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.
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.
BLACK MOORS WATERWAYS ROOM 33 - 35 (SECTION 4)
ROOM 5 - FLOODED CELLAR
This barricaded room is a cellar that has had its wall destroyed which caused the room to be flooded with water. A ladder extends upwards into the abandoned house above.
ROOM 6 - WELL ROOM
There are a pair of rust-eating monsters here that have been attracted by a rusty iron box with a padlock (Moderate difficulty) that sits against the northern wall in this room. They will attack anyone who enters the area with metal on them.
ROOM 7 - SAFE HOUSE
This locked door leads into a cellar that contains several boxes containing rations, torches and bedrolls. The stairs lead up into an empty house that is in good condition.
Room 5 - Flooded Cellar
This barricaded room is a cellar that has had its wall destroyed which caused the room to be flooded with water. A ladder extends upwards into the abandoned house above.
Room 6 - Well Room
There are a pair of rust-eating monsters here that have been attracted by a rusty iron box with a padlock (Moderate difficulty) that sits against the northern wall in this room. They will attack anyone who enters the area with metal on them.
The box is a secret cache of weapons, gold, and potions. However, the box is trapped with an incendiary device that will destroy the contents and deal a High amount of fire damage to anyone who triggers it. The trap is a moderate difficulty to detect and disarm.
Room 7 - Safe House
This locked door leads into a cellar that contains several boxes containing rations, torches and bedrolls. The stairs lead up into an empty house that is in good condition. There is a 50% chance that this house is occupied by 1d10 bandits who are using this house as a hideout.
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.
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.
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.
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.
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.
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!
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).
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).
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).
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.
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.
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.
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.
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.
Dungeon23
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.
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.
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.
Black Moors Waterways, Room 5 -7
Room 5 - The Maintenance Chamber
This damp stone room contains discarded tools that have rusted due to the moisture from the water leaking down the northwestern corner. A medium-sized automaton of unknown purpose has been left in the southwestern corner, broken and rusted. Examination of the automaton leads to a surprise attack from the Grey Ooze that is inside of it feasting on its mechanisms! Once the ooze has been defeated, 2d6 gems (worth 10gp each) can be harvested from the corroded remains of the automaton.
The wet tunnel to the west leads through the bedrock underneath the river to Room 7.
Room 6 - The Water Reserve
This tall chamber is always filled with water and acts as a backflow chamber and water reserve, maintaining equilibrium between the castle water supply and the city’s supply to the west. Because the chamber is full, it requires an explorer to hold their breath the entire time they are in here.
Animal bones litter the bottom of this room along with a pair of Black Moors Eels that will avoid any creature of Small size or greater.
A Ring of Protection +1 is still around a finger bone at the bottom of the chamber.
Room 7 - The Water Collection Chamber, West
Similar to Room 2, this collection chamber sits on the other side of the River Black and collects water via the grate covered pipes on the eastern wall. These are identical to the pipes in Room 2. The water here empties into a large collection pool before flowing out the wide channel to the west. The channel to the north that leads to Room 6 prevents this room from flooding.
The westward channel leads to section 2 of the Black Moors Waterways.