Watcher's Keep Githyanki Encampment

Githyanki Encampment is a subarea of the Machine of Lum the Mad Level, the 4th level of Watcher's Keep.
== Area description ==
The githyanki encampment area is comprised of four rooms, separated by walls with closed doors.
The style architecture appears to be original watcher's keep design and construction, which is now in a partially dilapidated state.
The current denizens of the area are unfortunate githyanki from the outer planes or Krynn, most probably summoned against their will by the mage Carston, for his amusement.
The githyanki that survived Carston's meddling have made an encampment in this area for their own safety and survival - some of the decor and furnishings/accouterments bear resemblance to their own home world objects.
Aside fron the transition point taken to reach this area, there are two other connections that can be accessed, a transition to a crypt and a unknown chamber.
Both of these transition doors are unmarked on the player's map and no clues are given as to their identification. They can both be ignored as far as the main plot is concerned or investigated at the desire of the party for further adventure.
Note that this area does not require that the player must "gather your party" in order to visit - one or more characters may enter on their own, and the party can be split.
== On the map ==
* Automap Marker "To the Machine of Lum the Mad" (to AR3017 Watcher's Keep Machine of Lum the Mad) 
== Resting on this dungeon level ==
If the party rests in this dungeon area, there is a chance of generating a hostile rest encounter. 
If a random rest encounter occurs, it will generate a group of Knight (githyanki) creatures - "You are awakened from your rest".
== Walkthrough ==
=== Enter the encampment - first room ===
The party transitions to this area from the level above, entering through a double doored metal gateway.
Directly ahead in the room are observed three hostile and armed githyanki, an An anti-paladin, Knight, and warrior.
Expect some initial buffs from the anti-paladin, and if the party is detectable, Psionic blast attacks from the other two.
The creatures will engage in swordplay with their blades, and the anti-paladin may use some other Blackguard abilities depending on how well it lasts/if able.
After the foes are felled, amidst the general debris in this room are several containers that can be examined. As is customary, check for traps and ready your lockpicks or prybars.
Don't forget to recover any loot from the fallen giths, of note is a marvelous looking greatsword.
There are doors leading from this room, closed. One leads west, and the other south.
=== Explore south - second room ===
The next room is square shaped, and of moderate size. Various furnishings are placed throughout.
The room is occupied by an Anti-paladin, two Knights and three Warriors, all with their drawn swords at the ready.
There is no curiosity displayed by these githyanki or attempt to communicate. Just immediate aggression.
Expect the initial onslaught of Psionic Mind Blasts, and the blackguard will probably be able to get up a buff or two.
Repeat the same procedure as the first room. Kill, check the bodies, and loot the containers.
There are no other exits from here, so return to the first room, and then open the gates to the west.
=== Explore west - third room ===
Past the gates is a square room with some githyanki furnishings.
Within are a hostile Anti-Paladin, a Gish and two Warriors.
Psionic blasts will be released, and the Gish will attempt to get some arcane magic released. 
The blackguard will also use some of its innate abilities, before advancing and striking with its unholy reaver.
Once these foes are finished off, grab any desired items from the bodies, and check the two containers here.
There is a closed gate leading to the south.
=== Explore south - fourth room ===
Entering the final room of the encampment through the gateway will quickly show a larger rectangular space, dominated by the sight of an astral skiff, a type of spelljammer vessel.
How this ship is here at all is a mystery. Are the githyanki trying to escape the dungeon, or is this craft here because of Carston's use of the machine of lum?
With little time to ponder these questions the party must now face another group of hostile githyanki here.
Two anti-paladins, two Gish fighter/mages, four warriors, a knight and the encampment leader are within.
Expect various buffs applied on the Gish, anti-paladins, and several Psionic Mind blasts directed at detected party members.
The Gish may also recklessly endanger everything in this area with lightning bolt spells.
At a certain point, the leader of the githyanki, the Captain, will shout out some remarks. The party can even reply to them via dialogue.
He'll probably exclaim:
:Githyanki, arm! Invaders to lair! Not illithids, but agents? Or seek you gold beyond the double doors, the hoard of the Ancient?
The party can question what the captain means, but he'll not parlay and order your death.
Assuming the party is able to best these githyanki, gather any loot desired from the fallen and then search the area for other objects in found containers.
Several items are discovered of interest, such as the Angurvadal sword, Montolio's Clasp, Diary of Carston's Apprentice, and the Purple Oil.
And what was that said about gold and the hoard of the Ancient? 
Examination of this room will show a non-descript transition doorway to the west, and a set of huge double doors to the south.
Explore these connections if desired, and at your own peril; more adventure awaits.
== Creatures ==
=== Enemies ===
== Treasure (See "Map notes" in InfoBox)==
=== T1 ===
=== T2 ===
=== T3 ===
=== T4 ===
* Random treasure 
=== T5 ===
=== T6 ===
* Purple Oil
=== T7 ===
* Montolio's Clasp
== Gallery ==
OG GE Armor of Faith.png|Anti-paladins often buff with divine magic before attacking.
OG GE Absorb Health.png|When those githyanki Blackguard are wounded, they'll launch a dangerous Absorb Health ability.
OG GE Gish Haste.png|Gish (githyanki) will buff themselves and allies with Wizard spells.
OG GE Invisbility Potions.png|Various foes here will quaff a Potion of Invisibility.
OG GE Knight Potion.png|When wounded the githyanki are scripted to swallow a dose of Potion of Extra Healing to stay in the battle.
OG Gith Captain 1.png|The Captain shouts an alarm. The party can respond with their own reply.
OG GE Jan Interjects.png|Jan Jansen interjects one of his incredible observations on the githyanki situation.
OG GE Minsc Interjects.png|Minsc isn't amused by Jan's bafflegab and summarizes the party's goals here.
== Mod content ==
The Sword Coast Stratagems mod revises all the creatures in this area to a varying degree, mostly by improving their scripts and AI.
The Captain is toughened up considerably.
Probably the most noticeable gameplay change will be the githyanki response to being intruded upon by the party. Doors will be opened, and each group of githyanki will rush to the aid of the others, which may be beneficial or hazardous to the party, depending on the tactics employed.
== Mod gallery ==
Mod GE Better Calls for Help.png|SCS mod "Better Calls for Help" ensures that the githyanki respond to the party's intrusion. Enemies rush to the aid of their brethren almost immediately. In the unmodded game, each room of the encampment is divided by closed doorways. The party will be outnumbered in short order.
Mod GE Final Gith Room.png|In the final room of the encampment, another githyanki group awaits. Their Captain will gate in a Fallen Deva for support.
 
Category:Dungeons
Category:Watcher's Keep