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.
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!