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Illithid Encampment is a subarea of the Machine of Lum the Mad Level, the 4th level of Watcher's Keep.

Area description[]

This area has the alien look of those passageways and construction associated with the illithid society.

Illithids summoned to the Keep by Carston's meddling planar conjuring powers have resulted in enough illithids trapped here for them to create or reform an existing branch of the keep into their own home world likeness - using their psionic powers most likely.

The marooned illithids have created a psuedo encampment within Watcher's Keep.

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[]

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 Umber Hulk creatures - "You are awakened from your rest".

Walkthrough[]

First encampment room[]

OG MF EC 1

From the Machine of Lum level, the party transitions down some stairs and arriving in the eastern side of the unexplored area.

The area has an alien appearance, strange smell, and barely discernable auditory thrum of pulsing rhythmic energy.

Illumination seems to glow and radiate from odd objects inset on the ceilings and from passageway stone protuberances.

Some kind of circular room can be observed at the end of a corridor, which has a few vertical columns adorned with unknown twisted wrappings and metallic alloys that seem to vibrate.

OG MF EC 2

Within the room are four Umber Hulk creatures and a Mind Flayer - who'll attack with their innate Confusion and Psionic Blast abilities when they detect a party member.

No secret containers are found here.

Put these creatures down and make a decision which door to open and try next. There is one on the west, and another leading south.


Second encampment room (west)[]

OG MF EC 3

A curved corridor leads to another circular chamber.

Within are three more Umber Hulks, that'll attack if they sense an intruder.

There is a secret container hidden in a floor mounted pod.

Some valuables are within including a piece of the Illithid Rod, which will be needed to advance inside this encampment.

Return to the first room and try the second door, leading south.

Third encampment room (south)[]

OG MF EC 6

As soon as the door is opened the party will face an Umber Hulk, positioned in the middle of a corridor leading southward.

If the creature is able detect anyone, then it will attack.

It is also possible that a battle at this location might draw other Umber Hulks here from the connecting room further south.

On the other hand, if the party is using invisibility or stealth, then a party member can creep past the Umber Hulk and have a look at the next room.

OG MF EC 5

Within are observed three more Umber hulks and a Ulitharid.

Deal with these hostile defenders in whatever way best suits the party.

This rather large chamber is fitted with alien illithid furnishings, as well as five closed doors, and two connecting corridors leading west and south.

Seach the chamber and open the doors to smaller rooms/cells and look for containers and items - take precautionary measures in case traps are present.

In one of the cells is an unwell and wounded man, Apprentice (Carston), that has important dialogue and background insight into Carston.

Get whatever information available before he expires from his poor health - additionally a Journal entry will register from this encounter.

When this room is wrapped up, and all the desired loot/valuables are collected, the party must decide which corridor it will explore, either westward or south.

Fourth encampment room (south)[]

OG MF EC 11

Moving south through a curved corridor leads to a closed door. Take care that the corridor is checked for traps, just in case.

Opening the door the party will observe another circular shaped chamber inhabited by a Ulitharid, two Mind flayers and two Umber hulks.

If they detect the intruder, they will all launch their special innate ability spell effects, then attack in melee and periodic psionic use if they survive long enough.

Take out these enemies so that the room can be searched and find out if any of these creatures carry any loot.

Assuming the dwellers are slain, the party will find the second half of the Illithid Rod from the dead Ulitharid.

If the party has already found and possesses the first piece of the rod, then the two pieces will automatically merge into one, and the party receives an experience point reward and a text display explaining the event.

There is also another one of those hidden floor pod containers here as well. What's inside it? But first, are there any traps upon this container?

With the Illithid Rod reassembled, it can open the locked door that is currently barred.

Fifth and final room (north)[]

OG MF EC 13

Take the final curved corridor leading north from the central chamber, which ends at a locked door.

As is standard dungeon exploration practice, check for traps.

The locked door resists all lockpicking, Knock spell, or brute force to open it - the party needs the reassembled Illithid Rod to open it.

Once inside the round shaped chamber, the character will see two mineral based pods/eggs with slab-like seals, and three circular fonts containing a crimson-colored ichor.

Cryptic alien inscriptions and symbols are etched into the floor.

A search of the room reveals the Red Oil faintly visible below the surface of the liquid in one of the pools. Take it if desired.

When the oil is removed, a surge of psionic energy flashes in the chamber, and almost instantly a pair of Vampiric Illithid creatures appear, and the pod/egg doors unseal.

These two undead mind flayers are hostile and intent on extracting punishment on the party of would-be thieves. Any in detection range must defend themselves or flee.

If the party manages to defeat the horrid creatures, this will conclude exploration of the encampment.

Now, with possession of the red oil, return to the Machine of Lum level to continue the adventure.

Creatures[]

Neutral[]

Enemies[]

Treasure (See Map notes tab on InfoBox)[]

T1[]

T2[]

T3[]

T4 (Apprentice)[]

T5[]

T6[]

T7[]

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

The Golem Construction for Spellcasters mod adds a Brain Golem to this dungeon serving as an additional defender. A few unique psionic attacks are included with this golem's scripted abilities. Additionally, if the party doesn't already have the mod's "Secret Manual of Golem Building (Vol. 3), then one is included in this dungeon level.

Installation of the Sword Coast Stratagems mod and the Tactical Challenges for BG2 "Improved Watcher's Keep" component will greatly increase the number of Mind Flayers here.

It will have all the enemies found in the base game, plus an additional 12 Mind Flayer and 4 extra Ulitharid creatures.

If the player installs the "Smarter Mind Flayers" component, then all the illithids will have a wider selection of psionic attacks, higher HD levels, better targeting, superior response and calls for help, recognition of party protections, many are invisible on the map, and can turn improved invisible and more.

Ulitharids have more potent saving throw penalties from some of their psionic abilities.

Expect that the illithids will planar travel across the map, sometimes up to hundreds of feet to attack party members in the backline/rear areas and be initially invisible when they do so.

Depending on the player's game difficulty selection, the illithids here can See the invisible in this encampment. You can't hide from them in their detection range. (ref: dw#sinat)

Depending on the player's game difficulty selection, the illithids in this encampment will have 50% Physical damage resistance for increased staying power. (ref: dw#illre)

Mod gallery[]

Portraits from Portraits Portraits Everywhere

Mod screenshots[]

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