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24

The Split Aqueduct

RoomTrap RoomHazard4 exits
Illustration: Room 24 — The Split Aqueduct

The corridor ends at a channel of fast black water eight feet across, running left to right with the sound of a mill-race. Somebody built this: the channel is dressed stone, the lip is worn smooth, and three iron wheels stand on the near bank on stub pillars, each with a bull's head, a wave, or a fish beaten into its hub.

Downstream, where the water goes into the wall, there is a grille. Something long is lying against it, and the current is holding it there, and it has not moved since you came in.

DM summary. A working aqueduct with a three-wheel sluice gallery, a lethal grille at the downstream end, and an eel the size of a man that the room treats as weather rather than as a monster. The party's job is to be on the far bank with everything they arrived with.

Terrain & Features

Battle-map thumbnail: The Junction Chamber

Battle map: The Junction Chamber — page 39, 55 × 75 ft (one half of The Sewers)

The junction chamber's straight canal is the aqueduct channel: run it across the room's middle, chalk the three crossing stones in it, and draw the iron grille where it leaves the wall. The walkways are the two banks.

Traps / Puzzles / Checks

The sluice gallery. Upstream of this room the aqueduct splits three ways. The wheels close those three gates. The pattern is legible from the bank because the water tells you: each closed gate drops the level in the channel.

Wheels closed Channel depth What that means
None6 ft, fastCrossing stones submerged. Swim only
One4 ftStones still under. Swim, current 20 ft
TwoAnkle-deepThe stones are dry stepping stones. This is the solved state
ThreeDryThe header tank overtops upstream and the whole thing comes back in a wall: everyone in the channel is swept to the grille, no save
Element Value
Spot the marksInvestigation DC 13 on the wheel hubs — the Bull hub is polished and the other two are not, because the Bull gate is worked daily
Understand the tankInvestigation DC 14 at the channel lip, reading the tide-marks on the stone: three lines, and the top one is above head height
Refill cadenceThree rounds. Two gates closed, the channel runs shallow for exactly three rounds, then the header tank spills over and the level comes back at the top of the fourth
Hold it openA spear-shaft, crowbar, or javelin through the wheel spokes (no check) holds one gate; the second must be held by hand, one character on the wheel
Failure stateAnyone still in the channel bed when the level returns is swept: Athletics DC 15 to reach a bank, or 30 ft downstream toward the grille
The eelAnything in the water at any depth: Dexterity save DC 14 on entering the channel and at the start of each turn in it, or take 2d10 piercing and be dragged 10 ft downstream

Telegraph, always. One round before the tank spills, the wheels shudder and the water pulls back off the stones with a sucking noise. Describe it. Nobody should die in this room without having been shown the round before that it was coming.

The eel and the grille together are the only lethal combination here, and both are avoidable. A party that crosses in three rounds on dry stone never meets either.

Exits

AObviousThe far-bank arch, directly opposite the way you came, wide and dry. No check — once you are on the far bank. Note it aloud early: the room gates crossing, not leaving.
BObviousThe near-bank service stair up to the sluice gallery, and out along the aqueduct's maintenance walk. No check.Rider: the walk runs above the water for a hundred yards and comes down elsewhere — the party arrives dry but has been in the open, and anything that watches the channels has seen them.
CConditionalThe grille itself, which lifts on a chain winch once the channel is shallow (Athletics DC 15, two characters). Beyond it the water runs down a pipe a person can crawl.Rider: you arrive soaked to the skin — fire damage against you is halved for one minute, and every check to hide, climb, or handle rope in the next room is at disadvantage until you dry off.
DHiddenA silt-choked overflow mouth in the far bank's downstream corner, invisible until the level drops. Investigation DC 14 while the channel is shallow.Rider: you come out plastered in aqueduct silt and smelling of nothing but wet stone — for one room, nothing can track the party by scent, and neither can they follow anything by its trail.
Loot

None. The channel has been washing this room out for centuries; anything droppable is a mile downstream and everything else is bolted to the floor. The eel has eaten what it has eaten and the party is welcome to go and look.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two wheels, not three, and closing one is enough to drop the level. Grille damage 2d10, eel damage 1d10. All DCs −2. Shallow window four rounds
9As written
12The Fish wheel is seized (Athletics DC 18 or Thieves' Tools DC 16 to free it) and must be freed before it can be turned. Grille 10d10, eel 4d10. DCs +1. Shallow window two rounds
15As APL 12, plus the header tank spills on a two-round cycle whatever the party does, so the crossing is a rhythm rather than a window; and a second eel lies under the near bank. DCs +3, grille 10d10
DM Notes
← Room 23 Deck tables Room 25 → Room 24 of 100