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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.

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.

Guardian Statues

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 magic that holds the statues together is moderately strong but will break if dealt sufficient damage.

  • Armor - High. The statues are made of solid granite. They are resistant to slashing damage and immune to piercing damage.

  • Magic Resistance - The statues are magically enchanted to move as well as repel fire and electric damage. The statues are immune to poison and enchantment magic.

  • Stone Swords - The stone swords of the statues are razor sharp and jagged. They deal moderate damage.

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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.

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.

A pack of Hunter Drakes, giant lizards with green dragon-like features roams this waterway. They attack with sharp venomous bites, dealing Moderate piercing damage and moderate poison damage if the victim does not pass a Moderate poison save.

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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.

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. When you roll for a wandering monster consult the chart below.

  1. Giant Rats

  2. Giant Lizards

  3. Grey Ooze

  4. Waterways Maintenance Drone

  5. Giant Spiders

  6. Black Moors Eels

  7. Lizardfolk Warriors

  8. Bandits

  9. Dragonkin

  10. Sewer Troll

Room 1 - The Phoenix Tavern Cellar

There are multiple access points for this room. The two iron doors that lead into the waterways are locked from the inside with Hard difficulty locks.

The main room is used for storage. There are stacks of chairs and a few tables in here.

The stairs lead up into the tavern’s main room.

Room 2 - Water Cistern

Water enter this cistern from the waterways via a small grate in the wall. The grate can be removed with a Moderate tools check or a Hard strength check.

Room 3 - Food Stores

The wooden door from Room 1 is locked with a Moderate difficulty lock.

The crates contain various food stores including spices and exotic ingredients altogether worth 100gp.

Room 4 - Private Bath

This private bath uses water from the cistern that flows through a small channel. The water is heated by dwarven runes in the basin. This room can be closed off with a curtain. Lanterns illuminate the room, casting light across the decorative murals.

Room 5 - Ale and Wine Cellar

The wooden door from Room 1 is locked with a Moderate difficulty lock. The casks here contain ale from the local dwarven brewery as well as imported wine from the elven kingdom to the north. Each of these casks is worth 200gp on the open market, however they are quite large and take a Hard difficulty Strength check to carry.

Room 6 - The Cell

The wooden door to this room is reinforced with metal band across it and a barred opening to allow a view inside. The door is locked with a Hard difficulty lock. The interior is unlit and only furnished with a straw mat on the floor.

This room functions as a holding cell for unruly patrons who get out of hand upstairs. The owner of the Phoenix Tavern is rumored to be a retired adventurer who still runs a questing business on the side. There is also a rumor of a connection with the Bards’ College in Section 2.

The current occupant is a scrawny man in tattered clothes. He appears to be human though there is a certain feral quality to him. This man is actually a werewolf that has been prowling the Adventurer’s Ward. If he is freed he will attack his liberators and then attempt to find a way out, possibly through the Waterways.

Room 7 - The Privy Chute

This small room is nothing more than a closet with a hole in the floor. It is used for emptying the chamber pots from the rooms on the second floor into the sewers underneath. This hole is big enough should someone need to get to the sewers, though it will be a filthy way to do so.

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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.

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.

Loris paid a large sum of money to have a private bath built beneath the house that siphoned water directly from the waterways and heats via magical means. To accomplish this, there are two floodgates that he had installed to funnel the water into the pool. Both of these can be moved but they are chained shut with Moderate difficulty padlocks.

The bath itself is only accessible from Loris’ house above but it is often in use for private parties.

Room 2 - The abandoned basement

This house cistern sits behind a Moderate difficulty locked gate and opens into a small basement. Here there are two Giant Lizards on guard duty that will attack anything that comes into the room.

The stairs lead up into an abandoned house that serves as the secret hideout of a Dragon Cult that is infiltrating the city via the waterways.

Their leader is a dragonfolk priestess who uses her abilities to charm and beguile those who oppose her. She is guarded by two large dragonfolk brutes that wield vicious glaives.

Room 3 - The smugglers’ hoard

The entrance to this room is a hole dug into the side of the waterway. It leads into a circular room with stairs leading upwards. At the top of the stairs is a secret door that opens out onto the street. This door is in the side of one of the old gates of the city from when it was much smaller. The gatehouse still stands as a pseudo-monument to how far the city has grown. The circular room beneath the old gatehouse was an armory that is now used by local smugglers to hide their contraband.

The containers tucked in behind the stairs hold the following:

  • 1d4x10 gold worth of trade goods (GM’s choice)

  • 2d6x10 gold worth of stolen art objects (GM’s choice)

  • 6d6x10 gold worth of an illegal substance (GM’s choice)

Room 4 - Water spiders

This well room is filled with large, thick spiderwebs hanging from the ceiling, that drift down over the surface of the water.

Anyone entering here must move quietly and carefully between the webs (Hard difficulty) or alert the Giant Water Spiders that have taken up residence near the ceiling. There is one here for each PC.

The well opening at the top of the room has been boarded up from outside, presumably to keep the spiders from attacking the surface.

A desiccated corpse wrapped in a bundle of webs has a pouch containing 1d4 gold, 1d6 silver, and 1d8 copper pieces. There is also a silver ring on its finger worth 10 gold pieces.


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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.

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.

The vault walls are foot thick stone, the door is made of steel and has a Very Difficult lock. Additionally there are magic wards on the door that will deal a Very High amount of lightning damage to anyone who attempts to open the door without the properly enchanted key.

Only two people have a key to the vault - Cassius Cleves, halfling owner of The Coin Purse and Ariana Farlight, the human mage who made the keys and set the wards. Both are lords in the local crime syndicate. Both are quite skilled in their expertise and both have considerable influence throughout Black Moors.

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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.

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. Raga was once an adventurer but settled down to produce armaments after losing a leg in battle. She crafts custom pieces as well as cheap, utility weapons. Raga is rumored to run an armament black market out of her forge with deals being transacted through the cistern grate.

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. The Fighting Pit is used for fighting tournaments as well as a place for disagreements to be settled without breaking the furniture!

The Victory Feast is owned by Akag Bronzehide, a businessman who owns several of the taverns around Black Moors and is a secret lord in the local crime syndicate.

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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.

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.

The shelves on the western walls contain Wisyn’s personal collection of magic-related books. An investigation of the books with enough time (Moderate difficulty) reveals 1d4 spells (GM’s choice) that could be copied with the right materials and time frame.

The cabinets on the southeastern wall next to the cauldron contain a well stocked selection of common spell components as well as the wood necessary to craft wands. There is also a 50% chance of containing a rare component worth up to 100 gp in value.

The workbench in the center of the room contains the components for wands that are in progress and one that is complete wrapped neatly in a box. The specific type of wand is up to the GM to decide.

The cauldron is currently empty and no fire is lit. A lounging couch is near the secret door for Wisyn to read and rest on.

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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.

Room 2 - The Cellar of the stoppered flask

A secret door (Hard difficulty to find) 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. There is a vault door with a complex lock (Hard difficulty) inside are three chests (locked with Moderate locks) that contain 3d4 random potions each of Uncommon rarity, 1d4 potions of Rare rarity, and a 50% chance to have a Very Rare potion.

The ladder to the north leads to a trap door in the floor of the shop upstairs behind the shop counter.

The shop owner, Tisha, is a female elf. She is friendly to customers if a bit frazzled. She is unaware of the secret door in her cellar and will behave in a hostile manner to anyone that comes through it unexpectedly. She will toss random vials of chemicals at them doing 1d6 random types of damage.

Room 3 - The wanderer’s rest bath house

The cistern behind the iron bars (Very Hard difficulty to bend) 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 baths in the next room. This boiler room is accessible through a concealed door (Easy difficulty).

The baths are lavishly decorated with mosaics lanterns. They are semi-private with a curtain that can be drawn for privacy. Optional herbs, salts, and potions can be added to the baths for an extra cost. There is a 66% chance that any one of these baths is occupied by 1d4 people.

The stairs lead up to the changing room of the Wanderer’s Rest, an inn that caters to all lifestyles and needs.

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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.

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.

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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.

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 spell’s purpose is to shred any infestations, debris, or roots that may have grown through the stone, leaving a spotless corridor.

Wall of Blades

The Wall of Blades spell fills a space that is 10 ft. by 10 ft. by 5 ft. with spinning blades of magical force. Anyone who enters its space takes a Moderate amount of Edged damage. This particular spell is a permanent feature of the Black Moors Waterways and moves at 40 feet per round.

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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.

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.

Waterway Maintenance Drone

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 - Low. The Drone is a delicate clockwork and arcane mechanism on the inside.

  • Armor - High. The steel skin of the Drone makes it resilient to damage.

  • Welding Torch - Moderate Fire damage. The welding torch burns strongly and cuts through flesh and metal.

  • Hammer Arm - Light Blunt damage. The hammer arm is designed for repairs and not meant for extensive combat.

  • Cutter Blade - Heavy Edged damage. The circular cutter blade spins at high speeds and is capable of easily slicing through steel as well as bone.

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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).

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).

The room itself has tapestries and sconces on the walls. There are two bookcases along the eastern side of the room and a bench on the southern wall. A long planning table sits atop an ornate rug in the center of the room.

The table has various maps of the city and notes about the current machinations of the various guilds, and crime syndicates of the city. The information contained in these documents would be worth several hundred gold to the right people. But, it may create an enemy of the Bards’ College if taken.

The bookcases contain books, scrolls, and journals about other parts of the world - kingdoms, cities, and major organizations. This is a treasure trove of intelligence gathered by the bards’ spy network. Anyone spending an hour here to research a particular political subject will most likely find the information they are looking for with a Moderate skill check.

The secret door at the top of the stairs is also trapped (Moderate difficulty to detect and avoid). The top two stairs will give way into a sliding chute that deposits the victim into the privy and drops them 30 feet (3d6 falling damage) to the sewers on Level 2!

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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.

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.

A troll has made the central collection chamber its lair, having climbed up from Level 2 and broken through the bars in the southeastern cistern. It will attack anyone who enters its territory.

Each of the cistern chambers has a 50% chance to contain an item worth up to 5gp in it (GM’s choice).

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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.

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.

The excess water overflows through the iron bars to the right which empties into the privy chute that drops into the sewers on Level 2, 30 feet below. Bending the bars or breaking them requires a Strength check (DC 20).

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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”.

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”.

A grick is camouflaged at the top of the pillar to look like a part of it. It will attack anyone who approaches the pillar.

The wide waterway to the east leads 100 feet to the Collection Chamber West (Section 1, Room 7).

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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).

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).

If the explorers, enter this room at night there is a 50% chance that the Panther Spirit of the cave paces the surface of the water and will attempt to scare intruders away or attack anyone it deems to be hostile (use the stats for a specter if combat occurs).

There is just enough space on the shelf to the south for a cramped resting place if the group needs to camp. The narrow ledge leads from their to an exterior that curves down the hillside outside to the pool below.

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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.

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.

The natural shelf along the right wall has shards of pottery scattered across it. An investigation of the shelf (DC 17)reveals a knife made out of obsidian in the water beneath the shelf. The knife is incredibly sharp and deals 1d6 damage instead of the usual 1d4.

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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.

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.

On the shelf, sleeps a Giant Lizard on guard duty. The lizard is large-sized and capable of crawling on the rocky walls. Its first tactic if awakened is to climb to the ceiling and drop on a victim pinning it under the water while it uses its fearsome teeth to tear at their flesh.

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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.

Room 4 - The Rookery

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.

The altar currently holds various animal bones and sacrificial implements and is guarded by a Lizardfolk Shaman, that will defend this room with their life. A much older stone totem of a panther lies discarded behind the altar.

Throughout the pool are a dozen green dragon eggs, roosting in the cool murky water that green dragons love.

If you would like to give the explorers a bit more of a challenge, one of these eggs may have hatched and a Green Dragon Wyrmling lurks under the water as well.

The lizardfolk have been gathering a hoard for their hatchlings. Scattered throughout the pool is 70 gold coins, 510 silver coins, and 1020 copper coins. If the Wyrmling is present, add one uncommon magic item to the hoard.

If the explorers restore altar and place the panther totem back on it where it belongs, the Panther Spirit that resides in this cave appears and grants them a minor blessing, charm, or boon that you feel is appropriate.

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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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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. If the explorers have not been quiet in rooms 1 and 2, they will warn their comrades in Room 4 and prepare an ambush. If the explorers have been stealthy, they may get the drop on these two without alerting Room 4.

The dry ground here makes for a good place to take a short rest if needed.

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