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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
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