Page 228 - Waterdeep - Dungeon of the Mad Mage_Neat
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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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