Page 226 - Waterdeep - Dungeon of the Mad Mage_Neat
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Knightly Argument. Left undisturbed, two female      Food in the form of humanoids is delivered to the
               githyanki knights argue quietly with one another in   neothelid through a stone door set into the east wall, be-
               the middle of the room. One of the knights has a de-  yond which is a smoothly carved tunnel leading to area
               capitated mind flayer head hanging from her belt.   16a. The door is sealed with a Qualith lock (see "Qualith
                                                                Door Locks," page 222).
               The older githyanki knight, Yaveklar, commands the
                                                                  The neothelid is always hungry and tries to devour
             githyanki forces on this level. Though she is eager to   any creature that enters its cave. It lacks the intelligence
             slay the ulitharid and wipe out the mind flayer colony,
             Yaveklar is cautious and patient. She has suffered more   to distinguish one kind of prey from another and feeds
                                                                indiscriminately.
             losses than her superiors would consider acceptable, so
                                                                  Tunnel to Expanded Dungeon. If you decide to ex-
             she's waiting for reinforcements before launching any
                                                                pand the dungeon southward, the passage in the south
             further assaults.
                                                                wall exists but is sealed off with a wall of force.
               The younger knight, Lashiir, stands ready to take over
                                                                  Walls of Force. The illithids have a psionic device in
             in the event that Yaveklar is removed from command.
             Lashiir is proposing to attack the neothelid in area 8,   area 16c that generates the magic walls of force sealing
             using misty step spells to bypass the walls of force con-  off the neothelid's cavern. Each wall is identical to that
                                                                created by a wall of force spell, with these differences:
             taining it. Yaveklar is not convinced that her forces are
             strong enough to defeat the neothelid and still maintain   •  The walls last until the psionic force generator in area
             a foothold on this level.                            16c is deactivated.
               If the characters can communicate with the knights,   •  A disintegrate spell cast on a wall destroys it for 1 min-
             they can attempt to forge a truce with the githyanki.   ute, after which the psionic force generator in area 16c
             Yaveklar orders them to slay the neothelid as proof of   resummons the wall.
             their worth. If the characters kill the neothelid but re-
             turn to Yaveklar in a very weakened state, she takes ad-  8B. STANDING GATE TO LEVEL 19
             vantage of their situation and tries to finish them off. If   In the middle of this otherwise empty cave is a pair of
             they kill the creature and return with strength to spare,   standing stones topped with a lintel, carved into which
             Yaveklar agrees to let them travel through Seadeeps   is a symbol of an arrow. The standing stones form
             unmolested and will even commit forces to a joint op-  a magic gate (see "Gates," page 12). Its rules are
             eration to conquer the mind flayer colony. IfYaveklar is   as follows:
             neutralized, Lashiir readily fills the power vacuum and   •  If an arrow or a crossbow bolt is shot between the
             behaves much like her predecessor.                   standing stones, the gate opens for 1 minute.
               The illithid head dangling from Yaveklar's belt is a   •  Characters must be 15th level or higher to pass
             trophy from a recent skirmish. Resourceful characters   through this gate (see "Jhesiyra Kestellharp," page
             can animate the head and use its writhing tentacles to   10). The first creature to pass through the gate trig-
             unlock doors equipped with Qualith locks (see "Qualith   gers an elder rune (see "Elder Runes," page 12).
             Door Locks," page 222).                            •  A creature that passes through the gate appears in
               Treasure. Each githyanki knight wears a suit of    area 15 on level 19, in the closest unoccupied space
             baroque half plate armor set with three alexandrites   next to the identical gate located there.
             (500 gp each) and ten citrines (50 gp each). In addition,
             Yaveklar carries a potion of supreme healing.      8c. DEAD - END CAVE
                                                                The tunnel leading to this cave narrows dramatically,
             8. OPERATION:  EAT THEM ALL                        but not enough to keep the neothelid from reaching prey
             The mind flayers have spawned a neothelid and trapped   that flees here. The cave is empty.
             it behind magic walls of force controlled from area 16c.
             The illithids are waiting for Extremiton to give the order   9.  GUARD POST
             to unleash the savage creature on their githyanki ene-  The doors to this area are made of stone and sealed
             mies in Seadeeps and the Crystal Labyrinth.        with Qualith door locks (see "Qualith Door Locks,"
                                                                page 222). Unless they are held open, the doors au-
             8A.  NEOTHELID'S CAVE                              tomatically close and lock. This area has the follow-
             Magic walls of force seal off all tunnels leading to this   ing features:
             enormous cavern (see "Walls of Force" below). The
                                                                Sentries. Two mind flayers stand behind eight orogs
             floor, while uneven throughout, has been worn smooth
             by the creature trapped here. The cavern has the follow-  (lined up in two rows of four) facing the double door
             ing features:                                        to the west.
                                                                Pillars. Two stone pillars with glowing veins of crystal
             Neothelid. A 210-foot-long neothelid (see appendix   stand to either side of the western hallway.
               A) is curled up in the middle of the cavern, waiting
                                                                  The mind flayers have orders to thwart any frontal
               to be fed.
                                                                assault on the colony. The orogs are thralls under the
             Ceiling. The ceiling is uneven- ranging in height from
                                                                illithids' command and defend their alien masters to
               60 to 90 feet-and festooned with stalactites.
             Ledge. A ledge climbs the western wall to a maximum   the death.
               height of 20 feet. At the back of this ledge are two tun-
               nels leading to area 8b.


                                                                                              LEVEL 17  I SEADEEPS
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