BLACK MOORS WATERWAYS ROOM 44 (SECTION 6)
Room 2 - The Guardians hall
Access to this room is blocked by a locked door between it and Room 1. The lock is of Hard difficulty.
The room itself is guarded by four animated Guardian Statues. The statues resemble paladins of the Blind Lawbringer.
BLACK MOORS WATERWAYS ROOM 43 (SECTION 6)
Section 6 of the Black Moors Waterways includes The Catacombs of the Black Moors Cathedral which extend into the waterways and below. The catacombs house many creatures and unique history.
Room 1 - Primary Waterway
This Primary Waterway directs water through the Cathedral Ward to the Merchants Ward. It is used as a “highway” by the creatures who dwell in and move through the waterways.
BLACK MOORS WATERWAYS ROOM 36-42 (SECTION 5)
Section 5 comprises the area around the famous gathering place of adventurers, The Phoenix Tavern. The tunnels in the section are nondescript waterways.
This area has the potential for wandering monsters as it is a junction of many tunnels.
BLACK MOORS WATERWAYS ROOM 29 - 32 (SECTION 4)
Room 1 - The Private Bath
This room is the private bath of a minor noble named Loris Launn. Loris’ grandmother is a member of the King’s Court and she bought him a house on the edge of the Adventurer’s Ward so he can be part of the action but not in the thick of it.
BLACK MOORS WATERWAYS ROOM 28 (SECTION 3)
ROOM 7 - THE VAULT OF THE COIN PURSE
Room 7 is on the level of the waterways but is not actually connected to the waterways. The only way to access it is down the heavily guarded steps from above.
This basement is the location of the vault for The Coin Purse, a very popular gambling den in The Adventurers’ Ward. Drinks and coins flow freely here in a non-stop party atmosphere. The vault is protected at any time by a dozen guards all of whom have extensive combat training.
BLACK MOORS WATERWAYS ROOMs 26 & 27 (SECTION 3)
Room 5 - The Forge of Astounding Arms & Armor
The cistern behind the iron grate opens up into a basement forge of beneath the Astounding Arms & Armor shop. This shop is run a female dwarf named Raga Skelegar.
Room 6 - The Victory Feast Fighting Pit
The iron grate here looks into a tall room that is open to the sky above. This is the fighting pit of The Victory Feast, the most raucous tavern in the Adventurers’ Ward.
BLACK MOORS WATERWAYS (SECTION 3) ROOM 25
ROOM 4 - LABORATORY OF WISYN'S WONDROUS WANDS
The secret door that leads into this chamber is hidden by an illusory wall (Hard difficulty to detect) and is magically locked and warded (Hard difficulty to dispel). If the door is opened without dispelling the wards there is an explosion dealing High fire damage.
The room beyond the secret door is the private mage lab of Wisyn, the owner of Wisyn’s Wondrous Wands. Wisyn is a crafter of wands and purveyor of all manner of arcane foci such as wands, staves, and crystals. He is a talented mage and will attack trespassers with all of his ability.
BLACK MOORS WATERWAYS (SECTION 3) ROOMs 23 and 24
ROOM 2 - THE CELLAR OF THE STOPPERED FLASK
A secret door leads into the cellar of The Stoppered Flask, an herbalist and potion shop. The various barrels and crates in this room store bulk herbs and ingredients.
ROOM 3 - THE WANDERER’S REST BATH HOUSE
The cistern behind the iron bars leads into a boiler room where cool fresh water is stored but also feeds into a large iron boiler. The water from the boiler feeds into the seven large baths in the next room.
BLACK MOORS WATERWAYS (SECTION 3) ROOM 22
Room 22 - The Garbage collector
Heading north from Section 2, the waterways lead to a junction that allows access to Section 6 to the east and Section 3 to the west and northwest.
Room 1, is the first public well in what is known as the Adventurers’ Ward of Black Moors. This rough and tumble area provides all of the services and vices that groups of wandering adventurers, scoundrels, and criminals might want. This well is one example of what one might find in such a place.
BLACK MOORS WATERWAYS (SECTION 2) ROOM 21
Room 21 - The Cleaner!
This section of the Black Moors Waterways contains four house cisterns all of which have additional bars on them to prevent intruders from coming up their wells. (Hard difficulty to bend, Very Hard difficulty to break).
The long stretch of hallway currently contains a mobile Wall of Blades spell that move rapidly down the corridor towards Room 1. Once there it will will randomly choose another branch to go down (1d3 to decide). The drone’s purpose is shred any infestations, debris, or roots that may have grown through the stone, leaving a spotless corridor.
BLACK MOORS WATERWAYS (SECTION 2) ROOM 19 and 20
ROOM 5 - SECURITY GATE TO SECTION 4
This chamber connects to another house cistern.
The gate to the west is locked with a Moderate difficulty lock. The passageway beyond leads to Section 4 of the waterways.
ROOM 6 - CISTERN COLLECTIVE
This room is a collective of three house cisterns.
A Waterway Maintenance Drone is repairing the bars on one of the privy chutes when it spots the “pests” who have entered the chamber and attacks.
BLACK MOORS WATERWAYS (SECTION 2) ROOM 18
Room 4 - Bards’ College Basement
A secret door (Moderate difficulty to find) next to this house cistern leads down a short corridor into a well furnished underground chamber that acts as a hidden meeting room for the bards’ college above. The door has an alarm spell cast on it (Hard difficulty to dispel) which will alert the senior staff of the bards’ college. A poison dart trap (Moderate difficulty to detect and avoid) fires a dart laced with sleep toxin (1hp, Hard difficulty to resist).
BLACK MOORS WATERWAYS (SECTION 2) ROOM 17
ROOM 3 - CISTERN CLUSTER
This room is comprised of several smaller chambers, each a house cistern like Room 2. Each of the arms of the cluster has its own well drop and its own privy chute which leads to Level 2.
BLACK MOORS WATERWAYS (SECTION 2) ROOM 16
Room 2 - Home Cistern
This small room is an example of a basic home cistern in the Black Moors Waterways. These cisterns bring fresh water to the homes of the upper class of Black Moors. The water flows down a low(5ft), narrow tunnel into a 5 foot deep cistern which can be accessed from the house above via an indoor well 10 feet above.
BLACK MOORS WATERWAYS (Section 2) ROOM 15
Room 1 - Junction 1
This circular room is 10ft tall and supported by a large stone pillar. The pillar has an inscription carved in dwarvish runes that reads “Junction 1”.
BLACK MOORS WATERWAYS (PANTHER CAVE) ROOM 14
Room 7 - The Entry Hall
This room looks out over a forest pool 30 feet down where the water from the cave plunges off a cliff. The water in the pool is 3 feet deep and the current is strong enough to pull a small creature off their feet (DC 15) and over the waterfall (3d6 damage).
BLACK MOORS WATERWAYS (PANTHER CAVE) ROOM 13
Room 6 - Cave Paintings
The walls of this room are painted with ancient iconography depicting humanoid figures, spirals, and a large panther. There is also a more recent painting of a green dragon with its wings spread.
BLACK MOORS WATERWAYS (PANTHER CAVE) ROOM 12
Room 5 - The “Guard Dog”
The water in this room flows out of Room 4 at a depth of 3 feet as it begins its final journey to the mouth of the cave. A dry shelf hangs over the water to the east.
BLACK MOORS WATERWAYS (PANTHER CAVE) ROOM 11
The stream flowing through the cave dumps into this room with a 10’ waterfall. The pool beneath the waterfall and around the edges is 5’ deep rising upward to the island in the middle where an ancient stone altar rests.
BLACK MOORS WATERWAYS (PANTHER CAVE) ROOM 10
Room 3 - Guard Post
The cave widens in this chamber allowing for a bit of rocky shore next to the stream. Sitting here in the darkness are a pair of lizardfolk guards.
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