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15. GITHYANKI TRAINEES 16B. NURSERY GUARDIANS
Two githyanki knights, a male named Ir'rigo and a fe-
Githyanki children are brought to the creche to grow,
train, and study in these connected caverns. male named Kritinaya, sleep in wooden beds against the
walls. Any loud noise wakes the knights, who fight to the
15A. TRAINING AREA death against intruders.
Treasure. Ir'rigo's plate armor is set with six orange
If the characters make any loud noise here, the
githyanki knight in area 15b investigates. This cavern carnelians (50 gp each) and six amethysts (100 gp each).
Kritinaya's plate armor is set with eight lapis lazuli gem-
has the following features:
stones (50 gp each) and two blue spinels (500 gp each).
Straw Dummies. Straw dummies crafted to resemble
mind flayers stand near the center of the chamber. 17. WAR WIZARDS
Apparatus. A large climbing apparatus made of black
steel is mounted to one wall. Gish live and train in this section of Creche K'liir.
Inscriptions. Gith inscriptions cover the remaining 17A. GISH STUDY
walls. (They recount crimes perpetrated by the githze-
rai and the mind flayers against the githyanki.) Furnishings. Six cushioned chairs form a circle around
a brazier of purple fire at the center of the room.
The straw dummies are used for combat practice. Gish. A female githyanki gish (see appendix A) named
Each is a Medium object with AC 10, 10 hit points, im-
Vheza sits in one chair, reading a tome.
munity to poison and psychic damage, and vulnerability
to fire damage. If Vheza sees intruders, she flees to area 17b with her
book and makes her stand there.
15B. ThTOR'S QUARTERS Treasure. The book that Vheza is reading is written
A male githyanki knight named Kaaltav dwells in this in Gith and titled The Ascension of Vlaakith. It chroni-
area. If not already alerted, the knight sleeps in a can- cles Vlaakith the Lich-Queen's rise to power in githyanki
opied four-poster and wakes at any loud noise. If he is society and postulates that her absolute rulership would
alerted, the knight moves to area 15a to keep intruders have been impossible had she not mastered arcane
from harming the children in area 15c. magic. The book also discusses the importance of wiz-
Treasure. Kaaltav's plate armor is set with six zircons ardry as a githyanki tool for defeating their enemies and
(50 gp each) and six violet garnets (100 gp each). conquering the multiverse. The tome is worth 50 gp.
15C. GITHYANKI QUARTERS 17B. GISH QUARTERS
Twenty githyanki children (noncombatants) sleep in Beds. Six beds framed in white metal stand in a row
small stone-framed beds in this room. Any movement down the center of the rough-walled room.
in the room wakes ld6 of them, who see the characters Gish. Two female githyanki gish (see appendix A)
and shout out in alarm. The githyanki knight in area 15b named Evir and Hraznin sit on beds and debate the
arrives 1 round later as the other young awake. While finer points of magic. Each gish uses a crystal orb as
the knight fights the characters, the githyanki young run an arcane focus and fights to the death.
throughout the creche and raise the alarm. Window Slits. Four 2-foot-long, 6-inch-wide window
slits offer views of stars, the planet Tori I, and the occa-
16. NURSERY sional spectacular sunrise.
Infant githyanki are brought to the creche shortly af-
ter birth and raised in this nursery until they are old 17C. ARCANE TRAINING GROUND
enough to undertake their training. The scorched remains of straw dummies crafted to re-
semble illithids are scattered around this rough-walled
16A. SLEEPING AREA octagonal room. Burn marks from spell training cover
Children. Forty githyanki infants (noncombatants) sleep the walls, floor, and ceiling.
in crystal cradles arranged in five rows of eight.
Window Slits. Four 2-foot-long, 6-inch-wide window
slits reveal the starry void of space beyond. The githyanki keep a modest library of books and maps
on shelves carved into the asteroid's rock walls. These
A creature moving through this chamber must suc-
ceed on a DC 10 Dexterity (Stealth) check to avoid wak- shelves run from the floor to the 15-foot-high ceiling of
ing the sleeping infants. On a failed check, or if any loud each chamber. Most githyanki use mage hand to reach
noise occurs in this area, the infant githyanki wake and higher shelves, but a character can climb a shelf with a
begin to cry. Both githyanki knights in area 16b investi- successful DC 12 Strength (Athletics) check.
gate quickly.
18A. BOOK COLLECTIONS
Ashtyrranthor crawls by the window slits once every
10 minutes to check on the area. If she sees intruders The walls of this cavern and the two columns that sup-
port the roof are lined with books. All the volumes here
here but the infant githyanki appear safe, she holds off are in Gith and concern the githyanki's history battling
attacking for fear of harming them. As soon as the in- illithids and githzerai (see the "Gith" entry in the Mon-
truders move into another area of Stardock, the dragon ster Manual).
uses her magic or her burrowing speed to enter the as-
teroid and attack them.
LEVEL 16 I CRYSTAL LASYRlNTH

