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of roaring iron stoves and a 10-foot-long table covered 29A. EMPTY CELL
with pots, bowls, and cutlery. The walls of this cell are covered in crudely etched
Shelves. Shelves carved into the walls hold jars of graffiti dating back to a time before the githyanki took
spices and various other cooking ingredients. over Stardock.
The warriors attack intruders on sight. Combat here 29B. E z RIA's CELL
brings reinforcements from area 27.
The stoves are piping hot. Any creature that touches Ezria, a githzerai zerth with 32 hit points remaining, is
a stove for the first time on a turn takes 3 (ld6) imprisoned here. He lost his left eye years ago in a brawl
fire damage. with a blue slaad. An eye patch covers the loss but does
little to hide the nasty scar across his face. He owes his
27. M ESS H A LL fresh bruises to his githyanki hosts.
Ezria is normally calm and collected. That changes if
Furnishings. Six 10-foot-long tables, each set with eight the characters are accompanied by one or more mind
chairs, stand in neat rows. flayers, whereupon Ezria loses his composure and tries
Githyanki. Unless they have been drawn elsewhere, five to kill the illithids with his bare hands. He doesn't trust
githyanki warriors (three females and two males) anyone who would ally with such creatures.
and one male githyanki gish (see appendix A) are eat- Ezria was caught spying on the githyanki in the
ing together at a table, talking in low, angry tones. Crystal Labyrinth. They have been torturing him for
If the characters get close to this area without alert- information, hoping to learn how many other githzerai
ing its occupants, they hear the githyanki complaining are nearby. Ezria's will is nigh unbreakable, and he has
in Gith about Al'chaia's cruelty. The githyanki attack answered none of the githyanki's questions. Ezria is not
at once in response to any threat, fighting until four or of a mind to share this information with the characters,
more of them fall. Survivors then flee to area 30 without either- at least not until they earn his trust by seeing
going through area 29. him safely back to his friends on level 15.
If the characters profess to be enemies of the mind
28. ARMORY flayers, Ezria tells them that a mind flayer colony has
formed in Seadeeps (level 17), and the githyanki are
The githyanki repair and store weapons and armor here.
waging war against them. He will gladly accompany the
characters if their intention is to wipe out the illithid col-
28A. ARMOR STORAGE
ony. (As a party member, he's entitled to a full share of
Ten suits of plate armor and thirty suits of half plate
hang on wooden stands throughout the room. The XP for defeating monsters.) At the very least, if the char-
acters help Ezria escape, he asks to stay with them until
armor is crafted in the baroque style favored by the
they return to the Crystal Labyrinth. He then departs to
githyanki, and the suits of plate armor have empty sock-
rejoin his friends on level 15.
ets and fittings where gemstones are meant to be set
(though none are present in the suits displayed here).
29C. IMPRISONED lLLITHIDS
Tel'zact and Yeluit, two mind flayers from Seadeeps
28B. SMITHY AND WEAPON STORAGE
(level 17), are held captive here. Al'chaia is keeping them
Githyanki. A female githyanki warrior named Salarrl alive until they can be pitted against her finest githyanki
is busy repairing armor at a forge. A wooden trestle knights in a display of battle prowess for the benefit of
table and an iron anvil are arranged nearby. the young warriors in training.
Weapons. Thirty greatswords hang on weapon racks
If the characters try to engage with Tel'zact and Yeluit,
mounted to the walls.
the mind flayers propose a deal. With the aid of their
Salarrl is engrossed in her work. Any character who detect thoughts spells, the illithids have learned that
succeeds on a DC 12 Dexterity (Stealth) check can Al'chaia keeps a manual of gainful exercise and a tome
sneak by her unnoticed. If she detects intruders, Salarrl of clear thought in her quarters. If the characters help
retreats to area 30. the mind flayers escape, the illithids help them search
for Al'chaia's quarters (area 22) and claim the books. If
29. PRI SON an opportunity arises to turn against the characters for
Enemies of the githyanki are imprisoned in this area, personal gain, the freed illithids take advantage of it.
which consists of three large cells (areas 29a, 29b, and
29D. GUARD ROOM
29c) and a guard post (area 29d). A separate and perma-
nent antimagic field fills the interior of each cell. Gish. Two female githyanki gish (see appendix A)
The doors to the cells, which stand outside the range named Aruut and Yangol stand in the middle of this
of the antimagic fields, are magically locked. Any crea- unfurnished room, speaking to each other in low
ture that carries a Stardock rod (see "Stardock Rods," tones as they watch the cell doors.
page 214) can open a cell door, which has no physical Green Crystals. A glowing green crystal is embedded
locks to be picked. A door can also be opened by a knock above each cell door.
spell or similar magic cast outside the cells. Characters who get close to the githyanki without
The guards in area 29d know when one of the cell alerting them overhear them talking (in Gith) about the
doors is opened and investigate. mind flayer prisoners in area 29c. Aruut and Yangol are
LEVEL 16 I CRYSTAL LABYlUNTH

