TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This WIZARDS OF THE COAST® game product contains no Open Game Content. This work may be reproduced for personal use or in its entirety for use 
  at RPGA-sanctioned events.  To learn more about the Open Gaming License and the d20 SYSTEM® license, please visit www.wizards.com/d20. 
   
  This product uses material from the v.3.5 revision.  This is an official RPGA® play document.  To find out more about the RPGA and to learn more on 
  how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga. 
   
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, D&D CAMPAIGNS, DUNGEON MASTER, GREYHAWK, LIVING GREYHAWK, DM’S CHALLENGE, RPGA, 
  HERALD-LEVEL, d20, d20 SYSTEM, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual and their respective logos and 
  trademarks are owned by Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2007 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.wizards.com/rpga. 
  For questions specific to this document please e-mail scon40@aol.com. 
  For LIVING GREYHAWK DM’S CHALLENGE HIGH-LEVEL OPTION campaign questions email rpgahq@wizards.com. 
   
  DM’S CHALLENGES™ HIGH-LEVEL OPTION 
   
   
  WAIL OF THE BANSHEE QUEEN 
  DM’S CHALLENGE 1 
  A Two-Round DUNGEONS & DRAGONS® LIVING 
  GREYHAWKTM DM’S CHALLENGES™ HIGH-LEVEL OPTION 
  Adventure Packet for 16th- to 20th-Level Characters 
  LIVING GREYHAWK™ DM’S CHALLENGE 1 
  for the WAIL OF THE BANSHEE QUEEN Story Arc (2007 -2008) 
   
  Development: Steven Conforti. 
   
  Resources: Fiendish Codex I: Hordes of the Abyss [Ed Stark, James Jacobs, Erik Mona], Fiendish Codex II: Tyrants of the Nine 
  Hells [Robin D. Laws, Robert J. Schwalb], Expedition to the Demonweb Pits [Wolfgang Baur, Gwendolyn F.M. Kestrel], 
  Planar Handbook [Bruce R. Cordell, Gwendolyn F.M. Kestrel], Manual of the Planes [Jeff Grubb, Bruce R. Cordell, David 
  Noonan], Drow of the Underdark [Ari Marmell, Anthony Pryor, Robert J. Schwalb, Greg A. Vaughan]. 
   
  A demon lord needs your assistance.  What could he tell you that would make you want to offer your help?  The balance 
  of power on the Outer Planes may be in your hands.  DM’S CHALLENGE 1 is Part One in the four part WAIL OF THE 
  BANSHEE QUEEN Story Arc (2007-2008). 
   
  
  WAIL OF THE BANSHEE QUEEN – DM’S CHALLENGE 1 
   
  Page 1 
  WHAT’S A DM’S CHALLENGE 
  ADVENTURE? 
  DM’S CHALLENGE adventure packets are a part of the 
  LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION.  Unlike other RPGA adventures, the DM’S 
  CHALLENGE adventure is not something you download or 
  buy and run as printed with little to no modification.  
  Instead, you get basic guidelines, a special session 
  tracking, and a basic Adventure Record (AR) for an 
  adventure that you write or modify and run. 
  RPGA-SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK DM’S CHALLENGES HIGH-
  LEVEL OPTION campaign—a worldwide, ongoing D&D 
  campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be 
  as elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  character. Second, it allows the RPGA to track and record 
  what characters did during the adventure, and future 
  adventures will be written with what a majority of the 
  players did in mind – in this way characters’ actions 
  shape the future of the campaign.  Lastly, players and 
  DMs gain rewards for sanctioned RPGA play if they are 
  members of the DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on October 31, 2007. 
   
  To learn more about the LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION character creation and 
  development, RPGA event sanctioning, and DUNGEONS 
  & DRAGONS REWARDS, visit the RPGA website at 
  www.wizards.com/rpga. 
  WHAT DO I RUN? 
  The simple answer to this, whatever you want!  The DM’S 
  CHALLENGE adventures are a chance for you, the DM, to 
  let your creativity shine. 
   
  This might mean creating an adventure or a group of 
  adventures totally from scratch, giving your home group 
  an exciting sub-plot within the LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign where they 
  can affect the outcome in ways no possible before in 
  campaign-style play.  It might mean that you have an 
  interesting adventure idea to run at a show.  Maybe a 
  small sub-plot using NPCs or events detailed in 
  published GREYHAWK or LIVING GREYHAWK adventures 
  that have inspired you to build an adventure that will 
  dazzle players and add depth to the campaign as a whole.  
  Even still, it might mean that you have a favorite 
  adventure from a published source that you twiddle with 
  to fit into the GREYHAWK setting and LIVING GREYHAWK 
  DM’S CHALLENGES HIGH-LEVEL OPTION campaign to 
  create a fun and exciting session without hours upon 
  hours of work.  The choice is yours.  The story is yours.  
  Have fun with it! 
  WHAT CAN’T I DO WITH A DM’S 
  CHALLENGE? 
  DM’S CHALLENGE adventure packets allow you to run 
  your own adventure for a group of 4 to 6 players.  It does 
  not give you license to produce and distribute (for sale or 
  for free) your own GREYHAWK adventures.  Following the 
  d20 System License (see www.wizards.com/d20) grants 
  you the ability to write D&D compatible works, but all of 
  the GREYHAWK setting, and many of the GREYHAWK 
  specific rules are not covered in that license. 
   
  That said, the intent of the DM’S CHALLENGE is for 
  you to create and present exciting GREYHAWK adventures 
  to a small group of players, anything more than that is 
  really beyond the scope of the DM’S CHALLENGES 
  program. 
  ADVENTURE GUIDELINES 
  All of the standard rules for RPGA adventures also hold 
  true for DM’S CHALLENGE adventures.  DM’S CHALLENGE 
  adventures have to be ordered and sanctioned just like 
  other adventures, and thus must be played at RPGA-
  Sanctioned events if you are playing it as part of the 
  LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION campaign. 
   
  When running a DM’S CHALLENGE as part of an 
  RPGA-Sanctioned event, you must follow the RPGA 
  general rules, and the rules detailed in the LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  Rules Document and other campaign documents. 
  
  WAIL OF THE BANSHEE QUEEN – DM’S CHALLENGE 1 
   
  Page 2 
   
  When you design the adventure, design it for an 
  eight-hour time slot – this is especially true if you are 
  running it as part of a public event. 
   
  The WAIL OF THE BANSHEE QUEEN Story Arc (2007-
  2008) draws heavily from a number of sourcebooks 
  dealing with planar adventures.  In particular, you will 
  find the following sourcebooks invaluable to your 
  adventure design: Fiendish Codex I: Hordes of the Abyss [Ed 
  Stark, James Jacobs, Erik Mona], Fiendish Codex II: Tyrants 
  of the Nine Hells [Robin D. Laws, Robert J. Schwalb], 
  Expedition to the Demonweb Pits [Wolfgang Baur, 
  Gwendolyn F.M. Kestrel], Planar Handbook [Bruce R. 
  Cordell, Gwendolyn F.M. Kestrel], Manual of the Planes 
  [Jeff Grubb, Bruce R. Cordell, David Noonan], and Drow 
  of the Underdark [Ari Marmell, Anthony Pryor, Robert J. 
  Schwalb, Greg A. Vaughan]. 
  LEVEL OF PLAY 
  Each DM’S CHALLENGE adventure packet (and all LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  adventures) is optimized for a certain level.  The 
  optimized level determines the general levels you should 
  design your adventure at.  It also determines the general 
  level of rewards granted for adventure success. 
   
  This DM’S CHALLENGE adventure is optimized for 
  16th-level play, so you should design your challenges for 
  four 16th-level characters.  You’ll also want to scale the 
  adventure for up to 20th-level characters, as there is a good 
  chance that you will have a range of character levels 
  playing in the adventure, and in those cases you’ll want to 
  increase the challenges. 
   
  That said, as DM you have discretion when it comes 
  to fitting the challenges of the adventure to your group.  
  If your group finds the challenges too easy or too 
  difficult, feel free to increase or decrease the level of 
  challenge appropriately.  The goal is to challenge the PCs 
  and entertain the players, not to overwhelm or even 
  underwhelm them.  The most enjoyable D&D games are 
  ones where failure and character death are possible, but 
  success and reward are attainable through daring and 
  smart play. 
  HOW MANY ENCOUNTERS? 
  Some of this depends on your style as a DM, but here are 
  some general guidelines crafted by Andy Collins from his 
  “Craft (Adventures)” column featured on the RPGA 
  website.  Andy estimates in that column that the average 
  RPGA round of play contains actually only 200 minutes 
  of actual play time: 
   
  “At the highest levels of play, combat can become 
  grindingly slow as characters search through their lists of 
  equipment, spells, and abilities to find just the right 
  choice. Even the most experienced players need time to 
  evaluate a complicated battlefield, and less-experienced 
  players can easily become overwhelmed by the options 
  available. Even the “basic fighter” becomes a complex 
  character requiring many rolls. A full attack by a fighter 
  of this level might include a dozen rolls or more, 
  including up to four or five sets of attack rolls, miss 
  chances, critical hit confirmations, and damage rolls. 
  Spellcasters routinely cast two spells per round, control 
  multiple summoned creatures or active spell effects, track 
  durations on a half-dozen spells simultaneously, and so 
  on.  
   
  You can expect each character’s turn to take at least 
  two minutes, and sometimes as long as five minutes. 
  Even the number of rounds in a typical combat becomes 
  difficult to anticipate. 10-round fights aren’t terribly 
  uncommon, especially against foes with the ability to 
  teleport into and out of combat with ease. In the hands of 
  an unprepared GM, a single encounter at this level can 
  take up most of a slot, and even experienced, battle-
  hardened GMs find themselves hard-pressed to run more 
  than a couple such encounters in the space of 200 
  minutes.” 
   
  Since each DM’S CHALLENGE adventure packet is 
  designed for two-rounds of play; you should estimate 
  about 400 minutes of play time when you design this 
  adventure.  Each DM’S CHALLENGE adventure packet is 
  designed to award a set amount of experience – 4,500 xp 
  per PC.  As a rough guideline to assigning this experience 
  to challenges in the adventure, we recommend a ratio of 
  50% for combat challenges, 25% for traps, puzzles, skill, 
  and class ability challenges, and 25% for roleplaying 
  challenges. 
   
  You may want to check out all of the “Craft 
  (Adventures)” 
  columns 
  by 
  Andy 
  Collins 
  (www.wizards.com/default.asp?x=rpga/arch/articles) and 
  the “Adventure Builder” columns by Wolfgang Baur 
  (www.wizards.com/default.asp?x=dnd/arch/ab) for other 
  good advice on creating adventures for RPGA events.  
  These columns offer a wealth of good advice. 
  TREASURE 
  At the end of the adventure, all treasure is converted into 
  gold pieces, and split between the PCs.  As a basic rule of 
  thumb, for a 16th-level optimized adventure don’t stock 
  your adventure with significantly more than 20,000 gp 
  worth of treasure per PC.  Be sure to include treasure the 
  PCs can find useful during the adventure (such as healing 
  magics and such). 
   
  If you are scaling the adventure for up to 20th-level 
  characters, the amount of treasure per PC available in the 
  adventure should increase as well.  The following lists the 
  gp cap on treasure an individual PC can receive in an 
  adventure, based on their character level: 16th-level = 
  20,000 gp, 17th-level = 25,000 gp, 18th-level = 35,000 gp, 
  19th-level = 45,000 gp, 20th-level = 55,000 gp. 
   
  At the end of the adventure, you can also give out 
  magic item access via the Adventure Record provided 
  with this DM’S CHALLENGE adventure packet.  Fill in the 
  
  WAIL OF THE BANSHEE QUEEN – DM’S CHALLENGE 1 
   
  Page 3 
  blanks provide with items from LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign approved 
  sources that the PCs have encountered during the 
  adventure.  List the name of the item and the approved 
  source it is from.  If you know the specific PCs who will 
  be participating in your adventure, it is highly 
  recommended to tailor the rewards (and thus the 
  adventure) to their specific needs.  If you know you are 
  writing the adventure for a party of fighters, including 
  treasure only usable by spellcasters is probably a bad idea! 
  WAIL OF THE BANSHEE 
  QUEEN STORY ARC (2007-08) 
  The WAIL OF THE BANSHEE QUEEN Story Arc (2007-2008) 
  deals with a threat to the balance of power in the Outer 
  Planes.  The threat is an Armageddon device of unknown 
  capabilities, and the PCs are the only ones who can stop it 
  from being activated.  The arc takes place almost 
  exclusively on the Outer Planes.  The arc consists of four 
  adventures, three of which are DM’S CHALLENGE 
  adventure packets and one of which is a fully written 
  adventure.  The WAIL OF THE BANSHEE QUEEN Story Arc 
  (2007-2008) is: 
  1. 
  DM’S CHALLENGE 1 (released June 2007). 
  2. 
  DM’S CHALLENGE 2 (released August 2007). 
  3. 
  DM’S CHALLENGE 3 (released November 2007). 
  4. 
  ASSAULT ON THE FORBIDDEN CITADEL (released 
  February 2008). 
   
  It is best to run this DM’S CHALLENGE adventure 
  packet first, before players participate in the second or 
  third DM’S CHALLENGE adventures of this story arc and 
  especially before they play ASSAULT ON THE FORBIDDEN 
  CITADEL (the two-round LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION adventure premiering 
  at D&D Experience (formerly Winter Fantasy), 
  February 2008).  DM’S CHALLENGES 1, 2, and 3 lead into 
  the conclusion of the story in ASSAULT ON THE 
  FORBIDDEN CITADEL. 
  WHAT HAS GONE BEFORE? 
  From Fiendish Codex I by Ed Stark, James Jacobs, and Erik 
  Mona: 
   
  “…Centuries ago, the drow goddess Kiaransalee 
  [called Kiaransali on Oerth] deposed Orcus [the demon 
  lord], who had grown complacent with his endless 
  campaign of stalemates with Graz’zt and Demogorgon.  
  But even a treacherous death was not enough to destroy 
  Orcus forever.  A sliver of his essence survived, taking 
  the name Tenebrous and forver changing the multiverse 
  by discovering the Last Word, an utterance so powerful it 
  could kill gods.  As he scoured the Great Wheel searching 
  for his infamous wand, Tenebrous used the Last Word to 
  slay 
  several 
  deities, 
  including 
  the 
  illithid 
  god 
  Maanzecorian, the archomental Bwimb, and Camaxtli, 
  Lord of Fate.  Eventually, Orcus reassumed his previous 
  name, form, and vigor and deposed Kiaransalee to once 
  again command all of Thanatos [the Abyssal layer 
  belonging to Orcus]… 
   
  …much work remains to remove the taint of 
  Kiaransalee and her worshippers…A series of rust-red 
  geysers that spurt steam and water into the River Styx 
  makes Lachrymosa, the Cauldron of Tears, one of the 
  most hospitable locations in all of Thanatos.  It has long 
  served as Orcus’ nominal capital, although the demon 
  prince spends most of his time brooding and plotting in 
  the immense halls of Everlost, his place in the bone meal 
  desert to the north…An unusual fortress near the center 
  of the city, the so-called Forbidden Citadel, was the seat 
  of Kiaransalee’s power in Thanatos, and the bloated lord 
  of the layer has not had the place destroyed despite its 
  close tie to his hated enemy.  The structure’s shape 
  resembles an enormous bust of the goddess herself, her 
  calculating gaze looking ever southward, toward her 
  “winter capital” of Naratyr.  Adherents of Eldanoth [a 
  demon lord currently on the 359th layer] whisper that 
  Orcus has not acted against the citadel because he lacks 
  the power to destroy and edifice constructed by an 
  agency of divine power… 
   
  …an “Armageddon” device left by Kiaransalee in the 
  depths of her abandoned Forbidden Citadel in 
  Lachrymosa.  Initiating the device, a vortex to the heart 
  of the Positive Energy Plane, would have devastating 
  repercussions for Thanatos and perhaps the whole of the 
  Abyss…” 
   
  The Armageddon device does exist.  If initiated, the 
  vortex formed would destroy all of Thanatos.  However, it 
  also would destroy a large number of adjacent planes in 
  the Abyss.  The resulting destruction would tip the 
  balance of power in the Outer Planes against the forces of 
  Evil and Chaos.  To many PCs, especially Lawful Good 
  ones, this might seem like a good idea.  However, the 
  balance of power in the Outer Planes is essential to the 
  survival of the multiverse.  Should the Armageddon 
  device be activated, the resulting shift in power on the 
  Planes could eventually result in the destruction of 
  everything. 
  ENTERING THE FORBIDDEN 
  CITADEL 
  The PCs cannot enter the Forbidden Citadel until the 
  ASSAULT ON THE FORBIDDEN CITADEL adventure.  As a 
  special construction of divine and planar magic, the 
  Forbidden Citadel is inviolate to any but the most 
  powerful magics.  And any such use of magic would 
  automatically trigger the Armageddon device, ending the 
  adventure.  PCs will need to find a more subtle way into 
  the Forbidden Citadel, one which they will find during 
  the course of this adventure. 
  
  WAIL OF THE BANSHEE QUEEN – DM’S CHALLENGE 1 
   
  Page 4 
  HOW TO INTERGRATE 
  You are free to write the adventure you choose to write 
  for this DM’S CHALLENGE with the following stipulations: 
  1. 
  The initial story hook for the PCs revolves 
  around information the PCs gain from a group 
  of dark elves.  It is left to you to devise the story 
  which leads the PCs to this key encounter.  
  Roughly the first half of this adventure should 
  deal with whatever story you devised that leads 
  the PCs to these drow. 
  2. 
  It is from this encounter that the PCs learn that 
  a group of drow, fanatically loyal to Kiaransalee, 
  reside in the Forbidden Citadel on Thanatos and 
  are in control of an Armageddon device which 
  could unleash mass destruction on Thanatos.  
  PCs should discover (by whatever means you 
  choose) that the resultant destruction from the 
  device would destroy far more than Thanatos 
  and would likely lead to the destruction of the 
  entire multiverse.  This should lead the PCs to 
  Thanatos to investigate further. 
  3. 
  Once in Thanatos, the PCs should find 
  themselves in a number of planar combats and 
  encounters appropriate to this layer of the 
  Abyss.  This should take care of roughly the 
  second half of this adventure.  Through these 
  encounters, the PCs gain the Experience in 
  the Abyss AR effect. 
  4. 
  Investigating of the Forbidden Citadel should 
  make it clear that the PCs cannot enter the 
  Forbidden Citadel by any means they currently 
  possess and that any attempts to use high-level 
  magics such as wish, miracle, or artifacts would 
  result in detonation of the Armageddon device. 
  5. 
  At the end of the adventure, the PCs need to 
  find their way before an Aspect of the demon 
  prince Orcus.  Orcus wishes to speak personally 
  to the PCs.  PCs who played the HORRORS 
  NEVER DIE Story Arc (2006-2007) may have an 
  obvious path to this meeting via the Act of 
  Cooperation - Orcus AR effect.  In any case, 
  the PCs may be brought before Orcus via 
  capture, negotiation, trickery, or whatever 
  means you choose to bring them forward.  It is 
  essential the meeting take place so the PCs can 
  interact with an Aspect of Orcus. 
  6. 
  The Aspect of Orcus explains that he cannot 
  destroy 
  the 
  Forbidden 
  Citadel 
  without 
  triggering the Armageddon device.  He has also 
  recently learned of the danger present in the 
  citadel.  He asks the PCs to assist him in ridding 
  the Outer Planes of the threat this device 
  entails.  He offers the PCs assistance if they 
  agree to help him on this task.  One piece of 
  information he can provide is the current 
  location of Kiaransalee, on the Material Plane 
  world of Guldor, accessible only via a portal on 
  the Demonweb of Lolth.  Agreeing to cooperate 
  with Orcus on this task earn the PCs the Act of 
  Cooperation - Orcus AR effect. 
  ADVENTURE QUESTIONS 
  To enable the Campaign to track the results of this 
  adventure and this apply these results to the 
  development of future adventures in the story arc, please 
  email your answers to the following questions to Steven 
  Conforti, LIVING GREYHAWK Circle, at scon40@aol.com. 
  1. 
  Did the PCs successfully complete the 
  adventure objectives? 
  a. 
  Yes, total success. 
  b. 
  Yes, mostly successful. 
  c. 
  No, mostly failed. 
  d. 
  No, total failure. 
  2. 
  Did the PCs successfully complete the 
  adventure encounters? 
  a. 
  Yes, total success. 
  b. 
  Yes, mostly successful. 
  c. 
  No, mostly failed. 
  d. 
  No, total failure. 
  3. 
  Did the PCs successfully recover the treasure in 
  the adventure? 
  a. 
  Yes, all of it. 
  b. 
  Yes, most of it. 
  c. 
  No, little of it. 
  d. 
  No, none of it. 
  4. 
  Did the PCs learn of the Armageddon device? 
  a. 
  Yes. 
  b. 
  No. 
  5. 
  Did the PCs negotiate with the Aspect of Orcus? 
  a. 
  No, they slew him. 
  b. 
  No, they refused to speak with him. 
  c. 
  Yes, they parlayed with him but did 
  not agree to cooperation. 
  d. 
  Yes, they parlayed with him and 
  agreed to cooperation. 
  ADVENTURE RECORD 
  You’ll want to print out a copy of the Adventure Record 
  for each player. 
  
  WAIL OF THE BANSHEE QUEEN – DM’S CHALLENGE 1 
   
  Page 5 
   
  Fill in the blanks provide on the Adventure Record 
  with magic items from LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign approved 
  sources that the PCs have encountered during the 
  adventure. 
   
  Circle the correct gp cap amount for each PC based 
  on their character level when they began this adventure. 
   
  If the PCs accepted the offer of cooperation with the 
  Aspect of Orcus, they gain the Act of Cooperation - 
  Orcus on the Adventure Record; otherwise, cross it off.  
  If the PCs successfully survive their encounters on 
  Thanatos, they receive the Experience in the Abyss AR 
  effect. 
   
  
   
  GP
  Starting GP
  +
  GP
  GP Earned
  GP
  Subtotal 
  +
  GP
  GP Gained
  GP
  Subtotal 
  -
  GP
  GP Spent
   
                     GP
  FINAL GP TOTAL 
  Items Sold 
   
   
   
   
   
   
  Total Value of Sold Items 
   
  Add ½ this value to your gp value
  Items Bought 
   
   
   
   
   
   
  Total Cost of Bought Items 
   
  Subtract this value from your gp value
  XP 
  Starting XP 
  -                                   XP 
  XP lost or spent 
  XP
  Subtotal
  +                                 XP
  XP Gained
  FINAL XP TOTAL 
   
  XP 
  ITEMS FOUND DURING THE ADVENTURE (Open Access Gained) 
   
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  Adventure Record#
   
  D M ’ S  
  C H A L L E N G E S  
   
  This PC’s 
  Character Level 
  At Begin of Play 
  (Circle One) 
  16th-Level
  max 4,500 xp; 
  20,000 gp 
   
  17th-Level
  max 4,500 xp; 
  25,000 gp 
   
  18th-Level
  max 4,500 xp; 
  35,000 gp 
   
  19th-Level
  max 4,500 xp; 
  45,000 gp 
   
  20th-Level
  max 4,500 xp; 
  55,000 gp 
  Cross out any game effects this character does not gain. 
  � Act of Cooperation – Orcus: You have agreed to 
  cooperate with Orcus, an extremely powerful demon lord 
  of the Abyss.  Whether he or his minions can be trusted, or 
  what effects this cooperation might have upon your PC, 
  are yet to be determined.  For the time being, it’s led to a 
  reward for your service.  You may choose two magic items 
  from Magic Item Compendium and gain Open access to 
  them; list the items selected here: 
   
  ____________________________________________________________ 
   
  ____________________________________________________________ 
  � Experience in the Abyss: Your time in the Abyss has 
  increased your knowledge of Abyssal matters.  You gain 
  Open access to the following from Fiendish Codex I:  feats – 
  Demon Mastery, Ordered Chaos, Poison Healer, Chaotic 
  Spell Recall, Claws of the Beast, Cloak of the Obyrith, 
  Demonic Skin, Demonic Sneak Attack, Eyes of the Abyss, 
  Heart of the Nabassu, Keeper of the Forbidden Lore, 
  Otherworldly Countenance, Poison Talons, Precognitive 
  Visions, Primordial Scion, Vestigial Wings; spells –
  beckoning call, embrace the chaos, exorcism, extract gift, inner 
  beauty, oozepuppet, shun the dark chaos, slime wave, soul link, 
  vision of entropy. 
  This Record Certifies that 
  ____________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  DM’S CHALLENGE 1 
  of the 
  WAIL OF THE BANSHEE QUEEN Story Arc 
  (2007-2008) 
   
  Event: __________________________________  Date: ______________ 
  DM: ___________________________________________________________
   
  Signature 
   
   
   
  RPGA # 
  Play Notes: 
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  DM’S CHALLENGES
  HIGH-LEVEL OPTION
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/High Level Campaign/Wail of the Banshee Queen/Wail of the Banshee Queen - DM's Challenge 1 - Adventure and AR.pdf