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CRYSTAL STALACTITES are no physical locks to be picked, but a knock spell or
Four githyanki gish (see appendix A) are encased in similar magic also opens a door.
transparent crystal stalactites in areas 2, 3, and 6. While Magic wards in the room prevent any creature from
encased, these githyanki remain aware of their surround- teleporting into or out of it.
ings but don't require air, food, or water. Until the crystal
around them is destroyed, they can't be targeted by at- MARQUOX
tacks or subjected to magical effects. Moreover, they are
A mind flayer named Marquox uses its levitate spell to
restrained and can't use their War Magic feature or make
float in the center of this otherwise empty room. It was
longsword attacks. They cast spells through the crystal as captured while it searched this level for its companions,
though it wasn't there.
Tel'zact and Yeluit (see area 29c).
Each crystal stalactite is a Large inanimate object with
Marquox doesn't know why the githyanki are keeping
AC 15, 80 hit points, and immunity to poison and psychic
damage. A stalactite reduced to 0 hit points shatters, it alive, but it knows it won't survive long in their cap-
freeing the githyanki within. A githyanki whose stalactite tivity. If the characters don't attack it at once, Marquox
is destroyed is no longer restrained by it and falls into the proposes a deal. If they free it and help it rescue its com-
pit of silvery mist below it, whereupon it returns to the panions, Marquox guarantees the party safe passage
Astral Plane. through level 17. A successful DC 16 Wisdom (Insight)
check reveals that the illithid has no intention of making
Straw Dummies. Five freestanding straw dummies good on its promise. If the githzerai zerths from level
with the rough forms of mind flayers (marked X on 15 are with the party, they refuse to help the mind flayer
map 16) stand north of the pit. and insist that the characters kill it. If the characters
choose Marquox over them, the githzerai abandon the
Creatures that fall into the pit are immediately trans-
party and withdraw to level 15.
ported to the Astral Plane (see chapter 2 of the Dungeon
Marquox knows about Stardock but has never visited
Master's Guide for more information).
the asteroid. It also knows that the gate to Stardock is in
Githyanki warriors use the straw dummies as targets
area 11, and that a black crystal rod is needed to activate
in combat training exercises. Each is a Medium object
it. If the characters allow it, Marquox follows them to
with AC 10, 10 hit points, immunity to poison and psy-
Stardock, fighting alongside them until it reunites with
chic damage, and vulnerability to fire damage.
its kin. At that point, the mind flayers either turn against
the party (if the characters appear weak) or lure the
3B. SURLOCK'S WATCH
characters to the mind flayer colony on level 17, where
Crystal Stalactite. A 10-foot-long crystal stalactite
Extremiton (the colony's ulitharid leader) can decide
hangs above a pit filled with silvery mist. Encased in
what to do with them.
the stalactite is Surlock, a male githyanki gish (see
appendix A for statistics; see also the "Crystal Stalac- 6. EASTERN CAVERN
tites" sidebar).
Knight and Dragon. Near the eastern edge of the pit, a The githyanki knocked down several walls to create this
female githyanki knight named Deslarr sits astride chamber, and much of the debris remains.
Ashranthax, a female young red dragon.
6A. MIRRK'S WATCH
If they are not alerted to the characters' presence,
Crystal Stalactite. A 10-foot-long crystal stalactite
Deslarr and the dragon chat in Draconic about how
hangs above a pit filled with silvery mist. Encased in
many illithids they must kill to prove themselves worthy
the stalactite is Mirrk, a female githyanki gish (see
of "Al'chaia's magic books." They fight to the death.
appendix A for statistics; see also "Crystal Stalac-
Creatures that fall into the pit are immediately trans-
tites," page 212).
ported to the Astral Plane (see chapter 2 of the Dungeon
Guards. Unless they have been lured elsewhere, six
Master's Guide for more information).
githyanki warriors (three females and three males)
Treasure. Deslarr carries a Stardock rod (see "Star-
stand guard around the edge of the pit in the squares
dock Rods," page 214). Her plate armor is set with
marked Won map 16.
eight black jaspers (50 gp each) and eight amber gem-
stones (100 gp each). The warriors speak in Gith about their dislike of
Al'chaia and their respect for Urion. They are hostile to-
4 . BARRACKS ward intruders and fight until three or more of them fall,
whereupon the remaining warriors retreat to area 7 or
Ten beds with pale white crystal frames are set along
dive into the pit.
the walls. At any given time, ten githyanki warriors are
Creatures that fall into the pit are immediately trans-
resting in this area. If they have not been alerted, the
ported to the Astral Plane (see chapter 2 of the Dungeon
githyanki are asleep when the characters arrive. They
Master's Guide for more information).
are hostile toward intruders and fight to the death.
6B. ScRYING CHAMBER
5. PRISON CELL
The north wall of this chamber hums and glows purple.
The crystal doors to this room are magically locked, but A detect magic spell reveals an aur~ of divination magic
they open automatically for any creature that carries a radiating from the wall. Any creature that spends 1 min-
Stardock rod (see "Stardock Rods," page 214). There ute touching the wall can cast the scrying spell targeting
the ulitharid on level 17, using the wall as a focus. A
LEVEi.. 16 I CRYSTAL l..ABYRTNTll

