Black Moors Waterways (Panther Cave) Rooms 8 - 9

Panther Cave is a natural cave in the hill that Castle Black sits on. Local legend tells of ancient worship of a panther spirit that inhabits the cave. The dwarven architects of the waterways connected them to the cave to utilize it as an escape route in the event of a siege.

Room 1 - Entry Pool

The first room of the cave encountered after leaving the waterways is a large pool of water that collects ground water that has seeped through the limestone from the river. The pool gets deeper towards the eastern passage where it reaches 2 feet deep. This is difficult terrain for small characters or creatures.

Room 2 - Split Chamber

The water flow splits into two channels here. Each channel narrows to a point that requires creatures to squeeze through, the western channel is wider than the eastern path (Strength check DC 13 and 15 respectively). However a swarm of Stirges has nested here. Anyone who ends their turn in the speckled squares of the western passage loses 1d4+3 hit points due to blood loss. The stirges can be destroyed by dealing 6 points of fire damage to each square.

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BLACK MOORS WATERWAYS (PANTHER CAVE) ROOM 10

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Black Moors Waterways, Room 5 -7