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enemies are eradicated, Extremiton will undergo a 6c. ONE BRAVE FLUMPH
transformation ritual to become an elder brain. A ftumph lurks in the shadows of this alcove, surrep-
• Githyanki want to destroy the illithid colony and titiously feeding on the psionic energy of the githyanki
any flumphs they encounter. The mind flayers have warriors in area 6a. A successful DC 12 Wisdom (Per-
spawned a neothelid-a worm-like behemoth-to de- ception) check is required to detect the creature. The
fend their colony and destroy their githyanki enemies. flumph has the same helpful disposition and information
Right now, the neothelid is trapped behind several as the rest of its kin on this level (see area 4).
wall of force spells (in area 8).
• The mind flayers have captured many humanoids 7. GITHYANKI STRONGHOLD
from Waterdeep and Undermountain, most of whom
Two githyanki knights and eight githyanki warriors are
are kept as "cattle." The rest are turned into mindless
stationed here. These githyanki are alert and won't give
thralls in service to Extremiton.
up their stronghold without a fight. Yaveklar, the knight
The flumphs don't need to enter the mind flayer colony in command, carries a potion of supreme healing, which
to feed on the illithids' immense psionic energy. This she uses if she becomes grievously wounded.
cave is close enough to the colony that the flumphs can
7A. ARCH GATE TO LEVEL 15
nourish themselves from a safe distance.
The ftumphs are aware of the secret door but reluctant Light. Torches burn in iron brackets mounted to four
to speak of it, since they have come to rely on the illithid pillars that support the 20-foot-high ceiling.
colony for sustenance. The flumphs would rather feed Githyanki. Four githyanki warriors stand guard next
on the psionic energy of the mind flayers, who couldn't to the pillars.
care less, than the energy of the githyanki, who abhor Arch. Embedded in the east wall is a stone arch, its key-
the flumphs and attack them on sight. stone carved with an image of a six-fingered gauntlet.
The githyanki warriors follow orders without question
5. GITHYANKI GRAVE
and have no authority to negotiate; that task falls to the
Seepage. Water seeps into this 30-foot-high cave knights in area 7c. A fight here brings reinforcements
through minuscule cracks in the ceiling, flowing in from areas 7b and 7c.
rivulets down the walls and disappearing through nat- Arch Gate. The arch is one of Halaster's magic gates
ural drains in the floor. (see "Gates," page 12). lts rules are as follows:
Corpses. Lying in alcoves to the east are the corpses of
• The gate opens for 1 minute if a creature touches the
ten githyanki who perished fighting the mind flayers
arch with a six-fingered gauntlet. (Such an item can be
and their thralls.
found on level 15.)
• Characters must be 13th level or higher to pass
6.BATTLEGROUND
through this gate (see "jhesiyra Kestellharp," page
This area has become the main battleground in the 10). The first creature to pass through the gate trig-
conflict between the githyanki and the mind flayers. The gers an elder rune (see "Elder Runes," page 12).
ceilings throughout are 20 feet high. • A creature that passes through the gate appears in
area 24c on level 15, in the closest unoccupied space
6A. CAVE OF CARNAGE
next to the identical gate located there.
Corpses. The uneven floor is strewn with the corpses
of githyanki, troglodytes, duergar, ogres, and 7B. BARRACKS
orogs, as well as eight decapitated mind flayers and Light. Resting on the floor are two glass lanterns with
two flumphs. continual flame spells cast on them.
Githyanki. Four githyanki warriors with nondetection Wounded Githyanki. Four githyanki warriors are re-
spells cast on them lurk behind rock formations in the covering from wounds inflicted on them by the mind
middle of the cavern. flayers' thralls. Each has 30 hit points remaining.
The githyanki report to the knights in area 7c. Three Fountain. Embedded in the north wall is a stone foun-
fight to the death to defend the cavern, while the fourth tain with a semicircular basin. The fountain is carved
retreats to area 7a to alert their allies. in the likeness of a winged fish with water spouting
from its mouth.
6B. SEVERED HEADS
The githyanki obey the knights in area 7c and won't
Double Door. Embedded in the east wall is a stone dou- accept healing from strangers without their superi-
ble door sealed with Qualith door locks (see "Qualith ors' consent.
Door Locks," page 222). Unless it is held open, the The water spouting from the stone fish falls into the
door automatically closes and locks. semicircular basin beneath it and drains out through
Heads on Pikes. Seven decapitated mind flayer heads small holes inside. The water is cool and clean, and
with limp tentacles are mounted on pikes in the mid- serves the githyanki as a source of fresh water.
dle of the cavern, facing the double door. (They were
left here by the githyanki.) 7C. KNIGHTS' QUARTERS
Light. Resting on the floor is a glass lantern with a con-
tinual flame spell cast on it.
LEV.El. 17 I SEADEEPS

