Page 227 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 227

10. DETENTION FACILITY                             11.  HALASTER ls GLOWING
           The mind fl.ayers use this detention facility to hold "cat-  The stone doors to this chamber are sealed with Qua-
           tle"-the term they use to describe humanoids they con-  lith door locks (see "Qualith Door Locks," page 222).
           sider a food source.                               Unless they are held open, the doors automatically close
             The door to the cell block is made of stone and sealed   and lock. The ceiling here is 10 feet high. The room has
           with a Qualith door lock (see "Qualith Door Locks,"   the following features:
           page 222). Unless it is held open, the door automati-
                                                              Arch. Embedded in the middle of the east wall is a stone
           cally closes and locks.
                                                               arch. Carved into its keystone are three human-like
             The cell block is 10 feet high throughout and contains   stick figures holding hands.
           the following:
                                                              Statue. In the middle of the room, a statue of a thin,
           Cells. Spaced along the corridor are ten cells with doors   bearded, wild-haired man wearing a robe covered
             made of sturdy iron bars through which a Tiny crea-  with eyes stands atop a 3-foot-high block of stone. The
             ture could squeeze. Each cell door is fitted with a Qua-  statue is surrounded by a faint nimbus of multicolored
             lith door lock (see "Qualith Door Locks," page 222).   light and points a stony finger at the eastern arch.
           Prisoners. Three prisoners are locked in separate cells
                                                               The glowing statue depicts Halaster Blackcloak. It is a
             when the characters arrive: a foul-smelling troglo-  magic trap that casts a prismatic spray spell every time
             dyte, a young male human veteran wearing the uni-  a creature emerges from the arch gate in the east wall.
             form of a City Watch constable of Waterdeep, and an
                                                              (Simply passing between the statue and the gate doesn't
             elderly female grimlock in a soiled gray robe.   trigger the trap.) The rays created by the spell originate
             The three prisoners subsist on a slimy but nutritious   from the statue's pointed finger and target all creatures
           gray mold delivered to them in bowls once a day by il-  between the statue and the gate (save DC 19).
           lithid thralls.                                     A detect magic spell reveals auras of abjuration magic
             The troglodyte, Glorz, has a dinner date with the   and evocation magic around the statue. It melds seam-
           neothelid in area 8 and, given its chaotic evil alignment,   lessly with its base and the floor, as though one with
           can't be trusted to behave itself if set loose.    both. It can't be toppled and is impervious to damage.
             The City Watch constable, Ishan Toru (LG male     Close examination of the statue reveals that the eyes
           Kozakuran human), waits to have his brain devoured by   carved into its robe, twenty in all, have lids that are
           the illithids. Toru's weapons were taken from him and   locked open. Casting an arcane Jock spell on the statue
           discarded, and he plans to meet his death with whatever   closes the eyelids on all the robe's eyes and deactivates
           courage he can muster. He remembers being lured into   the statue. Encompassing the statue in a darkness spell
           an alley by a young girl who claimed her father was   suppresses the trap for the duration.
           being accosted by ruffians. Toru was knocked uncon-
           scious by an unseen foe in the alley and awoke in this   ARCH  GATE TO LEVEL 14
           cell. If set free, he joins forces with his liberators and   The arch is one of Halaster's magic gates (see "Gates,"
           helps them in any way he can, but is eager to report to   page 12). Its rules are as follows:
           his superiors in Waterdeep about what he has witnessed   •  If three humanoids hold hands while standing within
           here. He also has parents and siblings who are no doubt   5 feet of the gate, it opens for 1 minute.
           wondering what happened to him.                    •  Characters must be 13th level or higher to pass
             If his death seems likely, Toru asks one of the char-  through this gate (see ''.Jhesiyra Kestellharp," page
           acters to take his City Watch badge and return it to his   10). The first creature to pass through the gate trig-
           father in Waterdeep. If this is done, Toru's mother- a   gers an elder rune (see "Elder Runes," page 12).
           renowned jewelry artist-gives that character a sapphire   •  A creature that passes through the gate appears in
           bracelet or pendant worth 2,500 gp as a show of her   area 39b on level 14, in the closest unoccupied space
           gratitude.                                          next to the identical gate located there.
             Ahpok, the old grimlock, has an intellect devourer in
           her skull. She is used by the mind flayers to lure other   12.  DYNAMO
           grimlocks to the colony to have their brains devoured.
                                                              The central feature of the mind flayer colony is a psionic,
           Ahpok has been unable to leave the colony in recent
           weeks because of the githyanki, so the illithids have sta-  quasi-magical turbine powered by a thunderous under-
           tioned her here with orders to keep an eye on the other   ground river that flows through it.
                                                               River water entering the dynamo is channeled along
           prisoners. The grimlock speaks Undercommon. Ahpok
                                                              10-foot-deep troughs. As the water courses through
           claims to know this level of Undermountain by sound,
           smell, and touch, and offers her services as a guide if the   each trough, it passes U-shaped, gold-plated metal
           characters agree to set her free. If the characters follow   conductors bolted to the sides and bottom of the trough
                                                              at 10-foot intervals. The energy from the water is trans-
           her, Ahpok leads them to the neothelid to be killed and
                                                              ferred to the conductors and used to power the appara-
           consumed. If the intellect devourer is deprived of its
                                                              tus in area 12g and the psipods in areas 14 and 15. After
           host, it teleports away to seek a new one.
                                                              fl.owing through the dynamo, the water exits through
                                                              submerged, rough-hewn tunnels carved into the sides of
                                                              cisterns. The underground river then resumes its natu-
                                                              ral course, eventually emptying into the Underdark.

           LEVEL 17  I SEADEEPS
   222   223   224   225   226   227   228   229   230   231   232