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Adapting
“The Lich-Queen’s Beloved”
By Rodney Thompson
I love continuity. While working on the Star Wars
Roleplaying Game , I learned to master it (as well as
anyone can master the continuity of such a vast fic-
tional universe). Even before then, I tried to make
different aspects of the same universe work together.
Back in the days of Advanced Dungeons & Dragons
2nd Edition, I reworked old Greyhawk modules to
fit the continuity of my Al-Qadim campaign. Later,
I adapted elements of my 2nd Edition Forgotten
Realms ® Campaign Setting adventure for use in 3rd
Edition. In the last year, I’ve run two epic-level 4th
Edition games that are direct sequels to the Age of
Worms adventures from the World of Greyhawk
campaign setting by having my group convert their
characters from 3rd Edition D&D. I’ve even included
references to the Ghost Tower of Inverness, another
World of Greyhawk location, in the most recent
D&D Encounters season.
Conquering the challenge of connecting two
seemingly disparate elements is rewarding, both as a
creative exercise and as a source of interesting ideas.
The imagination involved in bridging concepts is
what makes character creation in the D&D G amma
W orld Roleplaying Game so appealing: When you
give me “android” and “yeti” as character options,
putting them together challenges me in an entertain-
ing way.
Some months ago, I decided to bring my Forgot-
ten Realms game to its climax, but I wasn’t sure how
to wrap things up. I was leafing through old issues
of Dungeon magazine when I came across issue 100,
featuring “The Lich-Queen’s Beloved”—a famous
adventure pitting the players against the githyanki
lich queen Vlaakith. If you don’t already have the
original adventure, you can download it as a compan-
ion piece to this article.
I had never had the chance to run the adventure
in 3rd Edition, so converting it to 4th Edition to use as
my campaign capstone excited me—especially after
I discovered that none of my players had ever run,
played, or even read the adventure. This conversion
would help my players, who had been my gaming
group only for 4th Edition, experience a classic part
of the Dungeons & Dragons tradition, while tying
my campaign into the larger Dungeons & Dragons
experience.
I knew that playing a Chris Perkins adventure,
filled with great lore, would mark a high point in
our game. What I couldn’t predict was how this
conversion would shape my view of adventures and
adventure design in 4th Edition.
C onversion
P hilosoPhy
After my initial reread of “The Lich-Queen’s
Beloved,” I made a few basic decisions. First, I would
reproduce the original experience as faithfully as
possible: Killer traps would remain as deadly as
ever, and powerful spell effects would pack their
same punch. Second, I would adapt mechanics with
more precision and less “re-envisioning” than usual.
Third, I would convert the monsters over using a
direct correlation between challenge rating (CR) and
level; thus, the CR 16 tl’a’ ikiths (more on them later)
would become level 16 soldiers. I did more redesign
during monster conversion than I did anywhere else,
because I wanted the levels to match the CRs so that
the monsters would present about the same chal-
lenge as before. Finally, I would not alter the number
of monsters in a given encounter. If three githyanki
guarded a door in the original, three githyanki
TM & © 2011 Wizards of the Coast LLC All rights reserved.
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Adapting “The Lich-Queen’s Beloved”
would guard that door in my 4th Edition conversion.
Effectively, I decided to ignore much of the advice
from the 4th Edition Dungeon Master’s Guide ® regard-
ing building encounters and instead let the chips fall
where they might, using the same assumptions Chris
Perkins had used when designing the adventure for
3rd Edition.
With these three guiding principles in mind, I set
out to begin the conversion.
Level16Artillery
Medium shadow humanoid (undead), githyanki XP 1,400
HP 122; Bloodied 61 Initiative +10
AC 30, Fortitude 26, Reflex 30, Will 28 Perception +13
Speed 7 Low-light vision
Immune disease, poison; Resist 10 necrotic; Vulnerable 10
radiant
Traits
O Heat Mirage F Aura 1
Any enemy that attacks the kr’y’izoth from outside of the
aura rolls its attack twice and keeps the lower result.
Standard Actions
M Blackflame Touch (necrotic) F At-Will
Attack: Melee 1 (one creature); +19 vs. Reflex
Hit: 2d10 + 6 necrotic damage, and the target is weakened
until the end of the kr’y’izoth’s next turn.
R Lightning Bolt (lightning) F At-Will
Attack: Ranged 10 (one creature); +21 vs. Reflex
Hit: 4d10 + 3 lightning damage.
R Scorching Ray (fire, force) F At-Will
Attack: Ranged 10 (one creature, or two creatures adjacent
to each other); +21 vs. Reflex
Hit: 2d10 + 13 fire and force damage.
R Flesh to Stone (force) F Recharge 5 6
Attack: Ranged 10 (one creature); +21 vs. Fortitude
Hit: 4d12 + 10 force damage, and the target is slowed (save
ends).
First Failed Save: The target is immobilized instead of
slowed (save ends).
Second Failed Save: The target is instead petrified (save
ends).
Move Actions
Telekinetic Leap F Encounter
Effect: Until the end of the encounter, the kr’y’izoth or one ally
within 10 squares of it gains a fly speed of 5.
Triggered Actions
Blackflame Shield (fire, necrotic) F At-Will
Trigger: An adjacent enemy touches the kr’y’izoth or hits it
with a melee attack.
Effect (Opportunity Action): The triggering enemy takes 2d12
fire and necrotic damage.
Skills Arcana +20, Insight +18
Str 16 (+11) Dex 14 (+10) Wis 21 (+13)
Con 20 (+13) Int 25 (+15) Cha 8 (+7)
Alignment chaotic evil Languages Common, Deep Speech,
P utting in
the h ours
The conversion process went more smoothly than
I expected. For one thing, I already had a sizable
stable of monsters converted. When I wrote the
githyanki section of The Plane Above: Secrets of the
Astral Sea™, I had relied on “The Lich-Queen’s
Beloved” for source material, so all I had to do now
was to update the damage numbers to bring them
in line with post- Monster Manual ® 3 expectations.
That approach took care of a lot of the rank-and-file
githyanki the players would run into, allowing me to
substitute them where appropriate for the githyanki
troops that had class levels. In other cases, I took
the equivalent creature from the appropriate book
and adjusted its level. To convert the red dragon
Holocaust, for example, I used the red dragon from
Monster Vault™ and removed levels from it to match
Holocaust’s challenge rating.
Later in the adventure, the characters end up face
to face (to face) with Dessakrul, a two-headed red
dragon. Again, I began with a stock red dragon. After
adjusting the level, I added a few powers from the
new hydra to give the dragon a more two-headed feel.
This approach illustrates my first lesson of conversion:
Draconic
Whenever possible, use the tools you already have—
it’s a big time-saver.
Of course, I still had plenty of work to do on the
more involved conversions. I made the 4th Edition
versions of the kr’y’izoth (undead githyanki spell-
casters whose life essences Vlaakith drained) and the
tl’a’ikiths (their martial counterparts) my top priority.
Because these two creatures show up multiple times
throughout the adventure, I knew that their conver-
sions would go a long way. After finishing them, I had
taken care of most of my monsters. I’ve included two
of them here as examples.
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Kr’y’izoth
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Adapting “The Lich-Queen’s Beloved”
Level16Soldier
Medium shadow humanoid (undead), githyanki XP 1,400
HP 157; Bloodied 78 Initiative +14
AC 32, Fortitude 29, Reflex 27, Will 28 Perception +13
Speed 6 Low-light vision
Immune disease, poison; Resist insubstantial; Vulnerable 10
radiant
Traits
O Attractive Whispers F Aura 3
Any enemy that starts its turn within the aura is pulled up to
2 squares to a square adjacent to the tl’a’ikith.
Insubstantial
The tl’a’ikith takes half damage from attacks. Any time the
tl’a’ikith takes radiant damage, it loses this trait until the
end of its next turn.
Standard Actions
m Silver Sword (psychic, weapon) F At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 2d10 + 3 damage plus 10 psychic damage.
M Violent Slash (psychic, weapon) F Recharge when first
bloodied
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 2d10 + 3 damage plus 18 psychic damage, and the
target is removed from play (save ends). When the target
saves, it appears in an unoccupied square of the tl’a’ikith’s
choice adjacent to the tl’’a’ikith.
Move Actions
Telekinetic Leap F Encounter
Effect: Until the end of the encounter, the tl’a’ikith or one
ally within 10 squares of it gains a fly speed of 5.
Triggered Actions
Intercession of Will (weapon) F At-Will
Trigger: Any enemy within 3 squares of the tl’a’ikith makes
an attack that does not include the tl’a’ikith as a target.
Effect (Immediate Reaction): The tl’a’ikith shifts up to 3
squares and makes a melee basic attack against the trig-
gering enemy as a free action.
Str 24 (+15) Dex 18 (+12) Wis 20 (+13)
Con 21 (+13) Int 12 (+9) Cha 10 (+8)
Alignment chaotic evil Languages Common, Deep Speech
Equipment +4 githyanki silver longsword ( Manual of the Planes )
The next step of the conversion process entailed
adapting traps and magical effects from the 3rd Edi-
tion adventure to my 4th Edition game. Fortunately,
Chris did me a big favor when he based his array of
traps on the tir’su glyphs of the githyanki language
and then reused the glyphs within his adventure.
Rechristening them “a dialect of Deep Speech,” I con-
verted each glyph as faithfully as possible. Because
the originals glyphs mostly dealt damage, I could
replicate them by having mine deal about the same
damage as the encounter power of a monster of equiv-
alent level. When I was finished, I had seven traps
that I could use throughout the adventure.
With the monsters and traps handled, I could now
tackle the tricky part: the other miscellaneous magi-
cal effects.
Much of the adventure takes place in the Palace
of Whispers, home to the whispers of the damned, an
effect disquieting enough to shake the nerve of even
the bravest warrior. In 3rd Edition, a player failing the
initial saving throw took a –2 penalty to attack rolls,
saving throws, skill checks, and ability checks while
in the palace. I decided to keep the same effect, with
one exception: I changed the Will save to an attack
against Will that triggered when the character first
entered the structure.
My players soon discovered that they were no
longer in the same “appropriate challenges with lim-
ited durations” game we’d been playing. Although
this approach initially frustrated them, I decided not
to budge because I wanted to see what they would
do. To my (pleasant) surprise, my players reacted
to the new dynamic by becoming more creative.
During their first retreat from the Palace of Whis-
pers, for example, they asked a wizard to deafen
them magically so that the palace’s disquieting
susurrations could not affect them.
The strange doors that filled the lich queen’s
palace also challenged the adventurers in various
ways: One type required psionic powers to open,
another dealt tons of damage to living creatures
when they passed through, and still another kind,
seemingly composed of undead f lesh, refused to
open for anyone other than Vlaakith. I converted
these perilous portals faithfully, but I also added
a few elements because I did not want my players
to feel stymied; after all, the adventure proceeds
through these doors. In my new version, items scat-
tered throughout the palace enable characters to
open certain doors or pass through them harmlessly;
for example, one potion turns a character tempo-
rarily undead, whereas another provides a small
amount of psionic power points. I placed these items
in logical locations that would also require the char-
acters to circumvent the doors a few times before
finding them.
It worked. Although the players initially felt frus-
trated by the doors, they soon grew more and more
resourceful. This adjustment gave rise to an interest-
ing pacing dynamic: The early stages of exploring the
Palace of Whispers consisted of a constant struggle
against the palace itself, but, as the characters pro-
gressed—battling denizens and finding treasure
caches along the way—they gained the means to
move on to different challenges. The players became
better at navigating the palace and, as its challenges
faded into the background, the dangers posed by
the monsters (and, eventually, Vlaakith herself ) took
center stage.
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Tl’a’ikith
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Adapting “The Lich-Queen’s Beloved”
e nd r esults
In the end, a conversion succeeds or fails at the game
table. This one went surprisingly well, even though
its design sensibilities were so different from those of
the campaign that preceded it. Up to this point I had
designed my adventures by the book, worried that
deviating from the Dungeon Master’s Guide ’s advice
would produce a game different from the one other
people were playing, and therefore useless to anyone
but me. It turns out that my fears were unfounded.
Running “The Lich-Queen’s Beloved” using 4th
Edition mechanics (while keeping the 3rd Edition
f lavor) added amusing new dynamics to the cam-
paign’s climax. I enjoyed watching my players relearn
lessons from earlier editions, such as the caution
they began exercising after they started running
into things they couldn’t overpower. I’m no big fan
of the “your players should constantly fear for their
characters’ lives” philosophy, but that doesn’t mean I
didn’t enjoy seeing my group exercise a bit more pru-
dence (on the other hand, perhaps they had grown so
cavalier because I had failed to instill a true sense of
danger earlier in the campaign). I also enjoyed how
the adventure’s complexity drove the players to return
to old roleplaying standbys, such as mapping the
dungeon themselves and keeping track of what they
encountered and where.
With a few exceptions (such as the tricks for
bypassing the doors), I resisted the temptation to pro-
vide ways around problems. This decision ran counter
to my usual style of adventure design, in which a
character overcame a noncombat test by making a
skill check or passing a skill challenge. As soon as the
players saw that they couldn’t just make a skill check
to design a spell to counter whispers of the damned , they
realized that they needed to become more creative.
The way they rose to the occasion made me realize
that I had underestimated them when I designed my
old adventures.
If making challenges harder on my players taught
me something, so did making encounters easier. I
discovered that it was OK for players to face only
two opponents in one fight, even if neither of them
was elite. The encounter went faster, and the players
enjoyed occasionally rolling over the opposition. This
taught me an important lesson: Attrition still means
something in Dungeons & Dragons. Taking a little
damage in a fight might be no big deal, but taking
a little damage in five straight fights carries a toll
because daily abilities run out and unspent healing
surges dwindle.
When I looked at the pressure placed on the
party’s resources over an entire adventure instead of
a string of encounters, I found the results liberating. I
realized that I did not need to balance every encoun-
ter to fall within an “acceptable range,” because, over
a long enough period, the characters would end up
drained of the same resources anyway. Even better,
this approach made the hard fights feel harder.
Retreating to preserve resources became viewed as a
necessary and acceptable tactic, because the players
knew that more challenges awaited, and they couldn’t
count on having the resources needed to tackle them
otherwise.
In the end, I learned a few things about both
adventure design and 4th Edition that I’ll carry
forward into future games. First, I found that my play-
ers face challenges more creatively—and feel more
satisfied afterward—when I deprive them of an easy
way out. Second, I learned that spikes of high tension
and periods of low tension are good, and that having
a wider variance in encounter difficulty works out
because of long-term attrition. Third, I realized that I
could include “unfair” elements”—such as instant-kill
traps or ongoing effects that messed with characters—
as long as I used them to punctuate the dangers of the
adventure and not as constant beat-downs. Fourth,
I learned that exploration is essential to the classic
Dungeons & Dragons feel, and that traps and haz-
ards are more than set dressing—they constitute an
important part of the exploration and discovery pro-
cess. The weird doors in the Palace of Whispers aren’t
just obstacles; they are something to investigate—dire
entryways that reinforce the alien feel of the adven-
ture’s setting.
Finally, my greatest lesson was that my players
were better equipped to handle challenges than I
thought. Even when they failed, they found ways to
continue the adventure as long as I gave them enough
freedom to execute their own plans.
C onverting to
o ther e ditions
Here is my quick take on converting “The Lich-
Queen’s Beloved” to Advanced Dungeons & Dragons
1st or 2nd Edition.
The 1st Edition Fiend Folio provides basic informa-
tion on githyanki that we can use to populate our
dungeon. That’s half the battle. We also need a way
to convert the rich variety of githyanki variants that
make “The Lich-Queen’s Beloved” so memorable.
Luckily, we can summarize 1st Edition monsters in
just a few lines, so we can convert many of these ter-
rific monsters quickly.
From the original adventure, we know that
the lich queen rarely allows her servants to grow
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