Page 225 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 225

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
   220   221   222   223   224   225   226   227   228   229   230