Page 228 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 228

U N DE RGROU ND RIVER                              Two dead grimlocks float in the cistern, with the
               The underground river on this level is swift and loud. Crea-  brains torn out of their skulls. This is where the mind
               tures within 20 feet of it are deafened by the roar unless a   flayers dispose of  creatures they feed on. Eventually, the
               soundproof barrier or a silence spell blocks the noise. Any   corpses sink and get swept downriver.
               creature that starts its turn in the river and isn't anchored
               must make a DC 15 Strength saving throw. On a failed   12F.  DINING EXPERIENCE
               save, the creature is swept 60 feet downriver; on a success-  The stone door to this room is soundproof, airtight,
               ful save, the distance is halved to 30 feet. The river flows   and sealed with a Qualith door lock (see "Qualith Door
               just as strongly through area 12 as it does elsewhere.
                                                                Locks," page 222). The ceiling is 10 feet high and flat.
                                                                The room contains the following features:
               Creatures can walk along a stone ledge that hugs
                                                                Grimlock. A stunned male grimlock is slumped in one
             the perimeter of the dynamo. The ledge is 1 foot above
                                                                  of three stone chairs that face the door.
             water level, and four arching wooden bridges span the
                                                                lllithids. Two mind flayers are present. One stands be-
             troughs near the central hub (area 12c). These bridges   hind the grimlock, feasting on its brain while telepath-
             are securely bolted to the floor. The ceilings above the   ically communicating the experience to the second
             water collectors are domed and vary in height. The con-
                                                                  mind flayer, which looks on.
             necting tunnels between the collectors and the bridges
             have flat, 15-foot-high ceilings.                    Dining on brains is a spectator event for mind flayers.
               All doors leading to this area are made of stone and   With the aid of telepathy, the diner can convey the plea-
             sealed with Qualith door locks (see "Qualith Door   sures of a meal to other illithids in range. These mind
             Locks," page 222). Unless they are held open, the   flayers don't like being outnumbered. They try to stun
             doors automatically close and lock.                as many characters as possible, then gather reinforce-
                                                                ments from area 12h.
              12A. SOUTH WATER COLLECTOR                          Most of the grimlock's brain is consumed by the
             The ceiling in this chamber forms a dome 20 feet higher   time the characters arrive. Short of a raise dead spell
              than the floor around the cistern, which is 10 feet deep.   or similar magic, there's no way to save the creature
             Water pouring in from the east travels north along a   from its fate.
             trough that leads toward area 12c.
                                                                12G.  CONTROL ROOM
              12B.  EAST WATER COLLECTOR                        The stone door to this room is soundproof, airtight,
             This area is watched by the ettins that lurk in area 12h.   and sealed with a Qualith door lock (see "Qualith Door
               The ceiling in this chamber forms a dome 20 feet   Locks," page 222). The ceiling is 10 feet high and flat.
              higher than the floor around the cistern, which is 15   The room contains the following features:
              feet deep. Water pouring in from the south travels west   Extremiton. In the middle of the room, the ulitharid
              along a trough that leads toward area 12c. Excess water
                                                                  (see appendix A) sits on a swiveling crystal throne
              flows north through a submerged tunnel blocked by a   shaped like a cocoon. The throne's base is shaped
              IO-foot-diameter, circular iron grate that Tiny creatures   from a dark, alien metal. Dozens of thick copper
              can slip through. Forcing open the grate while fighting
                                                                  wires connect it to plates of a similar metal bolted to
              off the current requires a successful DC 30 Strength
                                                                  the floor.
              (Athletics) check.
                                                                Crystal Screen. When the characters first arrive, the
                                                                  throne faces the room's curved back wall, which has
              12c. CENTRAL HUB
                                                                  rows of pale white crystals embedded in it. These
              The ceiling in this chamber forms a dome 40 feet higher
              than the floor around the cistern, which is 20 feet deep   crystals project the flickering, spectral image of the
                                                                  Yawning Portal's taproom, as seen through the eyes of
              and fed by a submerged tunnel to the southeast. Water
              also pours in from 10-foot-deep troughs to the south and   its proprietor, Durnan.
              east, and forced westward and northward along troughs   Extractor Staff. A thin crystal stand near the throne
              that lead to areas 12d and 12e, respectively.       holds a black metal staff shaped like a warped, alien
                                                                  spinal column. This is Extremiton's extractor staff (see
              12D. WEST WATER COLLECTOR                           the "Ulitharid" entry in appendix A).
              The ceiling in this chamber forms a dome 20 feet higher   While seated in its crystal throne, Extremiton is psy-
              than the floor around the cistern, which is 30 feet deep.   chically linked to the psipods in areas 14 and 15 and is
              Water pouring in from the east exits through a sub-  maintaining its Waterdeep simulation (see "Alterdeep,"
              merged tunnel in the north wall of the cistern, 20 feet   page 229). If it leaves the throne, the simulation deac-
              below the water's surface.                        tivates and the psipods shut down. When this happens,
                                                                the mind flayers in areas 14 and 15 make their way here
              12E. NORTH WATER COLLECTOR                        to find out why the ulitharid ended the simulation. It
              The ceiling in this chamber forms a dome 20 feet higher   takes them 4 rounds to arrive.
              than the floor around the cistern, which is 40 feet deep.   Extremiton has enough on its mind without battling
              Water flowing in from the south and west exits through   adventurers. If cornered here, it tries to negotiate a
              a submerged tunnel in the east wall of the cistern, 30   peaceful settlement. As a lawful evil creature, it tries to
              feet below the water's surface.                   uphold its end of any agreement while twisting a badly
                                                                worded deal to its advantage. Primarily, Extremiton is


                                                                                              LEVEL 17  I SEAD.E.EPS
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