Page 229 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 229

concerned with its own safety and the elimination of the   Psipods. Resting in iron brackets along the curved
           githyanki. The welfare of the rest of the colony comes   walls are fifteen coffin-sized bronze cylinders with
           second. It places no value on prisoners and gladly re-  lids of transparent crystal. Each capsule is tilted at a
           leases them if doing so is enough to preserve its life.   45-degree angle, connected to metal floor panels with
            The scene projected on the back wall is what Extremi-  thick copper wires, and coated in a thin, slimy residue.
           ton sees when it looks through the eyes of the virtual   Illithids. Four mind flayers carrying dark sheets of
           Durnan in the alternate version of Waterdeep. The view   metal resembling clipboards are inspecting the cap-
           changes abruptly whenever the ulitharid switches char-  sules, nine of which contain unconscious humanoids.
           acters in the simulation, and the scene fades entirely   The mind flayers are tasked with ensuring that the
           when the ulitharid leaves its throne.
                                                             equipment in this room is functioning properly. They try
            Given a chance to do so, the ulitharid is delighted
                                                             to stun intruders and trap them inside empty psipods
           and eager to show off its Alterdeep simulation, which it
                                                             (see "Psipods" below). Their "clipboards" are thin sheets
           is using to learn more about Waterdeep and its multi-  of metal with braille-like writing (Qualith) embossed on
           faceted culture. Extremiton fails to mention that once   them. The mind flayers use their tentacles to interpret
           it becomes an elder brain, it plans to use its newfound
                                                             the writing, which provides technical schematics for the
           knowledge to enslave the entire city.
                                                             psipods. A comprehend languages spell or similar magic
                                                             reveals as much, enabling characters to discern what
           12H. ETTIN THRALLS
                                                             the psipods do and how to disable them.
           This curved chamber has a flat ceiling 10 feet high.
           Lurking in the dark, empty alcoves to the north and
                                                             PSIPODS
           south are four scrawny ettins. At full health, each ettin   A psipod is a magic device that connects the mind of
           has 60 hit points.
                                                             an unconscious humanoid to the mind of the ulitharid
            The ettins' minds have been broken by dominate
                                                             in area 12g. The psychic residue that coats each psipod
           monster spells cast on them repeatedly by the illithids
                                                             is a byproduct of this connection. The residue is sticky
           over many months. These drooling, gibbering, malnour-
                                                             and foul-smelling, but harmless. It dissolves after a
           ished thralls won't attack illithids or creatures in their
                                                             few hours.
           company. All other creatures are attacked on sight. The   Any creature that enters a psipod's bronze cylinder
           starving ettins hungrily devour any kills.
                                                             must succeed on a DC 17 Constitution saving throw
                                                             or fall unconscious, lulled into that state by a soothing
           13. BACK DOOR
                                                             psionic vibration that the ulitharid produces. A creature
           The double doors to these rooms are airtight, sound-  that succeeds on the saving throw must repeat it at the
           proof, made of stone, and sealed with Qualith door locks   end of each of its turns unit it exits the cylinder.
           (see "Qualith Door Locks," page 222). Unless they are   While in a psipod, an unconscious creature finds
           held open, the doors automatically close and lock. The   itself drawn into a simulated reality created by the uli-
           ceiling here is 10 feet high.                     tharid (see the "Alterdeep" sidebar) and can survive in
            The mind flayers use this back door to their fortress   this state for the remainder of its natural life, its mind
           as a means of escape, in case the colony is overrun by   and body nourished by the psipod's psychic energy. If
           githyanki or other invaders.                      the psipod is shut down, or if the unconscious creature
                                                             is removed from it, the creature can repeat the DC 17
           13A. TREASURY                                     Constitution saving throw at the end of each of its turns,
           Two chests carved from zurkhwood sit atop low stone   waking on a success. The creature also awakens if it
           tables against the west wall of this room.        takes damage in the real world, but not if it takes dam-
            Treasure. The chests contain treasure that the mind   age in the Waterdeep simulation.
           flayers use to bribe creatures they can't devour or en-  A psipod shuts down if it is disabled or destroyed. To
           slave. Each chest contains 800 pp. Characters who dig   disable a psipod, a creature must disconnect three of
           through the gold also find a pair of purple-tinted crystal   the eight copper wires connecting it to the metal panels
           spectacles with platinum frames (2,500 gp), a potion of   in the floor. The mind flayers' schematic pads identify
          resistance (acid), a Quaal's feather token (tree), and a   which three wires to disconnect on each psipod. (The
           drow-made dagger with silver web filigree. The dagger   combination of wires varies from one psipod to another.)
           magically plays a fragment of a guitar solo when struck   If wires are torn out at random, roll a d8 three times
           or used to strike a foe. The dagger is worth 750 gp.   (rerolling duplicate results) to determine which three
                                                             wires shut down that particular psipod, then roll a d8
           13B.  OUTER GUARD POST
                                                             for each wire that is disconnected to see if it's one of the
          The north wall of this empty, unfurnished room con-
                                                             correct ones. Disconnecting a wrong wire triggers a
           tains a secret door.
                                                             magical surge that targets all creatures within 5 feet of
                                                             the psipod except the one inside it. A targeted creature
                                                             must make a DC 17 Wisdom saving throw, taking 22
          The doors to this room are made of stone and sealed   (4d10) psychic damage on a failed save, or half as much
          with Qualith door locks (see "Qualith Door Locks," page   damage on a successful one. A magical surge from one
           222). Unless they are held open, the doors automati-  psipod has no effect on the others.
          cally close and lock. The ceiling here is 10 feet high. The   All the psipods shut down if the ulitharid dies or
           room contains the following features:             leaves the crystal throne in area 12g. Each psipod is a


          LEVEL 17 I SEADEEPS
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