7), lest they be killed on sight. If (Open Lock DC 30). Interior doors are made of reinforced
the visitors are belligerent or recognized as enemies of the wood brought to the Astral Plane from various other planes
githyanki people, the kith’rak and its dragon mount attack and often have average locks set into them (Open Lock DC
immediately. This draws the attention of nearby flying 25). Windows come equipped with openable glass panes
fortresses, which send reinforcements (see area 1). and ornate lattices of iron bars to discourage unwanted
When confronting a vessel populated by nongithyanki, intrusion.
the githyanki kith’rak requires that the vessel undergo a s Outer (Stone) Door: 2 in. thick; hardness 8; hp 30;
thorough search before proceeding. The kith’rak uses his break DC 25.
or her dimension door ability to appear on deck and begins s Inner (Good Wooden) Door: 1-1/2 in. thick; hard-
systematically inspecting every compartment and con- ness 5; hp 15; break DC 18.
tainer on the ship—a process taking several minutes. s Window (Iron) Bars: 1 in. thick; hardness 10; hp 30;
1 Meanwhile, the dragon circles the ship, ready to blast it break DC 28.
ISSUE 100

WALLS, FLOORS, AND CEILINGS Development: Nongithyanki are not welcome in the
Skillfully wrought carvings of githyanki champions and Artisan District and are arrested on sight. Apprehended
battle scenes elaborate the outer walls of most public and characters are taken to The Will of Gith (area 13) to face
civic buildings. Inner and outer walls are of superior punishment; those who resist arrest are killed.
masonry. Ground floors are made of smooth stone, some-
times covered with wooden planks, while upper stories con- 3. FARMER DISTRICT
sist of wooden tiles or planks set atop thick wooden beams. Inhabitants of the Astral Plane never suffer from hunger or
Unless otherwise noted, ceilings inside buildings are 15 thirst, so there is little need for supplies of food and water.
feet tall. However, githyanki and their red dragon mounts journey
s Superior Masonry Walls: 1 ft. thick; hardness 8; hp to other planes regularly, which usually requires that they
90 per 10-foot-square section; break DC 35; climb DC 15. bring supplies of food with them. For this reason, Tu’-
s Ground (Flagstone) Floors: 1 ft. thick; hardness 8; narath has githyanki farmers, or g’lathk. The Farmer Dis-
hp 90 per 10-foot-square section; break DC 35. trict is where the g’lathk live and tend the city’s food
s Upper (Reinforced Wooden) Floors: 6 in. thick; hard- supply. Large enclosures illuminated by continual flame
ness 5; hp 60 hp per 10-foot-square section; break DC 20. spells and magically enhanced so time passes normally (so
plants can grow and mature) hold fungi gardens, while
ILLUMINATION livestock brought to Tu’narath from other planes are
The silver void of the Astral Plane, though dark and omi- herded into caverns beneath the city or allowed to roam
nous in places, provides the city with perpetual light equiv- about in small pens on the surface.
alent to an overcast afternoon on the Material Plane. Crea- Githyanki and red dragon “livestock” includes every-
tures that normally shun the sun (like mind flayers) can thing from rothé to chained humanoid captives (goblins,
function normally here. kobolds, gnomes, dwarves, halflings, elves, humans,
bariaurs, and other “cattle”).
In addition to livestock, the g’lathk oversee the disposal of
CITY ENCOUNTERS the city’s waste by monitoring caverns of giant bombardier
The following encounters are keyed to the poster map of beetles, which quickly consume the refuse and offal.
Tu’narath. Creatures: G’lathk are typically commoners. Githyanki
soldiers (see “Denizens of Tu’narath” for statistics) are
1. FLYING FORTRESSES assigned to watch over the more intelligent or dangerous
For a complete description of the flying fortress, see the livestock, and githyanki assigned to the task usually con-
free Web enhancement for issue #100 at www.paizo.com. sider it a punishment.
Development: Nongithyanki are not welcome in the
2. ARTISAN DISTRICT Farmer District and are arrested on sight. Apprehended
Githyanki use combat, dress, and craft as means to express characters are taken to The Will of Gith (area 13) to face
their individuality. Githyanki artisans, or mlar, specialize punishment; those who resist arrest are killed.
in the construction and repair of buildings, tools, weapons,
astral ships, and other needed things, but others create 4. MERCHANT DISTRICT
sculptures and art pieces. Entire districts of Tu’narath are Located on one of the city’s protruding middle arms, the
given over to the mlar, some of whom rely on item creation Merchant District is the only section of Tu’narath open to
feats and spells such as fabricate and wall of stone to complete nongithyanki. Githyanki vigilantly patrol the streets that
their works. Some mlar are powerful wizards in their own connect to the rest of the city, and many of the buildings
right, and though they are quick to rally to the city’s near the boundary of the Merchant District are empty ten-
defense, they have chosen a life apart from the military. ements or githyanki guard barracks.
Githyanki artisans both live and work in the Artisan Dis- The Merchant District is not maintained as immacu-
tricts of Tu’narath. Low-level mlar tend to work in great fac- lately as other districts, but it is far from dirty and
tories and foundries, while mid- to high-level mlar own disheveled. The most squalid structures are located among
shops, forges, and “studios.” These districts are decorated the warehouses at the arm’s extremis, near the docks. A few
with statuary, and even the most common buildings have large residences dominate the district’s skyline, but most of
elaborate bas-reliefs on the outer walls and fearsome gar- the buildings are densely packed apartments available for
2 goyles clutching the stone eaves. rent at an average cost of 1 gp per room (per 24-hour
ISSUE 100

period). Since nongithyanki cannot own property in Tu’- A one-way portal on the Material Plane leads to one of
narath, all buildings have a githyanki landlord (or nil’ghar) the bedrooms on the upper floor of the inn (area 5L). This
who usually lives elsewhere in the city; most landlords are portal existed long before Rhapsody took over the estab-
githyanki knights who were bequeathed the estates as lishment, and she hasn’t seen fit to remove it. In fact, she
rewards for loyal service. They use lower-ranked githyanki feels the portal adds to the building’s character, despite the
or nongithyanki hirelings to collect rental payments and fact that not everything that comes through the portal
and deal with unwanted tenants. brings sunshine and good tidings.
Creatures: Githyanki who tend to reside in the district Refer to the map of The Morningstar Inn for the follow-
include merchants accustomed to dealing with non- ing keyed encounters.
githyanki. A githyanki merchant occupies one of the dis-
trict’s larger residences and is typically a gish (see “Denizens 5A. COMMON ROOM
of Tu’narath” for statistics). Guarding the merchant’s estate
An octagonal wooden bar, painted black and adorned with
is a squad of twelve githyanki soldiers, plus two githyanki
astral whalebone, stands in the middle of an octagonal
sarths (sergeants) and a githyanki kith’rak (captain).
common room. A scantily clad young woman with cloven
Outside the residence, a githyanki merchant travels in
hooves instead of feet stands on the bar with a flagon in one
an iron-wrought carriage that walks on four spidery legs.
hand, regaling patrons with a sordid song about the Naughty
The merchant controls the actions of the carriage, which
Gnome of Amoria. A tiny, incandescent blue orb whirls about
can hold up to two Large creatures, four Medium creatures,
the woman’s head as she croons and capers.
or eight Small creatures. Anyone inside the carriage gains
Tables and chairs surround the bar, and the ceiling soars to its
cover against attacks from outside. When traveling in the
peak 40 feet overhead. Stairs crawl up the walls to an overlook-
district, the merchant, the captain, and the two sergeants
ing balcony. Under the balcony, a double archway invites deeper
remain inside the carriage while the guards encircle it.
excursions into the establishment. Large fires fill a double
d Githyanki Soldiers (12): hp 34; see “Denizens of
hearth set into the opposite wall. Standing on either side of it is
Tu’narath” for complete statistics.
a dour dwarf. One has alabaster-white skin, opalescent eyes, a
d Githyanki Sarths (2): hp 51 each; see “Denizens of
golden beard, and feathered wings. The other has bat wings,
Tu’narath” for complete statistics.
eyes like dying embers, and a smoldering ash-gray beard.
d Githyanki Kith’rak: hp 102; see “Denizens of
Mounted above the hearth are three broken weapons: a
Tu’narath” for complete statistics.
greatsword, a quarterstaff, and a waraxe. An ugly iron chande-
d Githyanki Gish (merchant): hp 24; see “Denizens of
lier hangs by a chain over the bar, its continual flames illumi-
Tu’narath” for complete statistics.
nating the room and casting many shadows.
d Walking Iron Carriage: Huge animated object; hp
84; Monster Manual 13. The sundered masterwork weapons—as the inn’s propri-
etor is quick to tell—are all that remains of Rhapsody’s
5. THE MORNINGSTAR INN former adventuring colleagues. “No finer lot has the
The most popular and expensive inn in Tu’narath is The Reaper got,” she sings morbidly. The fighter, monk, and
Morningstar. A rhyme-addled tiefling bard named Rhap- cleric “died screamin’ in the jaws of a demon.” She strongly
sody Nethervane runs the establishment and employs two advises against “dancing with a goristro in the pale moon-
henchmen: a half-celestial dwarf named Dwern and a half- light. Its teeth are hard as iron spikes, and its breath is—
fiend dwarf named Maggoth who constantly try to steer what’s the word?—yikes.” Her rhymes cause Dwern and
Rhapsody down paths of light and darkness. Rhapsody first several of the inn’s patrons to roll their eyes, while Mag-
encountered the dwarves on separate planar adventures. goth snickers idly. Although Rhapsody doesn’t always
When all of her adventuring companions perished, she speak or sing in rhyme, she rarely goes an entire conversa-
made the dwarves offers they could not refuse and now tion without some word play or turn of phrase.
keeps them around largely for her amusement—but they If the characters make themselves comfortable or
also make great bouncers. approach the bar, Rhapsody has some bar patrons help her
The Morningstar is an impressive two-story stone edifice to the floor so she can greet them properly. Read or para-
with iron-barred windows, broad gables, frightful gar- phrase the following at this time:
goyles, and flying buttresses. The establishment sports no
“Forgive my poor manners,” says the woman as she’s helped
sign, but a loud ruckus emanates from the common room
3 (area 5A) at all hours of the endless, astral day.
down from the bar. “My father’s side, you know. He’s also to
ISSUE 100

Dwern draws forth his waraxe and wades in combat,


blame for my dismal dancing—ah, the pain of having two cleft
while Maggoth maneuvers into a position where he can
feet. Seriously, though, my name is Rhapsody Nethervane, the
flank prey and deal sneak attack damage or make an
proprietor of The Morningstar. Can I offer you a cold beverage,
opportunistic strike. Characters who get within 5 feet
a cozy bed, or something warm instead? Perhaps a fine wine
of Maggoth detect a strong brimstone odor emanating
or pale ale? Flute or flagon, you pick the wagon. I also carry
from the dwarf.
Stygian Draft. It’s bitter swill and hard on the nose, but it’ll
help you forget your recent woes. Sorry for the rhyme—I do it
5B. KITCHEN
all the time. Well, maybe not all the time.”
This spacious kitchen contains work tables, unlocked cabi-
Rhapsody offers a bed for 1 gp per 24-hour stay (and a nets of dishware and food supplies, hanging pots, counters
key to the room), a glass of cool wine for 1 sp, and a mug of with drawers of utensils, a wooden wash basin, a fireplace,
warm ale for 2 cp. Her charm and pleasant demeanor are and a box filled with wood and kindling. A large soup
free. She calls the inn’s owner—a capricious githyanki kettle and smaller kettle hang from hooks in the hearth. A
knight named Suluk’ai—“his overlordship” or, more sar- broom leans in the corner between the doors.
castically, “the one that got away.” She admires the
githyanki as much as hates them and enjoys both telling 5C. DWERN’S ROOM
them secrets and hiding things from them. The door to this room is locked, and both Rhapsody and
Creatures: Rhapsody is a flaxen-haired, 5-foot-tall Dwern carry keys. A continual flame spell cast on a sconce
tiefling with a bronze complexion that turns to scales on near the window illuminates the chamber.
her shoulders and hips. The backs of her ears have small, A large hearth dominates one wall of this tidy, hand-
bony ridges, and her cloven feet give her a gait overly somely appointed bedchamber. Silver furs cover a couch
thunderous for one so small. Although she can be a font near the fireplace, and a plush chair and table rests nearby.
of information about Tu’narath and its denizens, few Hanging on the walls are three tapestries depicting the
clients are eager to trust her chaotic nature, as Rhapsody platinum dragon Bahamut battling a score of red dragons,
has no compunctions about sharing private information the dwarven stronghold of Erackinor on Solania (Celestia’s
with the githyanki if it keeps them off her case. She is fourth layer), and archons flitting around the gem-
also willing to accept bribes. Her only loyalty is to her- encrusted ziggurat of Yetsira on Jovar (Celestia’s sixth
self; everyone else is “delightful, in a red-capped gnome layer). A circular embroidered rug covers half of the floor.
sort of way.” In the middle of the rug sits a heavy wooden trunk with
The only time Rhapsody suffers a crisis of conscience is iron clasps and hinges.
when Dwern browbeats her into doing the right thing Treasure: A good-quality lock shaped like a scowling
(“words of wisdom from Dwern the Taciturn!”), but she is dwarf visage (Open Lock DC 30) seals the lid of Dwern’s
equally apt to heed Maggoth’s corrupt, often ill-conceived trunk, which contains a suit of dwarf-sized masterwork half-
advice (“Maggoth, you evil weevil!”). plate, a +1 spiked gauntlet, several changes of clothes, and a
Despite their opposing alignments, both dwarves are sack holding 320 sp, 450 gp, and 5 gems (500 gp each).
willing to sacrifice their lives to defend the tiefling bard,
and not because she bought them matching magic waraxes 5D. COMMODE
for their birthdays. A curtain covers the doorway to this small room, which
k Dwern Splinteraxe: hp 125; see “Denizens of contains an open-seated chair with a chamber pot under-
Tu’narath” for complete statistics. neath. Some towels hang from iron hooks on the walls. The
k Maggoth Ashbeard: hp 68; see “Denizens of room holds nothing else.
Tu’narath” for complete statistics.
k Rhapsody Nethervane: hp 49; see “Denizens of 5E. PILLARED HALL
Tu’narath” for complete statistics. Twenty slender pillars carved to resemble proud
Tactics: If she is attacked, Rhapsody casts haste, githyanki warriors support the 20-foot-high ceiling. The
greater invisibility, and displacement on herself, then uses warriors clutch stone greatswords and stare intently at
dimension door to reach a safer location and casts cure anyone passing through the middle of the room. Iron
spells on herself, if necessary. When sorely pressed, she sconces lit by flickering continual flame spells illuminate
uses hold monster, shout, and Tasha’s hideous laughter to the area. The doors leading to the guest rooms (area 5G)
4 temper or incapacitate foes before fleeing to safety. are all locked.
ISSUE 100

5F. MAGGOTH’S ROOM drawers apiece), a small writing desk, and a tall wardrobe
The door to this room is locked, and both Rhapsody with a mirror mounted on the inside of the door. Although
and Maggoth carry keys. The room is dimly lit (see visitors to the Astral Plane do not require rest, the beds are
below) and smells of brimstone. The window’s drapes provided for relaxation. Each room costs 1 gp to rent per
are pulled. 24-hour period, or one can rent an entire room for double
A dark fireplace stretches along one wall. Near it, resting the price.
on the floor, is a scorched iron chest (see Treasure below).
Next to the chest sits a padded chair covered with the scaly 5K. BELVELIOS’S SUITE
red hide of some infernal beast. A foul-smelling smoking Belvelios, an ogre mage merchant who uses polymorph to
pipe rests on the left arm of the chair. appear human, claims this room. The average lock on the
Across from the fireplace rests Maggoth’s “bed”—a stout, door has been replaced with three amazing-quality locks
claw-footed iron tub filled with glowing coals. Although (Open Lock DC 40). A knock spell disables two of the regu-
the coals are searing hot, Maggoth’s resistance to fire pro- lar locks, but the third lock remains secure.
tects him from the damage. A bellows fashioned from The chamber’s furnishings include a handsome roll-top
wood and flaps of dragon wing juts from the belly of the writing desk, a table with three matching chairs, a mirror
tub. Maggoth uses the bellows to “fire up” the coals before in a standing wooden frame, and a mechanically spun
he relaxes. planar orrery fashioned from bits of metal and crystal
Treasure: A masterfully crafted lock (Open Lock DC 40) (showing an accurate cosmology of the multiverse).
seals the iron chest. The chest contains some ill-kept The dresser contains the mercane’s spare clothing and
clothes, a pair of black leather boots and matching gloves, a worthless trinkets. The desk holds several pieces of parch-
ragged leather kit containing Maggoth’s thieves’ tools, a ment, some quills and jars of ink, and a few handwritten
bundle of 24 tindertwigs, and an ebony box (50 gp) contain- contracts with various recent arrivals to Tu’narath seeking
ing a stash of pipeweed. A secret compartment in the chest’s magic items and other hard-to-find knick-knacks. The
lid (Search DC 25) contains a potion of cure serious wounds. items are neither valuable nor incriminating.
Creatures: The merchant Belvelios finds Rhapsody
5G. DOWNSTAIRS GUEST ROOMS amusing, but he knows better than to share secrets with a
Each room is locked (Open Lock DC 25) and contains a tiefling. The ogre mage resides at the Morningstar Inn
single bed, a wooden dresser with three drawers, and a tall because it is comfortable and because it sees its fair share of
wardrobe. Rhapsody rents a room for 1 gp per 24-hour stay. “planewalkers” and local gossip. Belvelios knows about the
Although visitors to the Astral Plane do not require rest, portal in area 5L and tries to do business with anyone who
the beds are provided for relaxation. comes through it. He knows a great deal about the Astral
Plane and its denizens—information he shares free of
5H. GUESTS’ ENTRANCE charge. The earthquakes that rattle Tu’narath trouble him,
Guests who do not wish to enter the establishment but not deeply; like most residents, he sees them as natural
through the common room (area 5A) can use the back door occurrences and the “hazards of doing business on the
instead. The door is locked (Open Lock DC 30), but any of Astral Plane.”
the guest keys can unlock it. The area is lit by the silvery Belvelios has connections among certain githyanki war-
void, as seen through the windows that follow the steps up. locks capable of brewing potions, scribing scrolls, forging
rings, and crafting various other magic items (things he is
5I. UPPER HALL generally unwilling to do himself). If the characters need a
This hall is lit by flickering continual flame spells cast upon specific magic item, the Blue Merchant is their best chance
iron sconces mounted to the walls at 20-foot intervals. A of obtaining it legally in Tu’narath. However, Belvelios
crimson carpet stretches the length of the corridor, stop- marks up all prices by 25% to cover “handling and delivery.”
ping just short of the balcony overlooking the common d Belvelios the Blue Merchant (ogre mage): hp 43;
room (area 5A). Chatter from the common room echoes Monster Manual 200.
down the hall. Tactics: Belvelios is secretly allied with the Sha’sal
Khou (see “The Lich-Queen’s Beloved” adventure for more
5J. UPSTAIRS GUEST ROOMS information). He offers to share information about the
Each room is locked (Open Lock DC 25) and contains a githyanki Lich-Queen over a nice dinner (even though
5 pair of beds, two matching wooden dressers (with three denizens on the Astral Plane don’t feel hunger). He knows
ISSUE 100

that the Lich-Queen has enemies in the city and suggests given shop is open or closed, roll 1d4; on a roll of 1, the
the heroes intent on defeating the Lich-Queen forge a shop is closed.
temporary alliance with Zetch’r’r, a githyanki warlord who The following keyed encounters refer to the map of
has a stronghold in the city. The stronghold, called Kyn’dl Street.
J’ryn’zalas (area 14), is located in a district off-limits to
nongithyanki. 6A. YONRAUTH’S ACID EMPORIUM
Belvelios avoids combat using quickened gaseous form A wrought-iron sign shaped like a coiled black dragon
and invisibility spells. hangs over the door of this dank shop. Skillfully burned
Treasure: Belvelios’s planar orrery stands 4 feet tall and into the door itself are the words “Yonrauth’s Acid Empo-
weighs 170 pounds. A successful DC 25 Knowledge (the rium,” written in Draconic. An iron rack in front of the
planes) check allows one to use the orrery to determine the window displays several flasks of caustic compounds, each
relation or location of one plane with respect to another. one properly labeled in Draconic as well. Several more
For instance, one could use the orrery to determine flasks of acid rest on shelves about the store.
whether two planes are coterminous, coexistent, or sepa- Creature: The proprietor, a human wizard named Yon-
rate. A successful DC 35 Knowledge (the planes) check rauth, sells acids of varying potency by the flask. Yon-
enables one to use the orrery to determine the physical, rauth seems on edge when asked to discuss his neighbors.
elemental, energy, alignment, or magic traits of a specific He occasionally hears githyanki voices coming from the
plane; the user must choose the type of trait and the plane apartment adjacent to his (area 6K). Since githyanki gen-
before making the check. The orrery has hardness 5 and 30 erally avoid living in the Merchant District, Yonrauth sus-
hit points. It is mechanical (not magical) in nature and pects that the ones lurking in the supposedly vacant
worth 5,000 gp intact. apartment are spying on someone—although he knows
not whom.
5L. PORTAL ROOM k Yonrauth, Male Human Wiz 9: AL N; use Table
The door to this room is locked (Open Lock DC 30) but can 4–22: NPC Wizard in the DUNGEON MASTER’s Guide to gen-
be opened easily from the inside. The room contains a pair erate statistics and equipment, if necessary. In addition to
of comfortable beds, a modest nightstand, a pair of match- his gear, Yonrauth carries keys to the doors to his shop,
ing dressers, and a tall wardrobe with an oval mirror storeroom (area 6I), and apartment (area 6J).
mounted on the inside of the door. Treasure: Yonrauth has the several types of acid for sale,
An invisible 3-foot-wide, 7-foot-tall extraplanar gate including the following:
blends seamlessly with the wall located to the right of the
door. Under the scrutiny of a true seeing spell, the portal Cost Damage
appears as a faintly luminescent rectangular outline on the Acid Type per Flask (Direct Hit/Splash)*
wall. The gate forms a one-way portal from the Material Ankheg Extract 10 gp 1d6/1
Plane; as the gate is one-way only, characters cannot use it Digester Spray 50 gp 2d6/1d3
to return to the Material Plane. Blood of
Rhapsody, her staff, and most of her regular patrons Dissolution 120 gp 3d6/1d6
know about the portal. Devilbrine 180 gp 4d6/2d6
(to chaotic creatures only)
6. KYN’DL STREET Slaad Ichor 180 gp 4d6/2d6
Kyn’dl Street wends through a densely packed cluster of (to lawful creatures only)
shops in the Merchant District, a few scant blocks from Wyrmdrool 200 gp 5d6/2d6
where the district converges with the rest of the githyanki *A flask of acid deals splash damage to all creatures within 5
city. Arched stone bridges connect some of the buildings’ feet of where it lands.
upper levels, 20 feet above street level. They are carved
with leering, gargoylish faces and allow dwellers on the 6B. ORLISPAR’S CANDLEWORKS
upper floors to move more quickly between buildings. The window of this candle shop features an impressive dis-
s Arched Stone Bridge: 1 1/2 ft. thick; hardness 8; hp play, from simple tapers to elaborate wax sculptures.
135 per 10-ft.-square section; break DC 40. Mounted to the door is an iron sconce holding a painted
The merchants who operate shops on this street work wooden candle with a continual flame spell cast on it. The
6 whatever hours please them. To determine whether a front of the shop contains rows of shelves packed with can-
ISSUE 100

dles of varying shape and size. The back of the shop serves wise, bugger off!” Knocking twice magically unlocks the
as a work area, where the candles are fashioned. door (as per a knock spell) and disables the Trap (see
Creatures: Orlispar, an unscrupulous efreeti who below). Knocking three times magically unlocks the door
secretly serves the Ch’r’ai as a spy and informant, runs this but does not disarm the Trap.
shop. (See “The Lich-Queen’s Beloved” for more informa- s Locked, Magically Reinforced Wooden Door: 2 in.
tion on the Ch’r’ai.) Using his polymorph ability, he assumes thick; hardness 10; hp 60; break DC 28; Open Lock DC 40.
the guise of a well-dressed, well-mannered gnome mer- s Welded Iron Shutters: 1 in. thick; hardness 10; hp
chant. Although Orlispar enjoys making ordinary candles, 30; break DC 28.
his inventory includes magic candles that he buys from Trap: Fitted into the doorframe is a scythe. The blade
other merchants (including Belvelios the Blue Merchant) slashes across the open doorway and back again, striking
and sells at inflated prices (see Treasure below). any creature that passes through the portal.
d Orlispar (efreeti): hp 65; Monster Manual 115. a Scythe Trap: CR 2; mechanical; proximity trigger;
Tactics: Orlispar avoids conflicts with powerful foes, automatic reset; +20 melee (2d4+8/×4, scythe); Search DC
preferring to negotiate and lie his way out of a sticky situa- 28; Disable Device DC 24.
tion. If the characters detect his true nature or alignment, Creature: Vilghoon, a githyanki assassin, deals in poi-
he conducts himself in a calm, businesslike manner, sug- sons. (Normal poisons administered on the Astral Plane
gesting that anyone not interested in buying candles don’t take effect until the poisoned creature leaves the
should leave. He defends himself if attacked. Astral Plane.) Vilghoon “retired” two years ago after a suc-
Treasure: Orlispar keeps his personal treasure some- cessful and lucrative career as a spy and contract killer.
where on the Elemental Plane of Fire, as thieves are His name is known—and uttered with contempt—on
common nuisances and threats in Tu’narath’s Merchant more planes than he cares to count. For someone of such
District. However, his shop contains eleven wax spell vile infamy, Tu’narath might be one of the few safe
candles etched with magical script. When a spell candle is havens in the planar omniverse. Although rotten to the
lit as its magical script is read (requiring a successful Deci- core, Vilghoon deals fairly with his customers and never
pher Script check with a DC equal to 10 + the spell’s sells them less than what they ask for. If questioned, he
level), the candle releases a spell in much the same fash- might share a local rumor or two, provided he gets some-
ion as a scroll. Orlispar’s small collection of spell candles thing in return.
contain the following spells: antilife shell, augury, blas- k Vilghoon: hp 100; see “Denizens of Tu’narath” for
phemy, contact other plane, deathwatch, detect secret doors , complete statistics.
dictum, fire shield, mass cure critical wounds, spell turning, and Treasure: Vilghoon has 1d8 samples of all the poisons
Tenser’s transformation. listed in the DUNGEON MASTER’s Guide as well as 1d4 samples
of the following new poisons he has either concocted or
6C. VILGHOON’S CONCOCTIONS discovered in his planar travels:
Welded iron shutters cover the windows of this establish-
ment, and a dark- DC
wood door fitted Poison Type Initial Damage Secondary Damage to Create Price
with an amazing- Advespa venom Injury DC 15 1d6 Str 1d6 Str 15 300 gp
quality lock bars Immoth ice venom Injury DC 19 Paralysis 1d6+2 min. 1 Int* 20 4,200 gp
entry. The door is Mindsnatch Injury DC 24 1d8 Int 2d8 Int 25 2,000 gp
as resilient as iron, Kelvezu claw extract Contact DC 19 1d6 Con 1d6 Con 20 500 gp
thanks to an Eviscerum Contact DC 25 1d6 Int* 1d6 Int*, 1d6 Wis 25 4,500 gp
alchemical treat- Mangler mist Inhaled DC 22 3d6 Cha 1 Cha* 25 1,800 gp
ment. Above the Doom’s grasp Ingested DC 28 2d6 Con 1d6 Con* 25 5,600 gp
door’s architrave, a *Permanent ability drain.
gargoyle leers at
passers-by.
When any living creature comes within 5 feet of the Development: Although the poison business is quite
door, a permanent magic mouth cast on the gargoyle says, “If lucrative, Vilghoon can also be hired as an assassin. He
you’ve come seeking Vilghoon’s Concoctions, knock twice. agrees to kill someone for his standard fee. He needs 1d4
7 If you seek Vilghoon himself, knock three times. Other-
ISSUE 100

days to “research” the victim, and his standard fee is 1,000 District and occasionally creates wondrous magic items for
pp × the victim’s level, plus the victim’s possessions. them. The wizard doesn’t keep medium or major wondrous
items in stock, fearing theft. From time to time, he closes
6D. APARTMENT up shop and heads off on some grand adventure, which
The door to this octagonal abode is locked (Open Lock DC gives him the experience points needed to craft his works.
30). The ill-kept, sparsely furnished apartment beyond He travels with a group of famous dwarven adventurers
belongs to the proprietor of The Blade’s Edge (area 6E). called the Thunderstones. As they specialize in hunting
Searching the messy flat for treasure takes 20 minutes and mind flayers, the Thunderstones and their allies are rarely
yields nothing, as no valuable items are kept here. troubled by the githyanki.
k Wistun, Male Human Wiz 15: hp 59; AL LN; use
6E. THE BLADE’S EDGE Table 4–22: NPC Wizard in the DUNGEON MASTER’s Guide
The shop’s sign is an ornamental greatsword bolted to an to generate statistics and equipment, if necessary. In addi-
iron clasp just outside the door. The shop’s name has been tion to his normal gear, Wistun hides his spellbook in a
worked into both sides of the blade, written in Dwarven on glove of storing worn on his right hand.
one side and Draconic on the other. Treasure: Wistun’s store contains a few oddities and col-
Creatures: Rhodus Ironshod, a fierce dwarf with a gar- lectibles that the wizard is more than happy to sell. Roll
goylish sneer, runs this shop. Rhodus fashions masterwork 2d6 times on Table 7–27: Minor Wondrous Items in the
swords from a forge that fills fully half of the shop. If some- DUNGEON MASTER’s Guide (page 247) to determine the spe-
one wishes to have their sword enchanted in a special way, cific “trinkets” Wistun keeps for display purposes.
Rhodus can have the proper enchantments cast for double Development: Although he has just begun work on a
the standard fees. (He knows a githyanki warlock or two cloak of etherealness for one of his adventuring companions,
who will perform the service, but their time isn’t cheap.) Wistun gladly puts this aside if the PCs come to him with
The dwarf does not care to sell other types of weapons and another project. Due to the scarcity of materials in
promptly dismisses anyone who comes searching for Tu’narath, his prices for items are 20% above standard.
them. He does not share rumors and rarely speaks of things However, he guarantees timely delivery.
other than swords. With a successful DC 25 Diplomacy check, PCs can per-
k Rhodus Ironshod, Male Dwarf Ftr 8: hp 72; AL LE; suade Wistun to scry on someone within Tu’narath or perform
use Table 4–16: NPC Fighter in the DUNGEON MASTER’s Guide some other service within the means of a 15th-level wizard.
to generate statistics and equipment, if necessary. In addition
to his gear, Rhodus carries a key to his apartment (area 6D). 6G. GERTEL’S TINDERBOX
Treasure: Rhodus keeps his profits in a locked iron The words “Gertel’s Tinderbox” are etched into the door’s
strongbox (hardness 10; hp 60; break DC 28; Open Lock 30) stone architrave (in Common), and the door is not locked.
hidden under the ashes in his forge. The strongbox con- Shelves line the walls of the store, and a barren desk sits
tains 150 pp and 580 gp. Racks along the walls hold an under the barred, curtained window that looks out onto
assortment of masterwork blades: 10 daggers, 8 Kyn’dl Street. Dried blood stains the walls and floor near
longswords, 5 short swords, 4 bastard swords, 3 falchions, 2 the counter. The store is otherwise bare.
scimitars, 2 greatswords, and a two-bladed sword. The former proprietor of this establishment, Gertel Ice-
bane, came to a bloody end after a githyanki patrol caught
6F. WISTUN’S WONDERS him dealing with an astrally projecting mind flayer. They
A handsome wooden sign hangs above this building’s used dimension door to enter the room and hacked the
ground floor entrance. The words “Wistun’s Wonders” wizard to pieces, but the illithid escaped. Gertel’s neighbor,
have been written on the sign in magically luminescent Augthum (see area 6H) heard the ruckus—and Gertel’s
silver paint. Mounted on the inside of the door is a stone of pleas for mercy—through the wall. After killing Gertel, the
alarm that warns the proprietor of visitors. githyanki removed or destroyed all of his prominently dis-
Wistun’s Wonders consists of three rooms: the store played magical wares.
proper, a small hexagonal bedroom, and a back workshop Treasure: The githyanki did not search Gertel’s store
with a barred window looking out into the street. Every room thoroughly. A successful DC 30 Search check reveals that
is immaculate—a reflection of the owner’s fastidiousness. the window’s sill is the lid of a secret compartment holding
Creature: Although no friend to the githyanki, Wistun four potions of nondetection in black crystal vials with silver
8 knows most of the trustworthy merchants in the Merchant stoppers (15 gp each for the vials).
ISSUE 100

6H. AUGTHUM’S ASTRAL AVIARY k Augthum, Male Gnome Wiz 5: hp 19; AL LN; use
A wooden sign hangs by the door, pronouncing the store’s Table 4–22: NPC Wizard in the DUNGEON MASTER’s Guide
name in Draconic. On the door itself hangs a plaque that to generate statistics and equipment, if necessary.
reads (in Common): “Deliver a message anywhere in the
void for just 10 gold pieces! Inquire within. Mind flayers 6I. YONRAUTH’S STOREROOM
NOT welcome.” Cabinets and crates line the walls of this upstairs chamber.
Creatures: A gravelly voice beckons characters who The cabinets hold empty flasks (for storing acids), and the
knock to enter. Inside, eight brass cages rest on tables, crates (which are used for special deliveries) are all empty.
dangle from iron-wrought hooks and corbels, or simply A fully stocked alchemist’s lab sits atop a table in the
levitate in midair. The cages hold eighty birds the size of middle of the room.
small ravens. These denizens of the Astral Plane, called The door leading to the bridge outside is locked (Open
astral streakers, do not utter a peep most of the time, but Lock DC 30), although it can be unlocked easily from
they chirp and caw whenever strangers open the door or inside the room. Yonrauth (see area 6A) carries the key to
enter the shop. Weaving among the cages, feeding his this door.
feathered charges, is a gruff old gnome named Augthum.
Augthum provides a messenger service to the denizens 6J. YONRAUTH’S APARTMENT
of the Merchant District. Surprisingly intelligent, the Both doors to this room are locked (Open Lock DC 30), and
astral streakers have adapted themselves to the strange Yonrauth carries the key that opens both. The room con-
environment of the Astral Plane and use their homing tains a bed, a dresser, a writing desk, a chair, and a chest
instinct to reach distant astral locations quickly. They can with arcane lock and fire trap spells cast on it.
travel to any astral locale that they have been to before in Trap: The fire trap spell cast on the chest is more of a nui-
one or two days. Initially, Augthum had to familiarize them sance than a lethal threat. It detonates when someone
to various locations by taking them there, but each genera- other than Yonrauth opens the chest’s lid.
tion of birds teaches the next generation the travel routes. a Chest with Fire Trap: CR 3; spell; spell trigger; no
Augthum rarely needs to make such trips, nowadays. A reset; spell effect (fire trap, 9th-level caster, 1d4+9 fire, DC
note or little bundle can be tied to an astral streaker’s leg, or 17 Reflex save half damage); Search DC 29; Disable Device
an astral streaker can be commanded to spy on a location DC 29.
and return. Although he doesn’t advertise the use of birds Treasure: The chest contains Yonrauth’s spellbook, a
as spies, Augthum knows that many of his regular clients green crystal vial shaped like an illithid’s head (20 gp) that
use them for such. One of the astral streakers is actually holds a potion of cure moderate wounds, a masterwork dagger
Augthum’s familiar (treat as a raven) and can usually be with a 100-gp gem set into its pommel, and a sack of 19 pp
found perched on the gnome’s shoulder. and 60 gp.
Augthum keeps several sheafs of paper and a large spin-
dle of twine atop a desk in one corner of his shop. For 10 6K. SPIES
gp, a customer can buy a piece of paper and a short length This apartment contains a table and four chairs. The fur-
of twine, tie a written note to an astral streaker, and send it nishings are unremarkable.
somewhere on the Astral Plane. Once it delivers the mes- Creatures: Four githyanki spies from J’ryn’zalas (area
sage (and a response, if one is provided), it returns to 14) lurk here. Zetch’r’r has assigned them to watch over
Augthum’s shop. the githzerai safehouse (area 6U).
Augthum does not like to take risks, and he would think k Githyanki Spies (4): hp 36 each; see “Denizens of
twice (maybe even three times) before crossing a Tu’narath” for complete statistics.
githyanki. If the PCs question him about his neighbors, he Tactics: These spies work for Zetch’r’r and the Sha’sal
does not mind talking about Gertel’s demise (see area 6G), Khou (see “The Lich-Queen’s Beloved” for details). If the
but that’s about all. He speaks well of Orlispar (see area 6B), safehouse is threatened, they use quickened dimension doors
but admits that his “fellow gnome” does not fear the to transport to area 6S, join forces with the githyanki sta-
githyanki as much as he perhaps should. Although far from tioned there, and use dimension door again to enter the safe-
naive, Augthum does not realize that Orlispar is actually an house and defend both the githzerai and the portal hidden
efreeti in disguise. in area 6V.

9
ISSUE 100

6L. MUZARC’S APARTMENT wizard named Muzarc hunches over a desk in the middle of
The door to this apartment is locked (Open Lock DC 30). the room. When customers enter, he raises his head, grins,
The disheveled room beyond contains a bed, dresser, and says, “Come seeking a scroll, have ye? Be my guest—
wardrobe, and a few dozen candlesticks holding half- look around! If ye can’t find what ye need, I might have
melted candles. Muzarc the elf wizard (see area 6Q) keeps something tucked away on another plane that’ll serve ye.”
his spell components in various dresser drawers, pouches, The walls are lined with wooden cubbyholes, some
and tunics scattered about the room. Those searching the empty and others containing furled scrolls. Muzarc’s
room for treasure find little of interest, as Muzarc carries claims to deal mostly in arcane scrolls, many of which he
his valuables on his person. scribes himself (at the minimum level necessary to cast the
spell). However, for a slightly
6M. VACANT APARTMENTS inflated fee (10% more than
Each of these apartments is empty. the standard price), he can
secure a divine scroll and
6N. KELHESTRA’S APARTMENT deliver it within 1d4
Kelhestra the merchant (see area 6O) lives here. The door days. Characters
to her apartment is locked (Open Lock DC 25), and the searching for a
interior is furnished with plush carpets, pillows, and other
creature comforts. The apartment contains little of value.

6O. PLANAR MUSINGS


A silver-filled engraving resembling a dimensional sextant
adorns the door to this shop. Hanging above the door, a
darkwood sign proclaims “Planar Musings—Reflections
on the Omniverse.” The shop itself contains shelves of trin-
kets and oddities that the proprietor has collected in her
explorations, including chimes, candles, inks, musical
instruments, clocks, bones, and maps.
Creature: The proprietor, Kelhestra, is a half-elf bard. She
is willing to sell a map of a particular outer plane for 100 gp,
although she cannot guarantee its authenticity. For 50 gp,
she will share stories and musings about a particular plane
she has visited or heard stories about. Again, the veracity of
the information is not guaranteed. If a PCs come to her with
a specific planes-related question or present some planar
oddity, Kelhestra can use her bardic knowledge ability or a
legend lore spell to help them find the answers they seek.
k Kelhestra, Female Half-elf Brd 10: hp 47; AL NG;
use Table 4–13: NPC Bard in the DUNGEON MASTER’s Guide
to generate statistics and equipment, if necessary. In addi-
tion to her normal gear, Kelhestra carries a key to her apart-
ment (area 6N).

6P. UPSTAIRS FOYER


This empty room has two doors leading to adjacent shops
(Planar Musings and Muzarc’s Scriptorium). A stone bench
juts beneath a window peering down into a back alley.

6Q. MUZARC’S SCRIPTORIUM


An ornate scroll-shaped signs hanging by the door of this
10 shop reads “Muzarc’s Scriptorium.” Inside the shop, an elf
ISSUE 100

particular arcane spell have a base 50% chance of finding might be responsible for the tremors, she has tried using
one copy here, minus 10% per level of the spell. He does magic to learn more—to no avail. Kir’yal does not sus-
not carry (and cannot cast) spells higher than 4th level. pect the Lich-Queen and would never endanger herself
Creatures: Muzarc is an elf wizard who deals exclu- by scrying on Vlaakith.
sively in scrolls (they are cheap and relatively ease to mass- k Kir’yal the Hr’a’cknir: hp 21; see “Denizens of
produce). He has no interest in providing other sorts of Tu’narath” for complete statistics.
services or information.
k Muzarc, Male Elf Wiz 8: hp 30; AL N; use Table 4–22: 6S. SHYNYSTAR’S SPELLWARDS
NPC Wizard in the DUNGEON MASTER’s Guide to generate sta- A sign carved to resemble a pair of crossed staves alludes to
tistics and equipment, if necessary. In addition to his normal the purpose of this shop. A note tacked to the door reads
gear, Muzarc carries a key to his apartment (area 6L). “Apologies, but I am away visiting acquaintances elsewhere.
For the second-finest abjurations in Tu’narath, see the Blue
6R. THE EARNEST EYE Merchant at the Morningstar Inn. Shynystar Goldstaff.”
The door to this shop is set into a carved stone frame with The store’s proprietor, Shynystar, specializes in abjura-
an architrave sculpted into the likeness of a dragon clutch- tions and sells items to protect planewalkers from the nat-
ing a crystal orb. A githyanki tir’su burned into the door ural and magical hazards of particular planes. However, he
spells the word “Kir’yal.” Under the symbol, a gold plaque recently left Tu’narath to visit friends in Sigil, and his shop
reads (in Draconic) “The Earnest Eye—Finder of missing has been empty (but not unoccupied—see Creatures
friends and lost souls.” A soft female voice beckons all who below) for some time.
knock to enter. The shop contains an ebony counter, several empty stor-
The Earnest Eye is a shop where customers pay for scrying age cabinets, a finely spun red carpet, and a writing desk
magic. Its proprietor, an old githyanki hr’a’cknir named loaded with paper, ink, and writing quills. Hanging on the
Kir’yal, charges 140 gp per scrying spell (one-fifth the price of wall behind the counter is a mirror in a green copper frame
a scroll of scrying) or 455 gp for a greater scrying spell (one-fifth shaped like a gaping devil’s face. Perched atop the counter
the price of a scroll of greater scrying). She can cast five scrying is a small stuffed winged snake. There is little else of inter-
and two greater scrying spells in a 24-hour period. She est here.
requires payment up front, regardless of whether the desired Creatures: Three githyanki soldiers, two gish, and one
spell succeeds, and hastens to point out that her spells work warlock from J’ryn’zalas (area 14) lurk here, waiting for the
better when she has a likeness, picture, possession, garment, spies in area 6K to alert them to trouble. They use their
or piece of the creature or individual being scried. quickened dimension door abilities to reach area 6U when
A stone, claw-shaped pedestal rising from the middle of they realize the githzerai safehouse is threatened.
the floor holds a font of silvery liquid that Kir’yal uses as a d Githyanki Soldiers (3): hp 34 each; see “Denizens of
scrying pool. Although she can be fussy and cantankerous, Tu’narath” for complete statistics.
Kir’yal is always polite to customers. Her one rule is that d Githyanki Gish (2): hp 24 each; see “Denizens of
she does not scry on other githyanki, and she makes this Tu’narath” for complete statistics.
clear to every customer. She does not accept bribes, and d Githyanki Warlock: hp 27; see “Denizens of
threatening her only works with a successful DC 24 Intim- Tu’narath” for complete statistics. The githyanki warlock
idate check. Kir’yal lives in a large manse in the Merchant carries a key to area 6T.
District and spends long hours in meditation when not
tending to customers. 6T. GUARDED APARTMENT
Creature: Kir’yal is unlike most githyanki. She is not Both doors to this room are locked (Open Lock DC 30).
evil, and her willingness to live and work in the Mer- The room contains a table and four chairs.
chant District has earned her some derision among her Creatures: Four githyanki soldiers stand guard in this
kind. Although she has not advanced far as a wizard, as a room, rushing into area 6U at the first sign of trouble. All
hr’a’cknir she has atypical psionic abilities. Kir’yal is four githyanki are loyal to Zetch’r’r, a warlord allied with
attuned to the Astral Plane and understands its nature. the Sha’sal Khou (see “The Lich-Queen’s Beloved” and area
She also has a keen insight into the earthquakes beset- 14 for more information).
ting Tu’narath and believes that someone in the city is d Githyanki Soldiers (4): hp 34 each; see “Denizens of
trying to awaken the dead god on which Tu’narath is Tu’narath” for complete statistics.
11 built. Fearing that some ancient foe of the githyanki
ISSUE 100

6U. GITHZERAI SAFEHOUSE Several docking towers jut from this “hand” of the dead
A sign made of petrified bark hangs on the door to this shop. god. A typical tower resembles a 100-foot-tall iron scaffold
Etched into the sign in clumsy letters are the words “Magic with a wooden platform or iron berth near the top
Elixirs” (in Common). However, the shop has been closed designed to support the weight of an astral ship. An iron
for some time, its doors locked tight (Open Lock DC 30). berth has adjustable support struts that conform to the
Creature: Eximil, a githzerai monk in league with the shape of a ship’s hull, securing it in place, whereas a plat-
Sha’sal Khou, meditates quietly in the middle of this form is simply a flat area on which a flat-bottomed ship can
abandoned shop. Although not welcome in Tu’narath, he set down. Within the docking tower’s superstructure, a lev-
periodically comes to the city to deliver important mes- itating wooden platform allows crews to lower themselves
sages to Zetch’r’r, using the portal in area 6V to enter and and their cargoes safely to the island’s surface, at a speed of
leave the githyanki warlord’s stronghold (area 14) unno- 50 feet per round, simply by uttering the word “Down” in
ticed. He also delivers messages and “merchandise” Common. Speaking the word “Up” causes the platform to
(magic items and other resources obtained by Zetch’r’r) rise at the same speed. A primitive crane affixed to the top
to githzerai agents hidden in secret redoubts throughout of the tower enables crews to hoist heavy cargo into and
the Astral Plane, reaching these destinations with the aid out of a ship’s hold.
of an astral ship called the Voidstinger (see area 8). Since gravity is directional, approaching astral ships
Like all members of the Sha’sal Khou, Eximil longs for the must constantly adjust their orientation so that the deific
day when the githyanki and githzerai are reunited as a single husk of the dead god is always beneath them as they pre-
people (see “The Lich-Queen’s Beloved” for details). He gives pare to dock.
his life to keep those who do not share his beliefs from using Roll 1d4 to determine the number of astral ships docked
the portal in area 6V to violate Zetch’r’r’s stronghold. here at any given time. Unless its crew has reason to leave
k Eximil: hp 72; see “Denizens of Tu’narath” for com- Tu’narath, the astral ship Voidstinger is among the vessels
plete statistics. present (see area 8 below).
Treasure: In addition to his equipment, Eximil carries a
helm of telepathy—a gift from Zetch’r’r (obtained during a 8. THE VOIDSTINGER
githyanki incursion on the Material Plane) for another Sha’sal Although the vast majority of astral ships belong to the
Khou member operating outside the githyanki capital city. githyanki, other powerful or intrepid beings may com-
Development: Eximil is preparing to leave Tu’narath to mand such vessels. The Voidstinger is a typical astral ship,
deliver the helm of telepathy. He is waiting for crewmembers created using the Craft Astral Ship feat (see sidebar) and
of the Voidstinger to arrive and escort him safely back to driven by the power of thought. It sports a pair of extend-
the astral ship (see area 8). able wings and landing gear resembling the talons of a bird
of prey. Although ships like this are common on the Astral
6V. HIDDEN PORTAL Plane, the Voidstinger and its crew are somewhat irregular.
The secret door leading to this room requires a successful Commanding the ship is Talazander Krulkrex, the
DC 20 Search check to locate. If the PCs explore the room, former cohort of a sorcerer who was recently slain in astral
read or paraphrase the following: form by an astral dreadnought. Krulkrex doesn’t know
which astral dreadnought killed his master, so he intends
A 10-foot-diameter gaping portal fills this otherwise empty room.
to kill them all. Krulkrex and his crew have killed two
A swirling maelstrom of violet-black smoke fills the oval gate.
dreadnoughts so far, trading the carcasses to the Blue Mer-
The gaping portal is a two-way portal leading to J’ryn’za- chant (see area 5K) for money to replace lost crewmembers
las, the stronghold of a githyanki warlord named Zetch’r’r. and repair damage to the ship. Between hunts, Krulkrex
A githzerai sorcerer working for the Sha’sal Khou created makes small cargo deliveries for Belvelios as well.
the portal with Zetch’r’r’s permission, allowing githzerai to On this particular visit to Tu’narath, Krulkrex is not
enter and leave J’ryn’zalas without having to navigate the transporting cargo: The half-orc is preparing for another
capital city. Any creature or object that enters the portal is excursion into the silver void, restocking his supply of bal-
instantly transported to area 14C. lista bolts and securing replacement weapons for his crew.
Krulkrex also plans to transport a githzerai monk named
7. DOCKING TOWERS Eximil (see area 6U) safely to a hidden Sha’sal Khou
Nongithyanki visitors approaching Tu’narath in astral stronghold far from Tu’narath. Krulkrez does not fully
12 ships are permitted to dock here and nowhere else. trust his crew, as many of them are recent replacements.
ISSUE 100

Hence, he takes great pains to conceal the identity of his k Voidstinger Crewmembers, Male and Female
passenger, claiming Eximil is a human wizard studying Human War 5 (14): hp 27 each. Each crewmember wears
Astral Plane phenomena. studded leather armor (DC 13) and carries a longsword (+6
Creatures: Captain Talazander Krulkrex is an intimidat- melee, 1d8+1 damage) and heavy crossbow (+5 ranged,
ing figure whose stern glare demands obedience and 1d10 damage).
whose resolve commands respect. He and seven Tactics: Krelkrex requires that his crew not draw undue
crewmembers remain aboard the astral ship at all times. attention to themselves through their actions or words. How-
Eight more crewmembers, one of which is a cleric of St. ever, they defend themselves if attacked, fleeing if the nearby
Cuthbert, fill out the crew. These eight members periodi- flying fortresses take notice and send githyanki to investigate.
cally head into the city to secure supplies. The crew is The following keyed encounters refer to the map of the
trained to follow Krulkrex’s orders. Voidstinger. Note that the astral ship generates an artifi-
k Captain Talazander Krulkrex, Male Half-orc Ftr cial gravity plane that allows the crew to move on its
12: hp 94; use Table 4–16: NPC Fighter in the DUNGEON decks normally.
MASTER’s Guide to generate Talazander’s statistics and equip-
ment, if necessary. 8A. BOW
k Geward Beltriss, Male Human Clr 10 (St. Cuth- The ballista mounted on the bow can pivot to fire off the
bert): hp 68; use Table 4–14: NPC Cleric in the DUNGEON ship’s port and starboard sides. A crate of four +1 ballista
MASTER’s Guide to generate Geward’s statistics and equip- bolts and four nonmagical ballista bolts rests nearby. One
ment, if necessary.
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ASTRAL SHIPS
Building an astral ship requires the Craft Astral Ship feat. Flying the weapons; SQ construct, hardness; AL N/A; SV as commoner of level
ship requires the pilot (who must have an Intelligence score of 1 or equal to the ship’s HD, with no ability modifiers.
higher) to sit in a specially attuned chair called a helm. The helm Construct: Like most constructs, astral ships are immune to mind-
allows the pilot to propel the ship by thought at a speed (in feet) influencing effects, poison, disease, and similar effects. They are not
equal to 10 times the pilot’s Intelligence score. When the ship pass- subject to critical hits, subdual damage, ability damage, ability drain,
es within a gravity well, such as that generated by a large chunk of energy drain, or death from massive damage.
drifting matter, it slows to a default speed of 50 feet. The astral ship Hardness: An astral ship is usually composed of different materi-
can move at double speed and running speed. Piloting the ship is als but has an overall hardness of 5 to 10. An astral ship composed
always considered a full-round action, and the pilot cannot engage in mainly of wood might have hardness 5, while an astral ship made of
other activities while controlling the ship. iron would have hardness 10. See the Attack an Object section of the
A pilot seated in the helm receives a 360-degree mental picture of Player’s Handbook for more information on hardness.
the area around the ship, out to normal visibility range. The pilot Mounted Weapons: An astral ship can be fitted with heavy cata-
feels as if he or she is flying directly over the ship and able to look in pults, light catapults, and ballistas (see Siege Engines in the
all directions at once. DUNGEON MASTER’s Guide for statistics). An astral ship can have one
The helm radiates strong transmutation magic under the scrutiny mounted weapon for every 2 HD it possesses, although nonmilitary
of detect magic. It serves as a conduit between the pilot and the ves- astral ships typically forego a full array of weapons in favor of having
sel and is rooted to the ship. Destroying any part of it (the chair itself cargo space. A heavy catapult counts as two weapons for the purpose
or the parts connecting it to the rest of the ship) renders the vessel of determining how many weapons an astral ship can carry.
powerless and inert. A helm has the same hardness as the rest of the Ram (Ex): In any round in which no ship-mounted weapons are
astral ship and 3 times its hardness in hit points. fired, an astral ship can ram a Huge or larger creature or object. If the
Rarely sold on the open market, astral ships can find their way into prow of the astral ship is more than 50 feet away in a straight line
someone’s hands by theft or other means. Excluding custom models, from a target, it can move up to double its speed to deliver a ram
astral ships generally share the following statistics: attack using its regular attack bonus. The ram deals either bludgeon-
d Astral Ship: CR —; Colossal Construct; HD 8d10 +1d10 per 10 ing or piercing damage, depending on the shape of its prow. The
feet of length; Init as the pilot – 4; Spd as the pilot (+30 ft. with psy- damage dealt equals 1d10 per point of the astral ship’s hardness. For
chic sails) in the Astral Plane, fly 50 ft. (poor) in a gravity well; AC example, an astral ship with hardness 10 deals 10d10 points of dam-

13 varies (–8 size, +1 natural per HD); Atk as cleric of level equal to the
ship’s HD; Space/Reach 30 ft./10 ft. (or as ram); SA ram, mounted
age with a successful ram attack, or triple damage on a critical hit
(threat range 20).
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crewmember is needed to fire and reload the ballista; 8E. AFT


reloading it requires two full-round actions. The two ballistas mounted to the ship’s aftcastle can pivot
to fire off the ship’s port and starboard sides respectively. A
8B. BRIDGE (EL 8) crate of four +1 ballista bolts and six nonmagical ballista
This room contains a pair of winches for folding and unfold- bolts rests between them. One crewmember is needed to
ing the ship’s wing-shaped psychic sails. The wings are usu- fire and reload a ballista; reloading it requires two full-
ally extended during flight and pulled in before landing. The round actions.
wing sails are designed to catch psychic winds and increase A pair of wooden doors covers a 10-foot-square hatch lead-
the ship’s speed during flight; without the wings fully ing to the cargo hold (area 8F). The doors are not locked but
extended, the ship’s astral speed slows by 30 feet. quite heavy, requiring a DC 12 Strength check to pull open.
A wooden ladder descends through a hatch in the floor,
granting access to the lower deck. 8F. CARGO HOLD
The Voidstinger’s hold contains a few empty crates but no
8C. HELM cargo. A few storage nets hang from hooks along the walls,
between the portholes.
A large, lumpy chair composed of hardened resin and con-
toured to fit a humanlike form rests at the back of the room.
8G. CREW CABIN
Ropy tendrils of hardened resin sprout from the chair’s back
This cabin contains seven pairs of hammocks stacked like
and merge seamlessly with the walls of the ship.
bunkbeds. Two unlocked footlockers rest under each pair
One can control the speed and direction of the Void- of hammocks.
stinger by sitting in the chair (called the helm) and focus- Treasure: Each footlocker holds some personal effects
ing one’s thoughts on flying the astral ship. Once in the and a pouch containing 2d10 pp and 5d20 gp.
chair, the pilot can see in any direction as though floating
directly above the vessel. A tingling sensation causes the 8H. FIRST MATE’S CABIN
pilot’s body to tremble slightly as he or she controls the This cabin contains a hammock, a desk and chair, a locked
ship. See the “Astral Ships” sidebar for more information wooden chest (Open Lock DC 25), and a small table. Atop the
about the astral ship and its helm. table rests a shrine dedicated to St. Cuthbert. On one wall
hangs a painted wooden symbol of St. Cuthbert set with gems.
8D. GUEST CABIN Treasure: The wooden symbol of St. Cuthbert on the
A hammock hangs between two wooden walls near the wall is set with three large red spinels (250 gp each) and
door. Other furnishing in this cabin include a desk and eight smaller red spinels (100 gp each). A small clay bowl
matching chair by the aft window, a dresser with four draw- inside the shrine serves as a brazier and holds a block of
ers, and some hanging tapestries depicting various other incense of meditation.
planes of existence. To one side of the bed rests a heavy
wooden trunk secured with a good lock (Open Lock DC 30). 8I. CAPTAIN’S QUARTERS
Creature: When Captain Krulkrex is ready to leave Tu’- The captain’s cabin contains a hammock, a four-drawer
narath, he sends Geward Beltriss and three crewmembers dresser, a locked iron strongbox (Open Lock DC 40), a
to fetch Eximil (see 6u) and escort the githzerai monk large wooden desk and chair, and a table covered with
safely to this cabin. Eximil remains sequestered in the maps. The contents of the iron strongbox are described
cabin for the duration of his journey, pretending to be a under Treasure, below.
wizened human wizard. The dresser holds Krulkrex’s clothes and worthless per-
k Eximil: hp 72; see “Denizens of Tu’narath” for com- sonal effects. The strongbox contains the Treasure. PCs
plete statistics. searching the desk find pieces of paper, writing quills,
Treasure: In addition to his equipment, Eximil carries a and jars of ink, but little else of interest. The maps depict
helm of telepathy—a gift from the githyanki warlord various “islands” and strongholds adrift in the Astral
Zetch’r’r (obtained during a githyanki incursion on the Plane, including the deific husk upon which Tu’narath is
Material Plane) for another Sha’sal Khou member operat- built. Various locations in Tu’narath (such as The Morn-
ing outside the githyanki capital city. ingstar Inn and the lich-queen’s palace of Susurrus) are
labeled in Common.
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Creature: Unless he is summoned elsewhere, Captain captains (kith’raks) to organize the units under their com-
Krulkrex can be found here, resting in his hammock or mand. The captains in turn rely on sergeants (sarths) to
poring over his collection of maps. If awakened by shouts train the common soldiers. Githyanki who demonstrate an
of alarm, he does not take the time to don his half-plate affinity for magic receive additional training at the Citadel
armor before investigating the disturbance; otherwise, he of the War Magi (area 11) before rejoining their respective
appears fully armored. regiments. Githyanki who manifest unusual psionic abili-
Tactics: Unyielding and fatalistic, Krulkrex defends his ties are sent to the Citadel of the Mind’s Eye (area 12) for
ship and crew to the end. mental training and enlightenment.
Treasure: The locked iron strongbox contains 80 pp in a Creatures: A typical military compound includes sev-
leather pouch and four potions of cure moderate wounds. eral fortified and heavily guarded buildings. A typical mili-
tary regiment consists of 200 githwarriors, 100 githyanki
9. MILITARY DISTRICTS soldiers, 20 gish, 10 sarths, three kith’raks, and a supreme
The githyanki culture revolves around war and conquest. commander (knight). Githyanki use red dragons to rein-
From the moment they hatch, githyanki are assigned to force their garrisons, and most military compounds
military regiments. Deprived of any sense of family, the include one or more buildings specifically designed to
githyanki learn to value their weapons, armor, and combat house them. A typical military regiment includes six juve-
prowess above all else. The city has several military dis- nile red dragons and an adult red dragon (which is usually
tricts where hundreds of githyanki regiments live and quartered with the supreme commander).
train. Each regiment has its own hierarchy of githwarriors, Nongithyanki are not welcome in the Military District
knights, warlocks, and gish. A typical district contains and are arrested or killed on sight.
dozens of separate military compounds, with a supreme
commander (a githyanki knight) presiding over each one. 10. ASTRAL SHIPYARDS
As the supreme commanders spend most of their time The githyanki build their astral warships inside massive
planning missions of conquest and conferring with one stone hangars resembling warehouses. Each hangar has a
another about issues affecting the whole city, they rely on roof composed of strips of leather stitched to a retractable
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NEW FEAT: CRAFT ASTRAL SHIP [ITEM ship and cannot be removed and used to control another vessel.
CREATION] (Removing the helm destroys it and renders the ship immobile.)
You can create an astral ship—a vehicular construct designed exclu- However, any creature with an Intelligence score can use the helm
sively for travel on the Astral Plane. once it is installed.
Prerequisite: Spellcaster level 15+. When not conducting the rituals, you must rest and can perform
Benefit: Provided you have the material resources, you can build no other activities except sleeping, eating, and talking. If you miss a
an astral ship that harnesses the power of thought to ply the Astral day of rituals, the process fails and must begin anew. Money spent is
Plane. The cost of building an astral ship includes the cost of the hull lost, but XPs spent are not. The astral ship’s hull can be reused, as
as well as all the materials and spell components that are consumed can the facility.
or become a permanent part of it. Hull Cost: An astral ship’s size (primarily its length) and hardness
The first task is to construct a facility (either a spacious workroom both factor into the cost of its hull.
or warehouse)—at a cost of 2,000 gp. The second task is building the The hull costs 25 gp per foot of length. If the astral ship’s width or
astral ship’s body or hull. You can assemble the hull or hire someone depth is half of its length or less, no additional hull costs for size
else to do the job, but the builder must have at least 10 ranks in the apply. A hull with a width or depth greater than half the ship’s length
Craft (shipmaking) skill. costs 25 gp per foot of added width or depth. Multiply the cost by the
The real work of creating an astral ship involves extended magic ship’s hardness (usually a number between 5 and 10) to get the final
rituals that require two months to complete. The rituals allow you to cost of the ship’s hull. For instance, a 120-foot-long astral ship hull
“grow” the ship’s helm—an organic chair that attunes the ship to the with hardness 8 would cost 24,000 gp (120 × 25 × 8).
thoughts of the pilot. You must labor for 8 hours each day in the facil- Helm Cost: An astral ship’s helm is double the cost of the ship’s
ity where the ship is being built. The helm can be shaped and config- hull. To create a helm, one must spend 1/25 of the helm’s price in XP.
ured according to your whim. Once fully grown, it can propel the ship Psychic Sails Cost: Sails designed to catch the psychic winds of the

15 through the Astral Plane at a speed (in feet) equal to 10 times the
pilot’s Intelligence score. A helm must be attached to a specific astral
Astral Plane may be added to the ship at a cost equal to half the hull
cost. Psychic sails increase an astral ship’s speed by 30 feet.
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wooden framework that opens when a newly commis- instructors and crafters of magic items, including the
sioned warship is ready for launch. A typical facility can fabled githyanki silver swords.
handle two warship hulks at the same time, although rarely Creatures: The towers surrounding Kran’i’toc bristle
are these ships at the same stage of completion. The with ballistas and light catapults. A squad of githyanki
githyanki shipwrights (called mlar) and warlocks who fighters staffs each tower; each squad consists of 20 sol-
build the astral ships (called var’ith’n) reside in smaller diers, 2 sarths, 1 kith’rak, and a juvenile red dragon.
buildings near the hangars. The citadel itself contains scores of githyanki warlocks
Creatures: A githyanki blackweave warlock (see POLY- and gish, as well a dozen or more juvenile red dragon
HEDRON Magazine #159) loyal to the Lich-Queen oversees “watchdogs.” Iron golems, magically bound planar allies,
the construction of each astral ship. The blackweave war- and symbol spells protect the citadel against intrusion. Non-
lock oversees four warlock apprentices, who in turn com- githyanki found within the walls of the citadel are hunted
mand a team of 20 mlar, each of whom is a 7th-level down and killed on sight.
githyanki expert with 10 ranks in the Craft (shipbuilding) Treasure: Forges and workrooms within the citadel
skill. A squad of githyanki guards the hangar and protects might hold small caches of magic items, but the real treas-
the warlocks; this squad consists of 20 githyanki soldiers, 2 ures of Kran’i’toc lie in scry-proof vaults hidden behind
sarths, 1 kith’rak, and 3 trained hanathka’duths (half-red secret doors throughout the citadel. Herein the faculty
dragon megaraptors). hides its collection of potions, scrolls, wands, and won-
d Githyanki Soldiers (20): hp 34 each; see “Denizens drous items. Feel free to flesh out this trove as needed.
of Tu’narath” for complete statistics.
d Githyanki Sarths (2): hp 51 each; see “Denizens of 12. K’RADYSTAR: CITADEL OF THE
Tu’narath” for complete statistics. MIND’S EYE
d Githyanki Kith’rak: hp 102; see “Denizens of K’radystar, the Citadel of the Mind’s Eye, is where githyanki
Tu’narath” for complete statistics. come to study and harness the energies of the Astral Plane.
d Githyanki Warlocks (4): hp 27 each; see “Denizens Githyanki who manifest abnormal psionic abilities are sent
of Tu’narath” for complete statistics. here by their leaders to become hr’a’cknir—spiritual mas-
d Blackweave Warlock: hp 99; see “Denizens of ters of the silver void. To become a hr’a’cknir, a githyanki
Tu’narath” for complete statistics. must manifest unusual psionic powers (that is, psionic
d Hanathka’duths (3): hp 168 each; see “Denizens of spell-like abilities atypical of the species). Githyanki society
Tu’narath” for complete statistics. treats hr’a’cknir with equal measures of reverence and trep-
Nongithyanki are not allowed near the astral shipyards idation, and a hr’a’cknir who chooses not to return to his or
and are arrested or killed on sight. her military regiment is free to pursue a different path with-
out judgment or punishment.
11. KRAN’I’TOC: CITADEL OF THE The citadel proper resembles nothing so much as a clus-
WAR MAGI ter of square towers and hollow, rectangular monoliths
A 40-foot-tall stone wall broken by 60-foot-tall guard fused into one complete structure. Within its stone walls,
towers encloses Kran’i’toc, the Citadel of the War Magi. elderly hr’a’cknir teach young upstarts how to capture and
The citadel itself is a sprawling edifice—a collection of redirect astral energies with their minds, allowing them to
warlocks’ towers and lecture halls joined by great pillared hone their peculiar psionic abilities. Blocks of residences
halls and arcades. It rests atop a stony knoll, looming over a fan out from the citadel, and a 40-foot-tall stone wall
conglomeration of residences occupied by hundreds of broken by 60-foot-tall towers surrounds this district.
instructors and pupils. Creatures: Hr’a’cknir have statistics similar to githyanki
Githyanki who demonstrate exceptional mastery of warlocks and gish. However, they possess different (or
magic are removed from their military regiments and additional) psionic abilities. For example, a hr’a’cknir
enrolled in Kran’i’toc, where they study spells and craft might have augury instead of dimension door, allowing her to
magic items. Those who choose the path of the gish com- channel astral energies to predict the future in much the
bine their magical studies with the martial arts. At the end same fashion a cleric uses divine energy to cast the augury
of their training, these young githyanki leave the citadel spell. Each hr’a’cknir’s abilities are unique and not neces-
and return to their respective military regiments as practic- sarily a reflection of level.
ing warlocks or gish. A handful of them stay behind as The towers surrounding K’radystar bristle with ballistas
16 and light catapults. A squad of githyanki fighters occupies
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each tower; each squad consists of 20 githyanki soldiers, 2 13B. HALL OF PUNISHMENT
sarths, a kith’rak, and a juvenile red dragon.
Great pillars carved with sneering githyanki faces support the
ceiling of this 20-foot-high chamber. Torches set into sconces
13. THE WILL OF GITH along the outer walls illuminate five square pits in the floor.
The Lich-Queen bestows the title of Commissar to a
Crisscrossing iron bars jut from the walls of each pit, just
supreme commander (knight) of exceptional cruelty, loy-
below floor level, effectively sealing them. From the floor near
alty, and martial prowess. The Commissar personifies the
each pit rise two iron capstans, while above each pit dangle
law in Tu’narath, for he carries the burden of destroying
four sets of chains ending in shackles.
those who bring harm to its citizens and all who oppose the
Two lifeless yet animate humanoid corpses grip each cap-
Lich-Queen’s dictum. The Commissar’s responsibilities
stan, but they are the least of the chamber’s horrors. Five
include capturing and executing lawbreakers and oversee-
human prisoners in shredded clothes dangle above the pits,
ing the city watch.
their wrists caught in the iron-wrought grip of the shackles.
Commissar Yev’dakai rules the city from a stronghold
They tremble helplessly at whatever fate awaits them in the
called The Will of Gith. Loyal servants of the Lich-Queen
pits below.
known as the Ch’r’ai inform Commissar Yev’dakai of
Vlaakith’s wishes and insure that he fulfills his duties. Mivim, Although Commissar Yev’dakai enjoys executing crimi-
the member of the Ch’r’ai, resides at The Will of Gith and nals, individuals arrested for minor infractions and individ-
counsels Yev’dakai. Mivim answers to Xam’kras, the leader of uals unworthy of the Commissar’s attention are consigned
the Ch’r’ai, who dwells in the Lich-Queen’s palace of Susurrus here—as examples of what happens to those who chal-
(see “The Lich-Queen’s Beloved for details on Susurrus). lenge the laws of Tu’narath.
The following encounters refer to the map of The Will The torches along the outer walls are actually continual
of Gith. flame spells cast on iron sconces.
The 10-foot-square pits descend 5 feet before opening into
13A. STRONGHOLD ENTRANCE the unlit cavern below (area 13L). The crisscrossing iron
The ground floor entrance to this forlorn structure is bars that cover the mouths of the pits can be extended or
carved to resemble a dragon’s gaping maw. Stone doors retracted by turning the nearby iron capstans—a feat requir-
inside the fanged maw defy entry to the building. ing a successful DC 15 Strength check. As many as four indi-
Bas-reliefs depicting honored githyanki warriors deco- viduals can attempt to turn a capstan at the same time.
rate the walls of the 20-foot-high chamber beyond the The masterwork shackles binding the prisoners can be
entrance, and caryatids representing the legendary Gith opened with a knock spell or successful Open Lock check,
stand on either side of the archway leading to area 13B. or they can be smashed open.
Continual flame spells illuminate the chamber. s Iron Shackles: 1/3 in. thick; hardness 10; hp 10;
Murder holes in the ceiling allow guards in area 13E to break DC 28; Open Lock DC 30.
rain arrows upon intruders (see Development, below). s Iron Chain: 1/2 in. thick; hardness 10; hp 15; break
Creatures: Four male duthka’gith fighters—half-red DC 30.
dragon githyanki—guard this entrance chamber. Two Creatures: Three chain devils (kytons) and a bone
flank the entrance, and two more flank the archway lead- devil (osyluth) named Tersicryl torment prisoners con-
ing to area 13B. demned to painful death in this hall. The kytons com-
d Duthka’gith Guards (4): hp 70 each; see “Denizens mand the chains that bind the prisoners and can increase
of Tu’narath” for complete statistics. the chains’ length by as much as 15 feet, effectively drop-
Tactics: The duthka’gith guards rely on sheer brawn to ping the prisoners into the pits (whereupon they are
overwhelm their opponents. quickly devoured by the creatures in area 13L). The osy-
Development: A battle here brings reinforcements luth interrogates the prisoners, as well as animates and
from area 13B, which arrive after 1 round. It also triggers a controls the zombies that operate the capstans. All of
hail of arrows from the guards in area 13E, who monitor these devils serve Commissar Yev’dakai and help to
the chamber through murder holes in the ceiling; the defend the stronghold.
murder holes afford them nine-tenths cover. Two githyanki or githzerai zombies operate each of the
chamber’s ten capstans. They remain at their posts until the
osyluth commands them otherwise. All of the zombies are
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animated githzerai and mind flayer corpses that pose little Creatures: Four duthka’giths stand guard here. They
threat to high-level PCs. have their bows drawn and gaze down through the murder
Eight githyanki soldiers keep watch over the devils and holes into area 13A.
their prisoners. They stand in the corners of the room and d Duthka’gith Guards (4): hp 70 each; see “Denizens
respond quickly to trouble in other areas of the stronghold. of Tu’narath” for complete statistics.
The five prisoners are evil acolytes of Hextor who failed Tactics: If intruders make it this far without alerting the
to protect a githyanki egg hatchery on the Material Plane. entire stronghold, one of the duthka’gith guards uses a
Near death, they have nothing left to do but contemplate quickened dimension door to retreat to area 13I, warning the
their failure and their fate. If set free, they guard their iden- Commissar of the surprise attack. The remaining guards
tities as best they can until afforded a chance to escape with try to incinerate intruders with their breath weapons
their lives. before drawing their greatswords and leaping into melee.
d Tersicryl (bone devil): hp 95; Monster Manual 52. Development: Sounds of combat here bring reinforce-
d Chain Devils (kytons) (3): hp 52 each; Monster ments from areas 13F and 13H. The guards in the chamber
Manual 53. below (area 13A) also hear the disturbance and make their
d Githyanki Soldiers (8): hp 34 each; see “Denizens of way upstairs via areas 13C and 13D.
Tu’narath” for complete statistics.
d Gith Zombies (20): CR 1/2; Medium undead (extra- 13F. CONFERENCE ROOM
planar); HD 2d12+3; hp 16 each; Init +0; Spd 20 ft. (can’t A circular symbol is painted on the floor of this chamber.
run; base 30 ft.); AC 17, touch 10, flat-footed 17; Base Atk The symbol is a githyanki tir’su (see “The Lich-Queen’s
+1; Grp +3; Atk/Full Atk +3 melee (2d6+3/19–20, Beloved” adventure for details) that spells the name “Gith.”
greatsword) or +3 melee (1d6+2, slam); SQ darkvision 60 ft., Centered above the tir’su is a round marble table with legs
DR 5/slashing, single actions only, undead type; AL NE; carved to resemble red dragons.
SV Fort +0, Ref +0, Will +3; Str 15, Dex 11, Con —, Int —,
Wis 10, Cha 1. 13G. WARLOCKS’ ROOM
Feats: Toughness. This room belongs to a pair of githyanki warlocks named
k Acolytes of Hextor, Male and Female Human Ravadur and Kr’ahlos. Both are members of the Ch’r’ai (see
Clr3 (Hextor) (5): hp 23 each; use Table 4–14: NPC “The Lich-Queen’s Beloved” for details). The chamber con-
Cleric in the DUNGEON MASTER’s Guide to generate statistics tains a pair of desks with matching chairs, a shelf laden
for these NPCs, if necessary. They have no armor, weapons, with miscellaneous spell components, and a pair of arcane
magic items, or other gear. locked chests containing the Treasure.
Treasure: Ravadur’s chest contains githyanki body
13C. TOWER, GROUND FLOOR wrappings, a red robe sewn with semiprecious stones
A broad, stone staircase ascends to area 13D on the second (worth 1,450 gp), a golden dragon mask painted red and
floor, while a stone spiral staircase descends to area 13K of set with malachite horns (worth 3,600 gp), and the war-
the dungeon level. The walls of this room are adorned with lock’s spellbook (which contains all of Ravadur’s pre-
murals depicting flights of red dragons with githyanki pared spells plus 2d6 additional 1st- through 3rd-level
riders. Between the murals are torch sconces made of wizard spells).
illithid skulls; a continual flame burns in each one. Kr’ahlos’s chest contains githyanki body wrappings, a
masterwork dagger in a bejeweled scabbard (worth 500 gp),
13D. UPSTAIRS FOYER a golden goblet with a coiled dragon-shaped stem and
Murals on the wall of this foyer depict githyanki knights rubies in the dragon’s eyes (worth 4,500 gp), a potion of cure
wielding silver swords, decapitating mind flayers and hack- moderate wounds, and the warlock’s spellbook (which con-
ing their headless bodies to pieces. Between the painted tains all of Kr’ahlos’s prepared spells plus 2d6 additional
murals are torch sconces made of illithid skulls; a continual 1st- through 3rd-level wizard spells).
flame burns in each one.

13E. GUARD ROOM


This room is featureless save for three rows of murder
holes in the floor. Barred windows allow the silvery light of
18 the Astral Plane to illuminate the chamber.
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13H. HALL OF FINAL JUDGMENT breathtakingly elaborate body wrappings. The erinyes
attempt to seduce interlopers using their potent charm
Silvery light pours into this sparsely furnished chamber
ability. If that fails, they try to entangle foes with their
through four great windows along one wall. A painted statue
ropes before engaging in melee combat. If one erinyes falls
stands bathed in the astral luminescence: an imperious, 8-
in battle, each of the surviving erinyes makes one attempt
foot-tall githyanki in ornate golden armor, her greatsword
to gate 1d4 barbazu (35% chance of success). If two erinyes
poised threateningly as if to impale a fallen foe, her face a
fall, the third uses greater teleport to flee the stronghold and
mask of ruthless contempt. Bas-reliefs on the walls depict a
bring reinforcements to The Will of Gith.
legacy of slaughter and conquest, showing fierce githyanki
d Mivim the Hr’a’cknir: hp 60; see “Denizens of
knights waging war against the vile illithids in stalactite-ridden
Tu’narath” for complete statistics.
caverns. Lovingly sculpted alabaster benches line the walls
d Githyanki Warlocks (2): hp 27; see “Denizens of
beneath these scenes of violence.
Tu’narath” for complete statistics.
The Commissar of Tu’narath, Yev’dakai, passes final judg- d Erinyes (3): hp 85 each; Monster Manual 54.
ment on criminals in this chamber, where the statue of Gith Treasure: The alabaster game board and obsidian game
can bear witness to his verdicts and executions. Indeed, the pieces are worth 300 gp for the set.
scornful glare of Gith is often the last thing a criminal sees The wardrobe contains some ceremonial body wrap-
before death. When not hearing the plaintive cries of the pings (bandages), a collection of ornately embroidered silk
guilty or conferring with his advisors, the Commissar typi- robes, a pair of ornamental gold bracers shaped like howl-
cally meditates in his private chamber (area 13J). ing demon faces (560 gp), a shrunken githzerai head hang-
ing from a hook by some twine, and several jars of miscel-
13I. MIVIM’S QUARTERS laneous spell components. A secret compartment in the
back of the wardrobe holds Mivim’s spellbook and requires
A brass table with legs shaped like curling tentacles domi-
a successful DC 30 Search check to locate. See Mivim’s sta-
nates the room, and atop it rests an alabaster game board
tistics in the “Denizens of Tu’narath” section for the con-
with a set of small, exquisitely sculpted obsidian figurines.
tents of his spellbook.
Spaced around the walls are a dozen small niches containing
The twelve black candles are actually coldfire candles (see
black candles that cast blue flames. Between the niches hang
“The Lich-Queen’s Beloved” for details).
tapestries depicting epic githyanki battles against mind flay-
Development: A battle here attracts the attention of
ers, githzerai, astral dreadnoughts, and other creatures.
Commissar Yev’dakai (area 13J), who uses a quickened
This room is usually occupied (see Creatures, below). dimension door to appear suddenly in the room.
The alabaster game board and obsidian figurines are compo-
nents of a strategy game similar to chess; the game board, 13J. COMMISSAR’S ROOM
wardrobe, and candles are discussed under Treasure. Two vivid murals adorn the walls of this chamber. The first
Creatures: Mivim, a member of the Ch’r’ai (second only depicts a lone githyanki knight astride a red dragon chal-
to Xam’kras), is here with two subordinate members of the lenging an enormous, serpentine creature with horns, a
Ch’r’ai—the warlocks Ravadur and Kr’ahlos. Mivim wears single large eye, and two gnarled limbs ending in pincer-
black body wrappings and a mask of the skull, giving him a like claws. The second portrays a band of githyanki knights
lichlike appearance (although he’s very much alive). He slicing through the silver cords of four astrally projecting
also clutches a gray-black rod made of astral driftmetal (his mind flayers.
rod of astral vengeance). An ornate trunk fashioned from pieces of wood and
Mivim’s loyalty to Xam’kras, the leader of the Ch’r’ai, is astral driftmetal stands against one wall. The trunk is
absolute, but Mivim also awaits the day when the Lich- locked (Open Lock DC 40), and Commissar Yev’dakai car-
Queen consumes Xam’kras’s soul (as she is wont to do) ries the only key. Beside the trunk stands an iron weapon
and makes him leader of the “revered ones.” Mivim knows rack. The weapon rack holds a private collection of
that Vlaakith is responsible for the earthquakes rocking weapons taken from criminals and foes Yev’dakai has slain
Tu’narath but would never think to stand between her and over the years. See Treasure, below, for the contents of the
her destiny. trunk and the rack.
In addition to his Ch’r’ai subordinates, Mivim relies on a Creatures: If the PCs enter this chamber without rais-
trio of erinyes devils for counsel. The erinyes typically ing the alarm, they see a Commissar Yev’dakai in ornate
19 assume the forms of attractive female githyanki dressed in full plate armor battling and parrying imaginary foes with
ISSUE 100

his silver sword. The Commissar’s mount and companion, to serving his queen, and he feels that Vlaakith herself
a juvenile red dragon named Torment, sleeps with one eye speaks to him through her favored agents, the Ch’r’ai.
open nearby. d Yev’dakai, Male Githyanki Ftr 15: hp 152; see
Commissar Yev’dakai seeks absolute order in Tu’narath. “Denizens of Tu’narath” for complete statistics.
His finely wrought conception would not lie beyond the d Torment, Juvenile Red Dragon: hp 168; see
realm of reason were it not for the “unwanted interlopers” “Denizens of Tu’narath” for complete statistics.
in the Merchant District. He has a low tolerance for “lesser Tactics: Yev’dakai prefers to face foes in melee combat,
species” and rarely shows leniency toward them. Yev’dakai swearing to put an end to their miserable lives “in the name
oversees the duthka’gith soldiers who guard The Will of of Vlaakith.” Torment knows that Yev’dakai enjoys one-on-
Gith and patrol the city. When not hounding criminals and one challenges and always chooses a different opponent
enforcing the law, he confers on occasion with the supreme than the one Yev’dakai is fighting. If reduced to 25 hit
commanders of the various military groups in Tu’narath points or fewer, Yev’dakai uses plane shift to escape, taking
and shares his military strategems. Yev’dakai devotes his life Torment with him if the opportunity arises. He then
drinks his potion of cure moderate wounds.
Treasure: Yev’dakai’s iron trunk contains several items:
some folded clothes and black bedsheets, a gold diadem set
with three black sapphires (5,150 gp), a bronze helmet
shaped like a dragon’s head with rubies for eyes (2,400
gp), a platinum collar (625 gp), four gold bracelets
shaped like coiled serpents (200 gp each), a gold
medal shaped like the sign of Vlaakith (180 gp), a
potion of bull’s strength, and a potion of tongues.
The iron rack holds a +1 dragon bane
dwarven urgrosh, a +1 keen greataxe, a +2 heavy flail,
a +1/+1 quarterstaff, a +1 holy mace of thundering, a +1
flaming scythe, three pieces of a broken greatsword
(two blade shards and a hilt set with an amethyst
worth 1,000 gp), and a +1 spiked chain.

13K. ROUGH-HEWN CAVE


A spiral staircase, its newel carved to resemble coiling
serpents, dominates this roughly hewn cave, from
which juts a smaller side cave. A 10-foot-square, iron-
wrought gate with a dangling padlock bars entry to a
much larger cave filled with monstrous snarls and heavy
footfalls.
The spiral stairs ascend to area 13C. The gate is sealed
with a large iron padlock (see below for statistics). PCs
peering through the gate see area 13L beyond.
s Iron Padlock: 2 in. thick; hardness 10; hp 60;
break DC 30; Open Lock DC 30.
Creatures: Two duthka’giths guard the room and
watch the creature in area 13L. One guard carries
the iron key to the gate’s padlock. The guards do
not take damage from the occasional jets of
flame shot through the gate by the denizens
of area 13L.
d Duthka’gith Guards (2): hp 70 each; see
“Denizens of Tu’narath” for complete statistics.
20
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13L. PYROHYDRA LAIR Only Vrax, Zetch’r’r’s knights, and the gish know that
Light filters into this rough-hewn cave through five 10- Zetch’r’r is allied with the Sha’sal Khou. Most of the other
foot-square iron grates in the 20-foot-high ceiling. Crushed githyanki of J'ryn'zalas would be appalled and disgraced to
bones and tatters of cloth lie strewn upon the floor. Two learn that their supreme commander is allied with a faction
pyrohydras pace about the cave, waiting impatiently for that includes and tolerates githzerai members.
their next meal to drop from one of the openings in the d Zetch’r’r: hp 137; see “The Lich-Queen’s Beloved”
ceiling (see area 13B). adventure for complete statistics.
d 12-Headed Pyrohydras (2): CR 13; hp 135 each; SA d Vrax, Very Old Red Dragon: hp 465; Monster Manual
breath weapon; Monster Manual 157. 77.
Breath Weapon (Su): Each head breathes a jet of fire 20 d Githyanki Knights (4): hp 119 each; see “Denizens
feet long, 10 feet high, and 10 feet wide. All heads breathe of Tu’narath” for complete statistics.
once every 1d4 rounds. Each jet deals 3d6 points of fire d Githyanki Kith’raks (2): hp 102; see “Denizens of
damage per head (DC 21 Reflex save for half). Tu’narath” for complete statistics.
d Githyanki Sarths (20): hp 51 each; see “Denizens of
14. J’RYN’ZALAS Tu’narath” for complete statistics.
J’ryn’zalas is one of many military fortresses in the city of d Githyanki Gish (10): hp 24 each; see “Denizens of
Tu’narath. The supreme commander of J’ryn’zalas, a Tu’narath” for complete statistics.
githyanki blackguard named Zetch’r’r, believes that d Githyanki Soldiers (100): hp 34 each; see “Denizens
Vlaakith the Lich-Queen has lost the vision set forth by of Tu’narath” for complete statistics.
Gith and is sacrificing her own people to fulfill her own d Githwarriors (200): hp 8 each; see “Denizens of Tu’-
mad schemes. She devours the life essences of her narath” for complete statistics.
strongest defenders. She breeds half-dragon githyanki in a d Juvenile Red Dragons (5): hp 168 each; see
foolish attempt to improve upon perfection. No longer are “Denizens of Tu’narath” for complete statistics.
the githyanki feared throughout the planes. Conquest has Development: PCs might come to J’ryn’zalas looking
been usurped by complacency. All of this troubles Zetch’r’r for an ally against the Lich-Queen, or they might be cap-
deeply; however, his rhetoric has done little to turn other tured and dragged here by githyanki loyal to Zetch’r’r.
supreme commanders against Vlaakith. Zetch’r’r seeks worthy allies. Canny PCs might try to form
Zetch’r’r seeks to reignite the githyanki passion for con- an alliance with him; in this case, treat the githyanki war-
quest and imagines leading a bold new regime to victory lord’s initial attitude as hostile, but allow good roleplaying
over his most hated enemies, the mind flayers. He also and successful Diplomacy checks to temper or quell his
seeks to reunite the githyanki and githzerai as one people paranoia and distrust. If the PCs fail to change the warlord’s
under his august rulership, for only together can the gith attitude, one of Zetch’r’r’s allies in the Sha’sal Khou might
annihilate their ancient nemesis. To this end, he has joined persuade the warlord to side with the PCs; however, in this
forced with the Sha’sal Khou, a faction of allied githyanki case, Zetch’r’r secretly vows to slay them once they have
and githzerai, and takes strides to protect its members. outlived their usefulness.
The bastion of J’ryn’zalas is a three-story edifice adorned The following encounters refer to the Bastion of
with sneering gargoyles and glowering bas-reliefs that J’ryn’zalas map. Ceilings throughout the stronghold are
scream or yell loudly when an invisible creature comes 20 feet high. Halls and rooms are unlit unless otherwise
within 20 feet of the walls. The noise automatically alerts noted, as most githyanki rely on their darkvision to
the bastion’s denizens move about.
Creatures: Zetch’r’r, his red dragon advisor and steed
Vrax, four githyanki knights (Zetch’r’r’s elite guards), 14A. ENTRANCE FOYER
and 20 gish occupy the fortress proper. Encircling the
Eight identical githyanki stand at attention in this room, form-
bastion are six smaller buildings that serve as barracks
ing two columns. Each warrior is clad in black full plate and
and training halls for the bulk of Zetch’r’r’s troops: 200
has a red gem embedded in his right eye socket. A black raven
1st-level githwarriors and 100 4th-level githyanki sol-
perches on each warrior’s right shoulder.
diers. Leading these githyanki soldiers are 20 sarths and
2 kith’raks. Stabled nearby are five juvenile red dragons Eight life-sized statues of Zetch’r’r (and his fiendish
(one for the bastion’s kith’rak and the remainder for raven familiar) decorate this entrance foyer. Each one is
21 Zetch’r’r’s knights). made of painted black marble and is startlingly lifelike.
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Toppling a statue requires a successful DC 20 Strength also use the crucifix to interrogate and torture prisoners,
check. A set of double doors leads to the courtyard of slowing bleeding them to death once they’re finished.
Zetch’r’r’s stronghold.
A 10-foot-wide hole in the middle of the ceiling quickly 14E. SHRINE
narrows, forming a funnel, before opening up into the This chamber houses a modest shrine to Vlaakith the
floor of area 14O. The red dragon Vrax lairs in the cham- Lich-Queen. An altar positioned against the far wall has a
ber above and can breathe a cone of fire down into this black crystal statuette of Vlaakith resting atop it, and
room if it detects intruders. The fire fills the 30-foot- niches carved into the walls hold black candles (see Trea-
square chamber and does not deal appreciable damage to sure, below).
the statues. Zetch’r’r has not visited the shrine in ages and has no love
for his undead queen. However, all warlords in Tu’narath are
14B. ARMORY required to maintain a shrine dedicated to Vlaakith.
The walls of this chamber are lined with iron weapon racks. Treasure: The niches hold twelve unlit coldfire candles (see
The racks hold a variety of melee weapons, including at least “The Lich-Queen’s Beloved” adventure for a description).
one masterwork version of every simple, martial, and exotic
melee weapon listed in the Player’s Handbook. Zetch’r’r’s 14F. DUNGEON
troops use these weapons during training sessions. A heavy portcullis fashioned from gray astral driftmetal
blocks the entrance to this dungeon. The winch for the
14C. PORTAL TO KYN’DL STREET portcullis is located in the hallway outside and requires a
successful DC 14 Strength check to operate. Using the
A 10-foot-diameter gaping portal fills this magically lit but oth-
winch to lift the portcullis is a full-round action, but the
erwise empty room. A swirling maelstrom of violet-black
portcullis can be dropped as a standard action by removing
smoke fills the oval gate.
a catch on the winch. Bending the portcullis bars or lifting
Continual flame spells illuminate this room. The gaping the portcullis without using the winch requires a success-
portal is a two-way portal leading to area 6V, a secret room ful DC 36 Strength check. As many as four Medium crea-
hidden behind a githzerai safehouse on Kyn’dl Street, in tures (two inside and two outside) can attempt to lift the
the Merchant District. Any creature or object that enters portcullis at the same time.
the portal is instantly transported to area 6V. The room is empty and surrounded on all sides by 1-foot-
Creatures: Two hellcats guard the portal, attacking thick mortared stone walls.
anyone who enters the room without githyanki escort. s Astral Driftmetal Portcullis: 1-1/2 in. thick bars;
They are invisible, although their faintly glowing outlines hardness 12; hp 45 (per bar); break or lift DC 36.
are visible in darkened areas. They obey Zetch’r’r and his
knights, but no one else. Their horrible, catlike shrieks are 14G. GUARDED HALL
loud enough to be heard throughout J’ryn’zalas. A stone spiral staircase curls up to area 14H. This hall is
d Hellcats (2): hp 60 each; Monster Manual 54. adorned with war banners depicting the J’ryn’zalas crest (a
black raven perched on a stylized illithid skull). Three long
14D. CRUCIFIX HALL wooden tables flanked by matching benches fill out the hall.
Four pillars carved to resemble serpents support the Creatures: Five gish stand guard here unless led else-
vaulted ceiling of this hall, which is where Zetch’r’r metes where by Zetch’r’r’s knights or calls of alarm.
out discipline and meets with his kith’raks and gish. Hang- d Githyanki Gish (5): hp 24 each; see “Denizens of
ing from the ceiling by iron chains is a large X-shaped cru- Tu’narath” for complete statistics.
cifix made of black wood, with iron shackles bolted to the
arms of the “X.” The crucifix weighs 300 pounds, hangs 8 14H. SPIRAL STAIRS
feet above the floor, and is suspended in such a way that A stone spiral staircase leads down to area 14G. This room
anyone shackled to it faces the floor. Carved into the floor is otherwise empty.
directly under the hanging crucifix is a bowl-shaped inden-
tation used to collect blood. 14I. GUARDED HALL
Disobedient githyanki soldiers are sometimes shackled A stone spiral staircase curls up to area 14P. This hall is oth-
to the crucifix and left there for days, forced to endure the erwise bereft of furnishings.
22 heckling of their fellow soldiers. Zetch’r’r and his knights
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Creatures: Five gish stand guard here unless led else- great black, bipedal ravens. More plush furnishings are
where by Zetch’r’r’s knights or calls of alarm. arrayed in a corner nook overlooking the adjoining bal-
d Githyanki Gish (5): hp 24 each; see “Denizens of cony (area 14K).
Tu’narath” for complete statistics. Weapons of various sizes adorn the chamber’s walls.
Although practical, the weapons aren’t of special quality
14J. GUEST QUARTERS and merely add to the décor.
Zetch’r’r has set aside this room for honored guests (all
other “guests” are shown to area 14F). The room contains 14N. ZETCH’R’R’S QUARTERS
comfortable furnishings—a table with four matching Zetch’r’r’s room contains few furnishings, as the blackguard
chairs, two plush sofas, and some ornate statuary atop 4- has little need for creature comforts. A five-sided table fills in
foot-high stone pedestals (mostly busts of githyanki cham- the middle of the room near a 6-foot-tall, T-shaped iron stand
pions or handsomely crafted statuettes of devils and red used by Eyebite, the warlord’s fiendish raven, as a perch. An
dragons). imperious chair, made of vrock hide stretched over a sturdy
Creatures: One of the room’s devilish statuettes is, in wooden frame, faces the windows. War banners and tapes-
fact, an imp with a statue spell cast on it. While transformed tries hang from the walls; a banner depicting the J’ryn’zalas
into a statue, it can see and hear everything that happens in crest (a raven perched on a stylized illithid skull) conceals a
the room. Zetch’r’r uses the imp to spy on his guests, wait- secret door that leads to area 14L. Locating the secret door
ing for them to leave before asking it what it saw or over- requires a successful DC 25 Search check.
heard. On either side of Zetch’r’r’s demonic chair sits a locked
d Imp: hp 13; Monster Manual 56. and trapped iron trunk, which weighs 200 pounds when
empty. Each lock can be picked with a successful DC 40
14K. BALCONY Open Lock check, and the traps are described under Trap,
A 4-foot-tall stone parapet encloses each of these balconies below. The contents of the trunks are described under
overlooking the rest of the compound as well as the sur- Treasure.
rounding cityscape. A fall from a second-story balcony Trap: A psychic poison strikes any creature other than
deals 2d6 points of damage, while a fall from the third-story Zetch’r’r or Vrax that touches either chest. Casting a detect
balcony deals 4d6 points of damage. magic spell reveals a moderate abjuration aura on each
chest which can be dispelled, effectively removing the psy-
14L. PRIVATE MEETING ROOM chic poison. The poison traps have a caster level of 10th.
This vaulted, circular chamber is illuminated by continual a Psychic Poison Traps (2): CR 4; touch trigger
flame spells and has a tile mosaic on the floor depicting a (attached); no reset; psychic poison (nishita, DC 17 Will
fearsome red dragon. War banners hanging on the gray save resists, 1d6 Int/1d6 Int); Search DC —; Disable
slate walls add to the décor. A well-hidden secret door Device DC —.
(Search DC 25) leads to area 14N. Treasure: The treasure is contained in the two locked
The chamber is soundproof and has a permanent Mor- iron trunks and belongs to Zetch’r’r and Vrax.
denkainen’s private sanctum spell cast on it. Zetch’r’r uses this Trunk #1 contains a bed of 28,500 gp, upon which rest the
room to confer in private with Vrax and his knights, as well following items: an eye agate (5 gp), 3 rock crystals (30 gp
as for secret meetings with high-ranking members of the each), 7 ambers (50 gp each), 2 chrysoberyls (110 gp each), 2
Sha’sal Khou. red garnets (130 gp each), a steel helm set with two matched
Development: Any meeting arranged between moonstones (110 gp), a gold chain with an amber pendant
Zetch’r’r and the PCs occurs in this room. Vrax is also pres- (150 gp), a gold bracelet set with amber (200 gp), a pair of
ent for such meetings, usually in the polymorphed form of a mithral-toed wyvernskin boots (400 gp), 2 silver armbands
human wizard. (600 gp each), a bronze basilisk statuette (800 gp), a blood-
stone-studded rod (1,500 gp), an adamantine gauntlet set
14M. KNIGHTS’ QUARTERS with rubies (1,700 gp), 3 leather-bound tomes describing
Zetch’r’r’s four trusted knights—Glyrr, I’a’kas, Lython, and the Nine Hells in excruciating detail (2,000 gp each), a
V’kad—congregate here when not attending their warlord potion of cure serious wounds, a figurine of wondrous power (obsid-
or leading excursions to other planes. Arranged in a semi- ian steed), a periapt of health, and an arcane scroll (cloudkill,
circle facing the doors to area 14N are four darkwood greater teleport, maximized lightning bolt, and horrid wilting).
23 chairs, their high backs and armrests carved to resemble
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Trunk #2 contains a bed of 24,200 gp, upon which rest A typical tower resembles a 100-foot-tall iron scaffold
the following items: 2 glass cubes each carved with the with a wooden platform or iron berth near the top
image of a githyanki’s face (130 gp each), an amethyst book- designed to support the weight of an astral ship. An iron
end shaped like a mind flayer’s head (300 gp), a black velvet berth has adjustable support struts that conform to the
cape fringed with giant eagle feathers (1,600 gp), a gold- shape of a ship’s hull, securing it in place, whereas a plat-
plated hand mirror engraved with nymphs (1,800 gp), two form is simply a flat area on which a flat-bottomed ship can
ceremonial gold-plated breastplates set with tiny emeralds set down. Within the docking tower’s superstructure, a lev-
(2,500 gp each), a platinum neckband chased with itating wooden platform allows crews to lower themselves
entwined dragons with opalescent blue crystal beads for and their cargoes safely to the island’s surface, at a speed of
eyes (3,000 gp), a set of four religious treatises (4,000 gp for 50 feet per round, simply by uttering the word “Down” in
the set, which grants a +4 circumstance bonus on Knowl- Githyanki. Speaking the word “Up” causes the platform to
edge [religion] checks), a +1 animated light steel shield, a rise at the same speed. A primitive crane affixed to the top
potion of bear’s endurance, a wand of knock (21 charges), a ring of the tower enables crews to hoist heavy cargo into and
of wizardry II, a divine scroll (find the path, harm, and trans- out of a ship’s hold.
mute metal to wood), and a helm of opposite alignment. Since gravity is directional, approaching astral ships
must constantly adjust their orientation so that the deific
14O. CHEZ VRAX husk of the dead god is always beneath them as they pre-
Vraxanault, Zetch’r’r’s red dragon ally and steed, claims this pare to dock.
room. The chamber is just large enough to accommodate At any given time, there are 1d3–1 githyanki astral ships
the dragon in his true form. Consequently, it holds no fur- docked at each of the dead god’s seven spokes.
nishings. A few cast-off scales litter the floor, however. The Development: Detailed descriptions and deckplans
dragon keeps his treasure in Zetch’r’r’s room (area 14N). for various githyanki astral ships appear in DRAGON Maga-
A 5-foot-wide hole in the floor quickly widens, like a zine #309.
funnel, before opening up into the ceiling of area 14A.
Vrax can spy on the chamber below and use the hole in the 16. GUARD TOWERS
floor to fill the chamber below with his fiery breath. Rising up from the spokes that form the dead god’s “crown”
are seven identical guard towers, each one four stories tall.
14P. SPIRAL STAIRS Each tower is tapering cylinder of dark gray stone, with
A stone spiral staircase leads down to area 14I. This room is protruding balconies (used by landing or perching drag-
otherwise empty. ons) and four ornate silver horns jutting from the domed
rooftop. The githyanki stationed in these towers protect
14Q. WAR ROOM the naval docks against attack.
This room has windows overlooking the rest of Zetch’r’r’s Creatures: A githyanki kith’rak commands each tower,
military compound as well as the city of Tu’narath. In the and the garrison consists of two sarths, 10 gish, and 20
middle of the room floats a 17-foot-long illusory projection githyanki soldiers. A juvenile red dragon serves as the
(caster level 12th) of the dead god, the city built atop it, and kith’rak’s steed.
the flying fortresses surrounding it. Zetch’r’r uses the pro- In addition to their melee weapons, all githyanki sta-
jection to plan training exercises on the underside of the tioned here carry composite longbows (each with a Strength
deific husk as well as organize his defenses in the unlikely bonus matching the wielder’s) and quivers of 50 arrows.
event Tu’narath is attacked or the slightly more likely d Githyanki Kith’rak: hp 102; see “Denizens of
event that one of his fellow warlords turns against him. Tu’narath” for complete statistics. The kith’rak also carries a
composite longbow and 50 +1 flaming arrows.
15. NAVAL DOCKING TOWERS d Githyanki Sarths (2): hp 51 each; see “Denizens of
The “crown” of the dead god has seven spokes that radiate Tu’narath” for complete statistics. Each sarth also carries a
outward from the lich-queen’s palace (area 19) and the composite longbow and 50 +1 arrows.
necropolis surrounding it (area 17). Several docking d Githyanki Gish (10): hp 24 each; see “Denizens of
towers jut from each spoke, each one designed to support a Tu’narath” for complete statistics. Each gish also carries a
githyanki astral ship. Githyanki stationed in nearby guard composite longbow and 50 arrows.
towers (area 16) oversee the docking towers and watch for
24 nongithyanki interlopers.
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d Githyanki Soldiers (20): hp 34 each; see “Denizens 16F. BALCONY


of Tu’narath” for complete statistics. Each soldier also car- A 4-foot-high stone parapet encloses this diamond-shaped
ries a composite longbow and 50 arrows. balcony overlooking the naval docks. Two life-sized stone
d Juvenile Red Dragon: hp 168; see “Denizens of Tu’- statues of Gith, the legendary githyanki champion, flank
narath” for complete statistics. the entrance into the tower. Any creature that falls from
The following encounter areas are keyed to the map of the balcony takes 6d6 points of damage from the fall.
the Guard Tower. The ceilings within each tower are 20 Creatures: When it is not patrolling the naval docks
feet high. with its kith’rak rider, the juvenile red dragon lairs here. If
it spots nongithyanki interlopers anywhere near the guard
16A. ENTRANCE HALL tower or nearby docking towers, it bellows loud enough to
This spacious hall is empty. However, several arrow slits alert the githyanki in the guard tower, as well as any
perforate the surrounding walls. Beyond the arrow slits lies githyanki stationed aboard the astral ships docked nearby.
a secret passage where githyanki soldiers and gish armed
with bows and ranged attack spells can stand to attack 16G. DOME
intruders in this hall. The arrow slits provide the githyanki This dome-shaped room, used as a gathering hall by the
defenders with a improved cover (+8 cover bonus to AC tower garrison, fills the entire fourth floor. A colorful
and a +4 cover bonus on Reflex saves). painted mural covers the walls and roof, depicting an epic
scene. The scene varies from tower to tower:
16B. ARROW SLITS • A massive githyanki incursion on the Material Plane,
Three of the tower’s four levels are lined with arrow slits, showing red dragons with githyanki riders razing human
allowing githyanki soldiers and gish to rain arrows and cities and devouring its hapless denizens.
spells upon attackers outside the tower. These empty areas • The liberation of the githyanki people, showing
contain the bulk of the tower’s garrison. githyanki warriors breaking free of their shackles and
assaulting their mind flayer overlords.
16C. DRAGON PERCH • Githyanki knights armed with silver swords, storming a
This balcony is used as a perch by visiting dragons. Most of githzerai monastery on Limbo and using their swords to
the time, it is unoccupied. No railing or parapet encloses decapitate terrified githzerai monks.
the balcony, and any creature that falls from this height • The formation of the githyanki pact with red dragons,
takes 4d6 points of damage from the fall. showing Gith meeting with the great red dragon Eph-
elomon in Hell and the forging of the scepter of Ephelomon, a
16D. HALL OF GITH symbol of the eternal alliance. (See “The Lich-Queen’s
Two life-sized stone statues of Gith, liberator of the Beloved” for more information on the scepter of Ephelomon.)
githyanki people, stand in alcoves that flank the doors lead- • Githyanki knights laying claim to the Astral Plane by
ing to area 16E. This hall is otherwise empty. battling a dozen astral dreadnoughts.
• Githyanki and their dragon mounts sweeping across
16E. KITH’RAK’S QUARTERS the deserts of Pharagos, a world on the Material Plane,
The tower’s captain, or kith’rak, can be found here when flying through a magical maelstrom and slaying celestial
not defending the tower or the nearby naval docks against guardians waiting on the other side.
attack. As the chamber is unlit, githyanki must rely on • A coven of blackweave warlocks (powerful githyanki
darkvision to see. The room’s furnishings include a modest necromancers) raising an undead army comprised of
desk with matching chair, a 9-foot-long triangular stone illithids and their thralls, then sending the army toward a
table with a tir’su (a circular sign spelling the word “Gith”) mind flayer fortress in the Underdark.
carved into it, and a weapon rack lined with twelve master-
work greatswords and twelve masterwork javelins. Hang- 17. NECROPOLIS
ing on the far wall is a tapestry depicting Vlaakith the Lich- Sinister, hulking mausoleums flank the Lich-Queen’s
Queen, glowering from atop a throne made of illithid palace on two sides, forming a vast necropolis. Within
skulls and bones. these ancient tombs lie the perfectly preserved mummies
of ancient githyanki warriors and warlocks. Their ageless
corpses are wrapped in funereal bandages and sealed in
25 stone sarcophagi. Few precious belongings are interred
ISSUE 100

with them, for githyanki of that era bequeathed their an appropriately sized hoard, see Treasure on pages 51–56
weapons and other precious belongings to their most loyal of the DUNGEON MASTER’s Guide. The Draconomicon, releas-
subordinates and apprentices so the war against mind ing at the end of 2003, also includes several pre-built
flayer tyranny could continue. dragon hoards.
Creatures: Githyanki patrol the silent avenues of the
necropolis. A patrol usually consists of ten githyanki sol- 19. SUSURRUS: THE PALACE OF
diers and a sarth. In addition, a pair of githyanki warlocks WHISPERS
astride hanathka’duths circle the necropolis at all hours, The Lich-Queen’s palace is described in “The Lich-Queen’s
looking for signs of trouble from above. Anyone caught Beloved” in DUNGEON #100.
violating a tomb or desecrating the ancient dead is cap-
tured and put to death immediately.
d Githyanki Soldiers (10): hp 34 each; see “Denizens DENIZENS OF TU’NARATH
of Tu’narath” for complete statistics. This section provides statistics for various creatures and
d Githyanki Sarth: hp 51; see “Denizens of Tu’narath” NPCs encountered in Tu’narath. Generic githyanki statis-
for complete statistics. tics are presented first, followed by creature statistics for
d Githyanki Warlocks (2): hp 27 each; see “Denizens various githyanki mounts, and finally statistics for various
of Tu’narath” for complete statistics. “name” NPCs described in this Web enhancement.
d Hanathka’duths (2): hp 168 each; see “Denizens of
Tu’narath” for complete statistics. GITHYANKI STATISTICS
Use the following statistics for githyanki encounters in
18. DRAGON CAVES Tu’narath.
The urban sprawl of Tu’narath covers less than half of the d Githwarrior, Githyanki Ftr 1: CR 2; Medium
total surface area of the dead god’s upper side. Beyond the humanoid (extraplanar); HD 1d10+3; hp 8; Init +2; Spd 20
city, the deific husk transforms into rocky hills and valleys ft. (base 30 ft.), fly 100 ft. (perfect) on the Astral Plane; AC
carved with dozens of red dragon lairs (and even more 17, touch 12, flat-footed 15; Base Atk +1; Grp +3; Atk/Full
caves dot the surface of the dead god’s underside). These Atk +5 melee (2d6+3/19–20, masterwork greatsword); SA
cave networks extend for hundreds of feet, joined together psionics; SQ darkvision 60 ft., psionics, SR 6; AL NE; SV Fort
by tunnels that wend their way through the dead god like +5, Ref +2, Will +0; Str 15, Dex 15, Con 16, Int 10, Wis 10,
hollow arteries. Cha 8.
Creatures: The dead god plays host to scores of red drag- Skills: Craft (weaponsmithing) +2, Intimidate +1, Spot +2.
ons, all of whom revel in the fact that they do not age on Feats: Dodge, Weapon Focus (greatsword).
the Astral Plane. The dragons revere Tiamat and honor the Psionics (Sp): 3/day—daze (DC 9) and mage hand. Caster
pact between her and the githyanki, serving the puny level 1st; save DC 9 + spell level.
humanoids as mounts. The older dragons tend to live Possessions: Breastplate, masterwork greatsword.
alone, while the younger ones congregate in small groups. d Githyanki Soldier, Githyanki Ftr 4: CR 5; Medium
If the PCs choose to explore one of the dragon caves, roll humanoid (extraplanar); HD 4d10+3; hp 34; Init +2; Spd 20
1d6 to determine what lairs within: A roll of 1–2 indicates ft. (base 30 ft.), fly 100 ft. (perfect) on the Astral Plane; AC
2d4 juvenile red dragons, a roll of 3–4 indicates 1d2 adult 18, touch 12, flat-footed 16; Base Atk +4; Grp +7; Atk/Full
red dragons and 1d4 juvenile red dragons, and a roll of 5–6 Atk +9 melee (2d6+7/19–20, +1 greatsword); SA psionics; SQ
indicates a very old red dragon. Since time does not pass on darkvision 60 ft., psionics, SR 9; AL CE; SV Fort +7, Ref +3,
the Astral Plane, the caves do not contain dragon eggs or Will +1; Str 16, Dex 15, Con 16, Int 10, Wis 10, Cha 8.
wyrmlings. Skills: Craft +2, Intimidate +4, Spot +3. Feats: Dodge,
d Juvenile Red Dragon: hp 168; see “Denizens of Mobility, Power Attack, Weapon Focus (greatsword),
Tu’narath” for complete statistics. Weapon Specialization (greatsword).
d Adult Red Dragon: hp 253; see “Denizens of Psionics (Sp): 3/day—blur, daze (DC 9), and mage hand.
Tu’narath” for complete statistics. Caster level 4th; save DC 9 + spell level.
d Very Old Red Dragon: hp 449; Monster Manual 77. Possessions: +1 breastplate, +1 greatsword.
Treasure: The githyanki appease their dragon allies d Githyanki Gish, Githyanki Ftr 2/Sor 2: CR 5;
with treasure acquired during incursions into the Material Medium Humanoid (extraplanar); HD 2d10+4 plus 2d4+4;
26 Plane. Red dragons have triple standard treasure; to create hp 24; Init +2; Spd 30 ft., fly 80 ft. (perfect) on the Astral
ISSUE 100

Plane; AC 17, touch 12, flat-footed 15; Base Atk +3; Grp +5; Psionics (Sp): 3/day—blur, daze (DC 10), dimension door
Atk/Full Atk +7 melee (2d6+3/19–20, masterwork (DC 14), mage hand, telekinesis (DC 15); 1/day—plane shift
greatsword); SA psionics, spells; SQ darkvision 60 ft., psionics, (DC 17). Caster level 12th; save DC 10 + spell level.
SR 9; AL CE; SV Fort +5, Ref +2, Will +3; Str 14, Dex 15, Possessions: +2 full plate, +1 flaming/+1 shock two-bladed
Con 14, Int 8, Wis 10, Cha 16. sword, +2 gauntlets of ogre power.
Skills: Climb +4, Concentration +4, Jump +5. Feats: d Githyanki Warlock, Githyanki Nec 6: CR 7;
Combat Casting, Dodge, Power Attack, Weapon Focus Medium humanoid (extraplanar); HD 6d4+12; hp 27; Init
(greatsword). +7; Spd 30 ft., fly 160 ft. (perfect) on the Astral Plane; AC 14,
Psionics (Sp): 3/day—blur, daze (DC 13), and mage hand. touch 14, flat-footed 11; Base Atk +3; Grp +2; Atk/Full Atk
Caster level 4th; save DC 13 + spell level. +3 melee (1d4–1/19–20, masterwork dagger); SA psionics,
Spells Known (6/5; save DC 13 + spell level): 0—detect spells; SQ darkvision 60 ft., psionics, SR 11; AL CE; SV Fort
magic, flare, read magic, resistance, touch of fatigue; 1st—magic +4, Ref +5, Will +5; Str 8, Dex 16, Con 15, Int 16, Wis 10,
missile, shield. Cha 10.
Possessions: +1 mithral shirt, Masterwork greatsword, wand Skills: Concentration +11, Decipher Script +6, Knowl-
of mage armor (5d10 charges). edge (arcana) +12, Knowledge (the planes) +12, Spellcraft
d Githyanki Sarth, Githyanki Ftr 6: CR 7; Medium +14. Feats: Combat Casting, Empower Spell, Improved Ini-
humanoid (extraplanar); HD 6d10+18; hp 51; Init +0; Spd tiative, Scribe Scroll, Still Spell.
20 ft. (base 30 ft.), fly 130 ft. (perfect) on the Astral Plane; Psionics (Sp): 3/day—blur, daze (DC 11), dimension door (DC
AC 19, touch 10, flat-footed 19; Base Atk +6; Grp +9; Atk 15), mage hand. Caster level 6th; save DC 10 + spell level.
+11 melee (2d6+7/19–20, +1 greatsword); Full Atk +11/+6 Spells Prepared (5/5/5/4; save DC 13 + spell level): 0—acid
melee (2d6+7/19–20, +1 greatsword); SA psionics; SQ darkvi- splash, detect magic, flare, read magic, touch of fatigue; 1st—expe-
sion 60 ft., psionics, SR 11; AL LE; SV Fort +8, Ref +2, Will ditious retreat, mage armor, magic missile, ray of enfeeblement,
+2; Str 16, Dex 10, Con 16, Int 13, Wis 10, Cha 12. shield; 2nd—darkness, false life, scare, scorching ray, see invisibil-
Skills: Craft (weaponsmithing) +10, Intimidate +10, Ride ity; 3rd—dispel magic, haste, lightning bolt, ray of exhaustion.
+1, Spot +4. Feats: Combat Expertise, Improved Disarm, Spellbook: 0—all; 1st—burning hands, cause fear, chill touch,
Improved Trip, Leadership, Power Attack, Weapon Focus expeditious retreat, mage armor, magic missile, ray of enfeeble-
(greatsword), Weapon Specialization (greatsword). ment, shield, true strike; 2nd—blur, darkness, false life, gust of
Psionics (Sp): 3/day—blur, daze (DC 11), dimension door (DC wind, invisibility, scare, scorching ray, see invisibility, shatter;
15), and mage hand. Caster level 6th; save DC 11 + spell level. 3rd—dispel magic, haste, lightning bolt, magic circle against
Possessions: +1 full plate, +1 greatsword. good, protection from energy, ray of exhaustion, vampiric touch.
d Githyanki Kith’rak, Githyanki Ftr 12: CR 13; Possessions: Masterwork dagger, pearl of power (1st-level
Medium humanoid (extraplanar); HD 12d10+36; hp 102; spell), ring of protection +1, spellbook.
Init +2; Spd 20 ft. (base 30 ft.), fly 100 ft. (perfect) on the d Githyanki Knight, Githyanki Ftr 7/Blk 7: CR 15;
Astral Plane; AC 21, touch 11, flat-footed 20; Base Atk +12; Medium humanoid (extraplanar); HD 14d10+42; hp 119;
Grp +17; Atk +20 melee (1d8+12/19–20 plus 1d6 fire or elec- Init +0; Spd 20 ft. (base 30 ft.), fly 100 ft. (perfect) on the
tricity, +1 flaming/+1 shock two-bladed sword); Full Atk Astral Plane; AC 22, touch 11, flat-footed 22; Base Atk +14;
+20/+15/+10 melee (1d8+12/19–20 plus 1d6 fire or electric- Grp +17; Atk +19 melee (2d6+7/19–20 plus 2d6 unholy, +1
ity, +1 flaming/+1 shock two-bladed sword) or +18/+18/+13/+8 unholy silver sword); Full Atk +19/+14/+9 melee
melee (1d8+10/19–20 plus 1d6 fire or electricity, +1 flam- (2d6+7/19–20 plus 2d6 unholy, +1 unholy silver sword); SA
ing/+1 shock two-bladed sword); SA psionics; SQ darkvision 60 command undead 5/day, poison use, psionics, smite good
ft., psionics, SR 17; AL LE; SV Fort +11, Ref +6, Will +4; Str 20, 2/day, sneak attack +2d6; SQ aura of despair, dark blessing,
Dex 15, Con 16, Int 10, Wis 10, Cha 10. darkvision 60 ft., detect good, psionics, SR 19; AL NE; SV Fort
Skills: Jump +14, Ride +17, Tumble –2. Feats: Cleave, +15, Ref +6, Will +6; Str 16, Dex 10, Con 16, Int 10, Wis 10,
Dodge, Exotic Weapon Proficiency (two-bladed sword), Cha 15.
Great Cleave, Greater Weapon Focus (two-bladed sword), Skills: Concentration +10, Hide +0, Intimidate +11,
Greater Weapon Specialization (two-bladed sword), Mobil- Knowledge (the planes) +2, Ride +4. Feats: Cleave,
ity, Power Attack, Spring Attack, Two-Weapon Fighting, Improved Sunder, Exotic Weapon Proficiency (silver
Weapon Focus (two-bladed sword), Weapon Specialization sword), Leadership, Mounted Combat, Power Attack, Ride-
(two-bladed sword). By Attack, Weapon Focus (silver sword), Weapon Specializa-
27 tion (silver sword).
ISSUE 100

Aura of Despair (Su): Enemies within 10 feet suffer a nar); HD 16d4+48; hp 99; Init +7; Spd 30 ft., fly 100 ft. (per-
–2 morale penalty on all saving throws. fect) on the Astral Plane; AC 15, touch 15, flat-footed 12;
Command Undead (Su): Rebuke or command undead Base Atk +10; Grp +9; Atk +10 melee touch (2 negative
as a 5th-level evil cleric. levels, touch); Full Atk +10/+5 melee touch (2 negative
Dark Blessing (Su): The blackguard adds his Charisma levels, touch) or +13 ranged touch (by spell, ranged touch
modifier as a bonus on all saving throws. spell); SA death touch, energy drain, psionics, spells; SQ
Detect Good (Sp): The blackguard can detect good, as the darkvision 60 ft., death ward, psionics, SR 21; AL NE; SV
spell, at will. Fort +8, Ref +8, Will +12; Str 8, Dex 16, Con 16, Int 10, Wis
Poison Use (Ex): Can use poison with no risk of poison- 10, Cha 20.
ing self. Skills: Concentration +13, Intimidate +15, Knowledge
Psionics (Sp): 3/day—blur, daze (DC 12), dimension door (arcana) +9, Spellcraft +11. Feats: Combat Casting, Craft
(DC 16), mage hand, telekinesis (DC 17); 1/day—plane shift Astral Ship, Empower Spell, Greater Spell Focus (necro-
(DC 19). Caster level 14th; save DC 12 + spell level. mancy), Improved Initiative, Spell Focus (necromancy),
Smite Good (Su): Twice a day, the blackguard may Weapon Focus (touch).
attempt to smite good with one normal melee attack. He adds Death Touch (Su): With a successful melee touch
+2 to his attack roll and deals 7 extra points of damage. If the attack, rolls 20d6; if the total at least equals the target’s cur-
blackguard accidentally smites a creature that is not good, the rent hit points, it dies. This is a death effect.
smite has no effect but it is still used up for that day. Death Ward (Su): Immune to negative energy and death
Possessions: +1 unholy silver sword, +3 full plate, ring of protec- attacks, as if constantly protected by a death ward spell.
tion +1. Energy Drain (Su): Touch bestows 2 negative levels. The
d Blackweave Warlock, Githyanki Sor 6/Black- Fortitude save to remove the negative levels has a DC of 25.
weave Warlock 10: CR 17; Medium humanoid (extrapla-

28
ISSUE 100

Psionics (Sp): 3/day—blur, daze (DC 15), dimension door melee (2d8+9, talons); Full Atk +13 melee (2d8+9, talons)
(DC 19), mage hand, telekinesis (DC 20); 1/day—plane shift and +8 melee (1d4+4, 2 fore claws) and +8 melee (2d6+4,
(DC 22). Caster level 16th; save DC 15 + spell level. bite); Space/Reach 15 ft./15 ft.; SA breath weapon (6d8
Spells Known (6/11/9/9/8/6/2; base DC 15 + spell level, cone of fire; DC 20 Reflex half); SQ darkvision 60 ft.,
or 17 + spell level for Necromancy): 0—acid splash, detect immunities (fire, paralysis, sleep), low-light vision, scent;
magic, detect poison, disrupt undead, ghost sound, mage hand, AL CE; SV Fort +12, Ref +8, Will +4; Str 29, Dex 15, Con 23,
touch of fatigue; 1st—chill touch, disguise self, magic missile, ray Int 4, Wis 15, Cha 12.
of enfeeblement, true strike; 2nd—blindness/deafness, false life, Skills: Hide +11, Jump +23, Listen +16, Spot +16, Survival
scorching ray, see invisibility, spectral hand; 3rd—haste, light- +16. Feats: Run, Toughness, Track.
ning bolt, ray of exhaustion, vampiric touch; 4th—bestow curse, d Juvenile Red Dragon: CR 10; Large dragon (fire);
contagion, enervation, fear; 5th—blight, cone of cold, hold mon- HD 16d12+64; hp 168; Init +0; Spd 40 ft., fly 150 ft. (poor),
ster, waves of fatigue; 6th—circle of death, eyebite. Caster level fly 140 ft. (perfect) on the Astral Plane; AC 24, touch 9, flat-
for Necromancy spells is 18th, for other spells is 16th. footed 24; Base Atk +16; Grp +29; Atk +24 melee (2d6+9,
Possessions: Staff of necromancy, ring of protection +2, cloak of bite); Full Atk +24 melee (2d6+9, bite) and +19 melee
Charisma +2. (1d8+4, 2 claws) and +19 melee (1d6+4, 2 wings) and +19
d Duthka’gith Guard, Githyanki Duthka’gith Ftr 8 melee (1d8+13, tail slap); Space/Reach 10 ft./10 ft.; SA
(9): CR 12; Medium Dragon (augmented humanoid, fire); breath weapon, locate object, spells; SQ blindsense, immuni-
HD 8d12+16; hp 93, 90, 82, 79, 75, 75, 70, 65, 62; Init +1; Spd ties, keen senses, scent; AL CE; SV Fort +14, Ref +10, Will
20 ft., fly 110 ft. (perfect) on the Astral Plane; AC 21, touch +12; Str 29, Dex 10, Con 19, Int 14, Wis 15, Cha 14.
11, flat-footed 20; Base Atk +8/+3; Grp +13; Atk +15 melee Skills: Concentration +23, Diplomacy +23, Intimidate
(2d6+10/17–20, +1 greatsword) or +15 melee (1d6+5, bite) or +21, Knowledge (the planes) +21, Listen +21, Search +21,
+10 ranged (1d8+6/×3, +1 composite longbow [+5 Str]); Full Sense Motive +21, Spot +21. Feats: Blind-Fight, Flyby
Atk +15/+10 melee (2d6+10/17–20, +1 greatsword) and +11 Attack, Hover, Improved Initiative, Power Attack,
melee (1d6+2, bite) or +13 melee (1d6+5, bite) and +11 Wingover.
melee (1d4+2, 2 claws) or +10/+5 ranged (1d8+6/×3, +1 Blindsense (Ex): The dragon notices and locates crea-
composite longbow [+5 Str]); SA breath weapon (6d8 cone of tures within a range of 40 feet. Opponents the dragon can't
fire; DC 12 Reflex half), psionics, smite good 1/day (+8 actually see still have 100% concealment against the
damage); SQ darkvision 60 ft., cold resistance 5, fire immu- dragon.
nity, psionics; SR 13; AL CE; SV Fort +8, Ref +3, Will +3; Str Breath Weapon (Su): 40-ft. cone; damage 8d10 fire;
20, Dex 12, Con 15, Int 13, Wis 8, Cha 12. Reflex DC 22 half.
Skills: Craft (armorsmithing) +4, Craft (weaponsmithing) Fire Subtype (Ex): Immune to fire, takes 50% additional
+4, Jump +9, Listen +4, Ride +5, Search +3, Spot +4. Feats: damage from cold.
Alertness, Improved Critical (greatsword), Iron Will, Mul- Immunities (Ex): Immune to sleep and paralysis
tiattack, Point Blank Shot, Precise Shot, Weapon Focus effects.
(greatsword), Weapon Specialization (greatsword). Keen Senses (Ex): A dragon sees four times as well a
Psionics (Sp): 3/day—blur, daze (DC 11), dimension door human in low-light conditions and twice as well in normal
(DC 15), mage hand, telekinesis (DC 16). Caster level 8th; save light. It also has darkvision with a range of 400 feet.
DC 11 + spell level. Locate Object (Sp): The dragon can use this ability as the
Possessions: +1 driftmetal breastplate (see “The Lich-Queen’s spell of the same name, four times per day.
Beloved” in DUNGEON #100), +1 greatsword, +1 composite long- Scent (Ex): Detect opponents within 30 feet. Exact loca-
bow (+5 Str), with 50 arrows, potion of bull’s strength, potion of tion is not revealed, unless within 5 feet.
bear’s endurance, potion of haste. Spells Known (6/6; save DC 12 + spell level): 0—detect
magic, flare, light, read magic, touch of fatigue; 1st—mage armor,
MOUNT STATISTICS magic missile, shield. Caster level 3rd.
Use the following statistics for githyanki mounts. d Adult Red Dragon: CR 15; Huge dragon (fire); HD
d Hanathka’duth, Half-red Dragon/Half-megarap- 22d12+110; hp 253; Init +4; Spd 40 ft., fly 150 ft. (poor), fly
tor: CR 8; Huge dragon (augmented animal); HD 8d10+51; 160 ft. (perfect) on the Astral Plane; AC 29, touch 8, flat-
hp 95; Init +2; Spd 60 ft., fly 120 ft. (average), fly 40 ft. (per- footed 29; Base Atk +22; Grp +32; Atk +31 melee (2d8+11,
fect) on the Astral Plane; AC 20 (–2 size, +2 Dex, +10 natu- bite); Full Atk +31 melee (2d8+11, bite) and +26 melee
29 ral), touch 10, flat-footed 18; Base Atk +8; Grp +25; Atk +13 (2d6+5, 2 claws) and +26 melee (1d8+5, 2 wings) and +26
ISSUE 100

melee (2d6+16, tail slap); Space/Reach 15 ft./15 ft.; SA breath NPC STATISTICS
weapon, crush, frightful presence, locate object, spells; SQ The following NPCs are encountered in various areas of
blindsense, DR 5/magic, immunities (fire, paralysis, sleep), Tu’narath. They are presented in alphabetical order.
keen senses, scent, SR 21; AL CE; SV Fort +18, Ref +13, Will k Dwern Splinteraxe, Male Half-Celestial Dwarf
+17; Str 33, Dex 10, Con 21, Int 16, Wis 19, Cha 16. Ftr 10: CR 12; Medium outsider (augmented humanoid,
Skills: Concentration +30, Diplomacy +28, Intimidate native); HD 10d10+60; hp 125; Init +0; Spd 20 ft., fly 20 ft.
+28, Knowledge (the planes) +28, Listen +29, Search +28, (average), fly 120 ft. (perfect) on the Astral Plane; AC 24,
Sense Motive +29, Spot +29. Feats: Blind-Fight, Cleave, touch 10, flat-footed 24; Base Atk +10; Grp +17; Atk +21
Flyby Attack, Hover, Improved Initiative, Improved Over- melee (1d10+11/19–20/×3, +2 dwarven waraxe) or +17
run, Power Attack, Wingover. melee (1d6+7, bite); Full Atk +21/+16 melee
Blindsense (Ex): The dragon notices and locates crea- (1d10+11/19–20/×3, +2 dwarven waraxe) and +17 melee
tures within a range of 40 feet. Opponents the dragon can't (1d6+7, bite) or +17 melee (1d6+7, bite) and +12 melee
actually see still have 100% concealment against the (1d4+3, 2 claws); SA smite evil 1/day, spell-like abilities; SQ
dragon. DR 5/magic, darkvision 60 ft., daylight, dwarf traits, eva-
Breath Weapon (Su): 50-ft. cone of fire; damage 12d10 sion (granted by ring), immunity to disease, outsider traits,
fire; Reflex DC 26 half. resistance 10 (acid, cold, and electricity), SR 20; AL LG; SV
Fire Subtype (Ex): Immune to fire, takes 50% additional Fort +13, Ref +3, Will +6; Str 24, Dex 11, Con 22, Int 12, Wis
damage from cold. 16, Cha 16.
Frightful Presence (Ex): When the dragon charges or Skills: Climb +14, Intimidate +16, Jump +14. Feats:
attacks, it inspires terror in all creatures within 180 feet Cleave, Great Cleave, Greater Weapon Focus (dwarven
that have fewer Hit Dice or levels than it has. A potentially waraxe), Improved Critical (dwarven waraxe), Improved
affected creature that succeeds at a DC 24 Will save Sunder, Iron Will, Lightning Reflexes, Power Attack,
remains immune to that dragon’s frightful presence for Weapon Focus (dwarven waraxe), Weapon Specialization
one day. On a failure, creatures with 4 or fewer HD become (dwarven waraxe).
panicked for 4d6 rounds and those with 5 or more HD Daylight (Su): Dwern can use daylight (as the spell) at will.
become shaken for 4d6 rounds. Dragons ignore the fright- Smite Evil (Su): Once per day, Dwern can make a normal
ful presence of other dragons. melee attack to deal 10 points of extra damage to an evil foe.
Immunities (Ex): Immune to sleep and paralysis Spell-like Abilities: 3/day—protection from evil (DC 14);
effects. 1/day—aid, bless, cure serious wounds (DC 16), detect evil,
Keen Senses (Ex): A dragon sees four times as well a dispel evil (DC 18), holy smite (DC 17), neutralize poison (DC
human in low-light conditions and twice as well in normal 16), remove disease (DC 16). Caster level 10th; save DC 13 +
light. It also has darkvision with a range of 600 feet. spell level.
Locate Object (Sp): The dragon can use this ability as the Possessions: +2 full plate, +1 heavy steel shield, +2 dwarven
spell of the same name, six times per day. waraxe, gauntlets of ogre power, ring of evasion, key to chest in
Scent (Ex): Detect opponents within 30 feet. Exact loca- area 5C.
tion is not revealed, unless within 5 feet. k Eximil, Male Githzerai Mnk 11: CR 12; Medium
Spells Known (6/7/7/5; save DC 13 + spell level): 0—acid humanoid (extraplanar); HD 11d8+11; hp 72; Init +4; Spd
splash, detect magic, flare, light, mage hand, read magic, touch of 60 ft., fly 80 ft. (perfect) on the Astral Plane; AC 22, touch
fatigue; 1st—burning hands, mage armor, magic missile, shield, 18, flat-footed 18; Base Atk +8; Grp +10; Atk +10 melee
sleep; 2nd—hold person, protection from energy, scorching ray; (1d10+2, unarmed strike) or +14 ranged (1d8+4/×3, master-
3rd—fireball, haste. Caster level 7th. work composite longbow [+2 Str] with +2 arrow); Full Atk
+10/+5 melee (1d10+2, unarmed strike) or +10/+10/+10/+5
melee (1d10+2, flurry of blows) or +17/+12 ranged
(1d8+4/×3, composite longbow [+2 Str] with +2 arrow); SA

pqqqqrs
NEW ITEM mind-affecting burst of psychic energy and be stunned for 1d4 rounds.
w Rod of Astral Vengeance: Fashioned from gray-black astral driftmet- Moderate enchantment; CL 9th; Craft Magic Arms and Armor,

30 al, this 13-inch-long rod can be wielded as a +2 club. Any creature dam-
aged by the rod must succeed at a DC 15 Will save or succumb to a
pqqqqrs
Craft Rod, greater magic weapon, can only be created on the Astral
Plane; Price 26,000 gp; Weight 1 lb.
ISSUE 100

ki strike (magic, lawful); SQ darkvision 60 ft., diamond Spellbook: 0—all; 1st—identify, mage armor, magic missile,
body, improved evasion, inertial armor, leap of the clouds, ray of enfeeblement, shield, true strike, unseen servant; 2nd—
psionics, purity of body, slow fall 50 ft., SR 16, still mind, darkness, detect thoughts, locate object, Melf’s acid arrow, scorch-
wholeness of body (22 hp/day); AL LN; SV Fort +8, Ref +11, ing ray, see invisibility; 3rd—clairaudience/clairvoyance, light-
Will +9; Str 14, Dex 18, Con 12, Int 8, Wis 14, Cha 11. ning bolt, nondetection, protection from energy, tongues;
Skills: Balance +10, Climb +8, Escape Artist +6, Hide +9, 4th—arcane sight, confusion, detect scrying, locate creature, scry-
Jump +10, Knowledge (the planes) +2, Listen +6, Move ing, stoneskin; 5th—contact other plane, magic jar, Mor-
Silently +10, Tumble +12. Feats: Deflect Arrows, Dodge, denkainen’s faithful hound, wall of force; 6th—analyze dweomer,
Improved Disarm, Improved Trip, Improved Unarmed greater dispel magic, eyebite, legend lore, mass suggestion, true
Strike, Mobility, Spring Attack, Stunning Fist. seeing; 7th—banishment, greater scrying, Mordenkainen’s
Psionics (Sp): 3/day—daze (save DC 10), feather fall, shatter sword, vision.
(DC 12); 1/day—plane shift (DC 17). Caster level 11th; save Possessions: +1 dagger, pearl of power (4th-level spell), amulet of
DC 10 + spell level. natural armor +1, bracers of armor +3, ring of protection +2, head-
Inertial Armor (Sp): Githzerai can use psychic force to band of intellect +2, spellbooks.
block an enemy’s blows. This gives them a +4 armor bonus k Maggoth Ashbeard, Male Half-fiend Dwarf Rog 12:
as long as they remain conscious. CR 15; Medium outsider (augmented humanoid, native);
Possessions: Masterwork composite longbow (+2 Str) with HD 12d6+24; hp 68; Init +9; Spd 20 ft., fly 20 ft. (average), fly
20 +2 arrows, belt of giant strength +4, amulet of health +2, potion 170 ft. (perfect) on the Astral Plane; AC 23, touch 15, flat-
of cure serious wounds, gray cloak. footed 23; Base Atk +9; Grp +12; Atk +14 melee (1d10+5/×3,
k Kir’yal the Hr’a’cknir, Female Githyanki Wiz 14: +2 dwarven waraxe) or +15 ranged (1d8+4/×3, composite
CR 15; Medium humanoid (extraplanar); HD 14d4–14; hp longbow [+3 Str] with +1 arrow); Full Atk +14/+9 melee
21; Init +0; Spd 30 ft., fly 240 ft. (perfect) on the Astral (1d10+5/×3, +2 dwarven waraxe) or +15/+10 ranged
Plane; AC 16, touch 12, flat-footed 16; Base Atk +7; Grp +5; (1d8+4/×3, composite longbow with +1 arrow); SA oppor-
Atk +6 melee (1d4–1/19–20, +1 dagger); Full Atk +6/+1 tunist, smite good 1/day, sneak attack +6d6, spell-like abili-
melee (1d4–1/19–20, +1 dagger); SA psionics, spells; SQ ties; SQ DR 10/magic, darkvision 60 ft., dwarf traits, evasion,
darkvision 60 ft., psionics, SR 19; AL N; SV Fort +3, Ref +4, immunity to poison, improved uncanny dodge, resistance
Will +11; Str 7, Dex 11, Con 8, Int 24, Wis 15, Cha 14. 10 (acid, cold, electricity, and fire), SR 22, trapfinding, trap
Skills: Concentration +19, Craft (bookbinding) +24, Craft sense +4; AL LE; SV Fort +9, Ref +16, Will +6; Str 16, Dex 21,
(calligraphy) +24, Decipher Script +24, Knowledge (arcana) Con 14, Int 17, Wis 8, Cha 10.
+24, Knowledge (history) +24, Knowledge (local) +24, Skills: Appraise +18, Balance +7, Disable Device +20,
Knowledge (the planes) +24, Spellcraft +26. Feats: Combat Escape Artist +20, Hide +25, Intimidate +15, Jump +5,
Casting, Eschew Materials, Extend Spell, Improved Coun- Listen +14, Move Silently +25, Open Lock +20, Search +18,
terspell, Scribe Scroll, Silent Spell, Skill Focus (Concentra- Spot +14, Tumble +20. Feats: Alertness, Dodge, Improved
tion), Spell Mastery (clairvoyance/clairaudience, eyebite, locate Initiative, Martial Weapon Proficiency (dwarven waraxe),
creature, nondetection, scrying, see invisibility, true seeing). Mobility, Spring Attack.
Psionics (Sp): 3/day—augury, clairvoyance/clairaudience, Smite Good (Su): Once per day, Maggoth can make a
detect thoughts (DC 14), mage hand, telekinesis (DC 17); normal melee attack to deal 12 points of extra damage to a
1/day—plane shift (DC 19). Caster level 14th; save DC 12 + good foe.
spell level. Some of Kir’yal’s psionic powers are not typi- Spell-like Abilities: 3/day—darkness, poison (DC 13);
cally available to githyanki; this is the case with all 1/day—blasphemy (DC 17), contagion (DC 13), desecrate, unholy
githyanki hr’a’cknir. blight (DC 14). Caster level 12th; save DC 10 + spell level.
Spells Prepared (4/6/6/6/5/4/4/3; save DC 17 + spell Possessions: +3 shadow leather armor, +1 buckler, +2 dwar-
level): 0—detect magic ×2, light, touch of fatigue; 1st—identify, ven waraxe, composite longbow (+3 Str) with 20 +1
magic missile ×3, ray of enfeeblement, true strike; 2nd—dark- arrows, cloak of resistance +3, boots of elvenkind, key to chest
ness, extended shield, scorching ray ×2, see invisibility ×2; in area 5F.
3rd—clairaudience/clairvoyance ×3, lightning bolt, nondetec- k Mivim the Hr’a’cknir, Male Githyanki Nec 12: CR
tion, tongues; 4th—confusion, locate creature, scrying ×3; 5th— 13; Medium humanoid (extraplanar); HD 12d4+36; hp 60;
extended scrying ×2, Mordenkainen’s faithful hound, wall of Init +2; Spd 30 ft., fly 180 ft. (perfect) on the Astral Plane;
force; 6th—analyze dweomer, greater dispel magic, eyebite, true AC 20, touch 14, flat-footed 18; Base Atk +6; Grp +5; Atk +7
31 seeing; 7th—greater scrying ×2, vision. melee (1d6+1 plus stun, rod of astral vengeance) or +7 melee
ISSUE 100

touch (death, mask of the skull); Full Atk +7/+2 melee (1d6+1 touch 12, flat-footed 10; Base Atk +9; Grp +9; Atk +10 melee
plus stun, rod of astral vengeance) or +7 melee touch (death, (1d6+1/18–20, +1 rapier) or +11 ranged (1d8/19–20, light
mask of the skull); SA psionics, spells; SQ darkvision 60 ft., dis- crossbow); Full Atk +10/+5 melee (1d6+1/18–20, +1 rapier)
placement (20% miss chance granted by body wrappings), or +11 ranged (1d8/19–20, light crossbow); SA darkness, fas-
psionics, SR 17; AL LE; SV Fort +9, Ref +6, Will +9; Str 9, Dex cinate, spells, suggestion; SQ bardic music, bardic knowl-
14, Con 16, Int 18, Wis 13, Cha 13. edge, countersong, inspire competence, inspire courage +2,
Skills: Concentration +18, Decipher Script +19, Knowl- inspire greatness, resistance 5 (cold, electricity, and fire),
edge (arcana) +19, Knowledge (history) +19, Knowledge song of freedom; AL CN; SV Fort +4, Ref +10, Will +10; Str 10,
(the planes) +19, Spellcraft +21. Feats: Combat Casting, Dex 15, Con 11, Int 13, Wis 14, Cha 19.
Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Skills: Bluff +22, Concentration +16, Diplomacy +6, Dis-
Item, Great Fortitude, Greater Spell Focus (necromancy), guise +22, Escape Artist +10, Gather Information +20, Hide
Scribe Scroll, Spell Focus (necromancy). +12, Intimidate +6, Sleight of Hand +20, Spellcraft +17.
Psionics (Sp): At will—arcane sight, see invisibility; 3/day— Feats: Dodge, Expertise, Improved Disarm, Mobility,
sending; 1/day—plane shift (DC 18), Rary’s telepathic bond. Spring Attack.
Caster level 12th; save DC 11 + spell level. Some of Mivim’s Darkness (Sp): Rhapsody can use darkness once per day
psionic powers are not typically available to githyanki; this (caster level 13th).
is the case with all githyanki hr’a’cknir. Spells Known (3/4/4/4/3; base save DC = 14 + spell level):
Spells Prepared (5/6/6/6/5/4/3; save DC 14 + spell level, 0—dancing lights, detect magic, light, mage hand, prestidigita-
DC 16 + spell level for necromancy spells): 0—daze, detect tion, read magic; 1st—charm person, cure light wounds, mage
poison, message, touch of fatigue ×2; 1st—chill touch, magic mis- armor, unseen servant; 2nd—cure moderate wounds, detect
sile, protection from good, ray of enfeeblement ×2, shield; 2nd— thoughts, see invisibility, Tasha’s hideous laughter; 3rd—confu-
blindness/deafness, darkness, false life, knock, spectral hand, touch sion, displacement, emotion, haste; 4th—dimension door, greater
of idiocy; 3rd—clairaudience/clairvoyance, haste, hold person, ray invisibility, hold monster, shout.
of exhaustion, slow, vampiric touch; 4th—animate dead, bestow Possessions: +1 rapier, light crossbow with 20 bolts, necklace
curse, dimensional anchor, enervation, stoneskin; 5th—break of sonic bursts (type IV)*, ioun stone (incandescent blue), wand of
enchantment, dominate person, wall of force, waves of fatigue; mirror image (3rd level; 25 charges), potion of alter self, pouch
6th—chain lightning, circle of death, greater dispel magic. containing 10 pp, iron keys to all locked doors in the Morn-
Mivim cannot cast conjuration spells. ingstar Inn, spare keys for the inn’s guest rooms.
Spellbook: 0—all except acid splash; 1st—cause fear, chill *As necklace of fireballs except it deals sonic damage.
touch, expeditious retreat, magic missile, protection from good, ray k Vilghoon, Male Githyanki Rog 6/Asn 10: CR 17;
of enfeeblement, shield, shocking grasp; 2nd—arcane lock, blind- Medium humanoid (extraplanar); HD 16d6+48; hp 100;
ness/deafness, command undead, darkness, daze monster, false Init +6; Spd 30 ft., fly 140 ft. (perfect) on the Astral Plane;
life, knock, scare, spectral hand, touch of idiocy; 3rd—clairaudi- AC 22, touch 15, flat-footed 17; Base Atk +11; Grp +12; Atk
ence/clairvoyance, fireball, greater magic weapon, haste, hold +20 melee (1d6+3/18–20 and wounding, +2 wounding
person, lightning bolt, magic circle against good, nondetection, rapier); Full Atk +20/+15/+10 melee (1d6+3/18–20 and
protection from energy, ray of exhaustion, slow, vampiric touch; wounding, +2 wounding rapier); SA death attack, poison use,
4th—animate dead, bestow curse, contagion, crushing despair, psionics, sneak attack +8d6; SQ darkvision 60 ft., evasion,
dimensional anchor, enervation, fear, scrying, stoneskin, wall of improved uncanny dodge, psionics, SR 21, trapfinding, trap
fire; 5th—break enchantment, contact other plane, dominate sense +5; AL NE; SV Fort +10 (+15 against poison), Ref +20,
person, hold monster, magic jar, passwall, telekinesis, wall of force, Will +7; Str 12, Dex 22, Con 16, Int 14, Wis 10, Cha 8.
waves of fatigue; 6th—analyze dweomer, chain lightning, circle Skills: Balance +27, Climb +10, Disguise +18, Gather
of death, create undead, disintegrate, eyebite, flesh to stone, greater Information +8, Hide +32, Intimidate +11, Jump +3, Listen
dispel magic, Tenser’s transformation. +9, Move Silently +32, Spot +9, Tumble +25. Feats:
Possessions: Bracers of armor +6, mask of the skull, rod of astral Improved Two-Weapon Fighting, Stealthy, Two-Weapon
vengeance (see the sidebar), body wrappings of minor displace- Defense, Two-Weapon Fighting, Weapon Finesse,
ment (treat as a minor cloak of displacement), ring of protection Weapon Focus (rapier).
+2, spellbook. Spells Known (4/4/3/3; save DC 12 + spell level): 1st—dis-
k Rhapsody Nethervane, Female Tiefling Brd 13: guise self, jump, sleep, true strike; 2nd—alter self, cat’s grace, illu-
CR 14; Medium outsider (native); HD 13d6; hp 49; Init +2; sory script, pass without trace; 3rd—deep slumber, deeper darkness,
32 Spd 30 ft., fly 130 ft. (perfect) on the Astral Plane; AC 12,
ISSUE 100

misdirection, nondetection; 4th—clairaudience/clairvoyance, free-


dom of movement, greater invisibility, poison.
Death Attack (Ex): After studying victim for 3 rounds,
successful melee attack can paralyze or kill. Fortitude save
(DC 22) negates.
Poison Use (Ex): Can use poison with no risk of poison-
ing self.
Psionics (Sp): 3/day—blur, daze (DC 9), dimension door (DC
13), mage hand, telekinesis (DC 14); 1/day—plane shift (DC
16). Caster level 16th; save DC 9 + spell level.
Possessions: +3 shadow studded leather, +2 rapier of wounding,
dagger of venom, gloves of Dexterity +4, cloak of resistance +2,
boots of elvenkind, amulet of proof against detection and location.
d Yev’dakai (Commissar of Tu’narath), Male
Githyanki Ftr 15: CR 16; Medium humanoid (extrapla-
nar); HD 15d10+30; hp 152; Init +1; Spd 20 ft. (base 30 ft.),
fly 110 ft. (perfect) on the Astral Plane; AC 22, touch 13,
flat-footed 21; Base Atk +15; Grp +18; Atk +21 melee
(2d6+8/17–20, +2 silver sword) or +17 ranged (1d8+4/×3
plus 2d6 unholy, +1 unholy composite longbow [+3 Str]) Full
Atk +21/+16/+11 melee (2d6+8/17–20, +2 silver sword) or
+17/+12/+7 ranged (1d8+4/×3 plus 2d6 unholy, +1 unholy
composite longbow [+3 Str]) or +15/+15/+10/+5 ranged
(1d8+4/×3 plus 2d6 unholy, +1 unholy composite longbow [+3
Str] with Rapid Shot); SA psionics; SQ darkvision 60 ft.,
psionics, SR 20; AL LE; SV Fort +11, Ref +6, Will +5; Str 16,
Dex 12, Con 15, Int 11, Wis 10, Cha 16.
Skills: Intimidate +21, Ride +19. Feats: Cleave, Exotic
Weapon Proficiency (silver sword), Great Cleave, Improved
Critical (greatsword), Mounted Archery, Mounted
Combat, Point Blank Shot, Power Attack, Precise Shot,
Rapid Shot, Ride-By Attack, Spirited Charge, Weapon
Focus (greatsword), Weapon Specialization (greatsword).
Psionics (Sp): At will—daze (DC 13), mage hand; 3/day—
blur, dimension door (DC 17), telekinesis (DC 18); 1/day—plane
shift (DC 20). Caster level 15th; save DC 13 + spell level.
Possessions: +2 breastplate of command, +2 silver sword, +1
unholy composite longbow (+3 Str) with 50 arrows, amulet of
natural armor +2, ring of protection +2.

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