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2

The Weeping Cistern

RoomTrap Room3 exits
Illustration: Room 2 — The Weeping Cistern

The floor here is a shallow bronze bowl forty feet across, and it is not dry. Water beads out of a seam in the far wall and runs down it in a sheet, steady as a held note, pooling around your ankles and finding the low ground. Three grates sit at the bottom of the bowl, green with age. Two of them are talking — a fat wet gurgle, water going somewhere.

The third makes no sound at all.

DM summary. A room that fills while the party works out which grate is a drain and which is a door. Nobody drowns here; the cistern's vault has an air gap by design, and the real currency is time, exhaustion, and how wet you are when you leave.

Terrain & Features

Battle-map thumbnail: The Basin Court

Battle map: The Basin Court — page 25, 55 × 75 ft (one half of The Temple Approach)

Use the sunken basin as the cistern's dished bowl: wall the court down to 40 × 40 ft around it, mark the three bronze grates at the low point, and hatch the weeping seam along the west wall. Wipe or ignore the outdoor dressing.

Traps / Puzzles / Checks

Trigger. The last person off the fifth step. A float-valve in the wall drops and the seam opens from a weep to a pour. The entry door swings to on its counterweight — not locked, just shut, and shutting is the whole trick.

Element Value
The clockWater rises 2 ft per round, from ankle-deep. Waist by round 2, chest by round 3, over your head by round 5, at the crown gap by round 7
Spotting the false gratePerception DC 13 — two grates gurgle, one is silent. Investigation DC 14 on the grates themselves: no silt on the west one, and the wear is on the wrong side
Lifting the false grateThieves' Tools DC 15, or Athletics DC 17 bare-handed, or DC 13 with a crowbar, spear butt, or shield rim as a lever
Clearing a true drainReach in blind to the shoulder: Athletics DC 16. Success halves the rise rate to 1 ft/round. Failure: the clot — hair, wool, and a great deal of bone — shifts and grips. 2d10 bludgeoning and you are stuck for one round (Athletics DC 13 to pull free)
Forcing the entry doorAthletics DC 15, and the water goes out with you in a knee-high wave
Solved stateThe west plate comes up, the water pours into the crawl behind it, and the room drains in three rounds. The crawl is exit C

Treading at the crown. From round 7 the party is swimming with ten inches of air. Every 3 rounds spent there costs one level of exhaustion, no save. A character in heavy armour who does not shed it is at disadvantage on the Athletics checks to stay up, and dropping a breastplate into a cistern is a real decision, so make them make it.

Exits

AObviousThe stair back up out of the bowl on the north rim, and the low door at its head. No check to find, and the door is not locked — it is simply shut, and the rising water holds it. No check while the water is below chest height.Rider: you leave soaked to the collarbone. Disadvantage on Stealth for one room, every open flame you carry is out, and anything with a nose can follow the wet.
BConditionalThe overflow arch at the crown of the vault, on the south side, which is only reachable once the party has let the room fill to 12 ft or more.Rider: you go out with the overflow into a running channel and arrive downstream, fast and silent. Nothing in the next room gets a surprise round against you. Everything you own is soaked, and one item of the player's choice is lost to the current.
CHiddenThe dry crawl under the false grate. Investigation DC 14 to identify the plate, then Thieves' Tools DC 15 to lift it.Rider: you come out dry, dusted white with cistern lime, and with the sound of running water somewhere under your feet — a Trace-tier clue for X11.
Loot

None. A cistern with a working drain has been rinsing itself out for a hundred years; anything worth having went down the north grate a long time ago. The rope through the mooring ring is rotten and the ring is not coming out of the wall.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Water rises 1 ft per round and the entry door does not shut — the room is a puzzle with a cold, wet clock. All DCs −2. The drain clot does 2d10 and does not grip
9As written
12Water rises 3 ft per round and the overflow channel is blocked, so the crown gap is four inches, not ten. DCs +1. Drain clot 4d10
15As APL 12, plus the false grate is bolted from below (an extra Thieves' Tools DC 20 or 20 damage to the bolts) and the water is the maze's cold undercroft water: Constitution save DC 14 each round after the third or one level of exhaustion. DCs +3
DM Notes
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