Page 220 - Waterdeep - Dungeon of the Mad Mage_Neat
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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
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