Page 231 - Waterdeep - Dungeon of the Mad Mage_Neat
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globs of edible gray slime. (The mind flayers use these   17.  CRU MBLING BRIDGE
             dishes to bring food to prisoners in area 10.)
           Wall of Force. The rubble-strewn passage to area 8a is   Spanning the river at this point is a crumbling stone
                                                              bridge that can support 200 pounds at a time. Any more
             blocked by an invisible wall of force that is generated
             from area 16c.                                   weight causes it to collapse. A creature on the bridge
                                                              when it collapses can leap to one side or the other with
             The mind flayers gained control of two scaladar (see   a successful DC 15 Dexterity saving throw. On a failed
           appendix A) and implanted duergar brains in them,   save, the creature falls in the river and might get swept
           bestowing on each construct an Intelligence of 11 and   away (see "Underground River," page 227).
           the ability to understand (but not speak) Dwarvish and
           Undercommon. Each duergar brain is contained in a   18.  G RAY  M OLD
           glass sphere embedded in the construct's head. These   The walls of this room are streaked with a slimy gray
           scaladar obey the commands of illithids and attack   mold, some of which has been scraped off. Under the
           any creatures that aren't mind flayers or their thralls.
                                                              mold are bas-relief sculptures of dwarves chopping
           Trobriand's rings no longer have any effect on these
                                                              down large mushrooms.
           constructs.
                                                                The mold growing here is edible and nutritious, but
                                                              not tasty. The mind flayers feed it to their prisoners. A
           16B.  SOUTH GUARD POST
           This misshapen, 20-foot-high room sits at the top of   small cup of the mold is nutritionally equivalent to a
                                                              day's worth of rations.
           a sloped tunnel that descends for hundreds of feet to
           level 18. Guarding the otherwise empty room are eight
                                                              19. U NGUARDED A REA
           duergar. If they see light approaching, the duergar turn
           invisible and enlarge themselves, then ambush anyone   Neither the mind flayers nor their thralls come here.
           that enters the chamber. These duergar have had their
           minds broken by the mind flayers and fight to the death.   19A. RIVER'S ROAR
                                                              Creatures in this 10-foot-high, partially collapsed cham-
           16c. PSIONIC FORCE GENERATOR                       ber have disadvantage on Wisdom (Perception) checks
                                                              that rely on hearing due to the loud roar of the under-
           Pedestal. In the middle of the room, two mind flayers
             grip the top of a 4-foot-tall, three-sided crystal pedes-  ground river nearby.
             tal with a fist-sized diamond floating 1 foot above it.
                                                              19B. SAFE SHORELINE CAVE
           Anvils. Piled against the walls are scores of rusty iron
             anvils forged and abandoned long ago by the Me-  The 10-foot-high, rough-hewn chamber is strewn with
                                                              rubble. The shore is rocky and covered with loose dirt.
             lairkyn dwarves. (Each one weighs 500 pounds.)
             The crystal pedestal with the diamond levitating   20. RIVER B RANCHES
           above it is a psionic force generator, a magic device that
                                                              The river (see "Underground River," page 227) reaches
           allows the mind flayers to create and sustain the walls of
                                                              a depth of 20 feet at this point, where it splits off in three
           force that enclose area 8. The mind flayers provide the
                                                              directions. A creature swept along by the river's strong
           mental energy that powers the generator. If these mind   current is pulled in a random direction determined by
           flayers are attacked, one maintains contact with the
           crystal pedestal while the other defends it.       rolling a d6. On a 1, the creature is swept into area 12a.
                                                              On a 2, the creature is swept into area 12b. On any other
             The diamond no longer floats if removed from its
                                                              result, the creature is swept into area 12c.
           place above the pedestal. A creature within reach of the
           diamond can use an action to take it. Without the dia-
           mond, the generator shuts down and the walls of force   AFTERMATH
           in area 8 disappear. The device can't function without   If freed from its confinement, the neothelid wanders
           the diamond (or another of the same or greater value).   Seadeeps and consumes any other creature that crosses
           The walls of force also disappear if the mind flayers   its path. Characters might try luring it to another level of
           are pulled away from the pedestal- though the walls   Undermountain, where it can wreak even more havoc.
           reappear if contact is reestablished, as long as the dia-  If the neothelid becomes too great a nuisance, Halaster
           mond is still floating in place. If the walls disappear, the   takes strides to either destroy or contain it.
           neothelid in area 8 escapes in search of prey, killing and   Killing Extremiton completes a quest (see "Uncover
           consuming any creatures it finds.                  the Telepathic Spy," page 10). Deprived of their
             The crystal pedestal is embedded in the floor and   leader, the surviving illithids disappear into other cor-
           can't be knocked over, but it can be destroyed, rendering   ners of Undermountain or return to the Underdark.
           the generator irreparable. The pedestal is a Small object   With the illithids gone, the githyanki move to secure
           with AC 13, 20 hit points, and immunity to poison and   the level with reinforcements from level 16-assuming
           psychic damage.                                    there are any githyanki left. If the githyanki are wiped
             Treasure. The diamond is worth 5,000 gp.         out and Extremiton is allowed to live, it eventually turns
                                                              itself into an elder brain, which attracts more illithids to
                                                              the colony. In addition, the illithids continue to capture
                                                              people from Waterdeep for their Alterdeep simulation,
                                                              which grows more intricate and nuanced every day.


           LEVEL 17  I SEADEEPS
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