Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

character who examines the wall can, with a successful
DC 14 Intelligence (Arcana) check, ascertain that it's a
scrying device and figure out how it works.



  1. ANTI-!LLITHID DEFENSE


Two crystal golems (see "Crystal Golems," page 210)
guard this room. They attack any creature that enters
this area unescorted by a githyanki, a crystal golem, or
a red dragon. If combat breaks out in this chamber, the
githyanki warriors in area 6a come to investigate.
A permanent enchantment in this chamber grants any
creature in the area advantage on saving throws agains t
being charmed, and causes the levitate and detect
thoughts spells to automatically fail when cast.



  1. OFFICER QUARTERS
    Four beds with pale white crystal frames are set along
    the walls. A male githyanki knight named Eshant and
    a male githyanki gish (see appendix A) named Theru
    stand in the middle of the room, engaged in a tense
    debate. Characters who get close to this area without
    alerting the githyanki hear the two a rguing in Gith
    about which of them is worthier of "Al'chaia's magic
    books." The debate is intense but stops s hort of physical
    violence. If the characters don't interrupt, the gish even-
    tually backs down and withdraws to area 9 to cool his
    heels. Eshant and Theru attack intruders on sight.


TREASURE
Eshant and Theru carry one Stardock rod apiece (see
"Stardock Rods," page 214).
Eshant's plate a rmor is set with six black jaspers (50
gp each) and six red spinets (100 gp each). Eshant also
carries a potion of greater healing in a crystal vial worn
on a thin platinum chain (25 gp) around his neck.


  1. TROPHY ROOM
    Stuffed Ulitharid. A 10-foot-tall, stuffed ulitharid (see
    appendix A) stands in a 15-foot-high alcove along the
    south wall of the room.
    Illithid Heads. Fifteen mounted mind flayer heads dec-
    orate the walls.

  2. GOLEM LABORATORY ~~
    Urion. Urion, a male githyanki gish (see appendix A),
    is using a set of mason's tools to carve the head of
    a ha lf-completed crystal golem lying atop a^10 -foot-
    long, 5-foot-wide, 4-foot-high table in the west side
    of the room.
    Golem. A crystal golem (see "Crystal Golems," page
    210) stands guard in the east side of the room, sur-
    rounded by shelves stacked with books, spell compo-
    nents, pieces of crystal, and mind flayer skulls.
    The crystal golem doesn't attack unless Urion orders
    it to do so, or if the characters attack it or Urion first.
    Urion does not attack the characters unless he has no
    other choice. Believing that his superior, Al'chaia, is a
    tyrant unfit for command, he tries to use the characters
    to eliminate her. This is true even if the characters are
    accompanied by githzerai from level^15 ; unlike most


githyanki, Urion sympathizes with githzerai and doesn't
regard them with utter contempt.
If the characters are willing to listen, Urion tells
them in Common that Al'chaia keeps two magic tomes
meant to enhance strength and intellect in a chest in her
quarters on Creche K'liir. If the characters offer to kill
Al'chaia, Urion opens the gate in area 11 for them. Urion
won't accompany the characters, however, since doing
so would surely compromise his ability to assume com-
mand once Al'chaia is dead. He doesn't care whether
they keep Al'chaia's magic books or not.
To earn the characters' trust, Urion answers any ques-
tions they have about the current state of the Crystal
Labyrinth and the asteroid. If the characters attack him,
Urion retreats to Stardock by way of the gate in area^11
while the crystal golem covers his escape.

TREASURE
Urion carries a Stardock rod (see "Stardock Rods," page
214), a set of mason's tools, and a green crystal wand
(his arcane focus).
Amid the worthless skulls, spell components, and
crystal fragments on the shelves are several books
of interest:


  • Wedged between red crystal bookends carved in
    the likeness of red dragons (250 gp for the pair) is a
    six-volume doctrine of planar philosophy written in
    Common titled The Spectrum of Multiversal Beliefs,
    which delves deeply into the conflicting cosmic philos-
    ophies of several different planar factions. Each vol-
    ume is worth^250 gp separately, but the complete set
    is worth 2,500 gp.

  • Stacked one atop another are three identical spell-
    books shared by the githyanki gish. Each of these
    books contains the spells that Urion and his fellow
    gish normally prepare (see appendix A), plus detect
    magic, fabricate, haste, hold person, and shield.



  1. STARDOCK G AT E
    T he crystal doors to this room are magically locked, but
    they open automatically for any creature that carries a
    Stardock rod (see "Stardock Rods," page 214). There
    a re no physical locks to be picked, but a knock spell or
    similar magic also opens a door.
    The room contains the following:
    Golem. A crystal golem (see "Crystal Golems," page



  1. stands in the southernmost section of the room.
    It attacks any creature not escorted by a githyanki, a
    crystal golem, or a red dragon.
    Gate to Stardock. In the western section of the room, a
    stone arch set with glowing red crystals is embedded
    in the south wall.
    P edesta l. Rising from the floor^10 feet in front of the
    arch is a 3-foot-high pedesta l made of red crystal with
    a small hole in the top. •
    Together, the arch and pedestal comprise a telepor-
    tation gate. The hole bored into the to p of the pedestal
    is 1 inch wide and 6 inches deep. When a Stardock
    rod (see "Stardock Rods," page 214) is inserted into
    the hole, the solid wall inside the arch disappears for 1
    minute, replaced by an open doorway to area 12a. This


LEVEL 16 I CRYSTAL LABYRINTH 213
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