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.
The room is a twenty foot wide, circular cistern that is 20 feet tall. A bucket on a chain hangs half way down from 5 foot wide well opening in the ceiling. Though its primary use is to be a source of clean water, all manner of litter and refuse gets dumped into the well by the denizens of the Adventurers’ Ward.
The water here is 4 feet deep and conceals a water ooze that devours any organic material that falls into the water from above or wades through it below.
Water Ooze
Note: The capabilities below are to provide a guide for building your own version of this creature in the RPG system of your choice.
Damage Capacity - Moderate. The ooze’s amorphous form allows for it to absorb damage well and repair itself.
Armor - Low. The skin of the ooze is a thin and allows for edged weapons to cut it. Blunt weapons deal less damage as they just spread the ooze out.
Pseudopods - The ooze can lash out with two pseudopods per round and grapple two different targets. The targets can attempt to break free of the ooze’s grip with a Moderate difficulty test but take Light acid damage whether successful or not.
Engulf - If the ooze begins its turn with a creature grappled it will pull them into its body and and begin to digest them. They may attempt to break free with a Moderate difficulty test. Each At the end of each turn that the ooze has engulfed a creature, it deals moderate acid damage to that creature. The ooze may only engulf one creature at a time.
A moderate difficulty investigation of this room reveals the remains of an armored person. The organic material is mostly gone, but the inorganic metal chainmail and longsword if the unfortunate adventurer remain. There is also a random amount of coins scattered throughout the room equal to an amount the GM feels is appropriate.