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L2-22. Drip-Pool Grot

Stone closes round like a damp throat. From the roof hang stalactites beaded with chill tears, each drop falling into a black, round pool that occupies the center—fifteen feet across, its rim slick with slime. The sound is steady—drip… drip…—and your lantern shows pale heaps of snail shells and fish spines stacked near the wall. A rancid saurian musk lingers, as if scaled things have bathed here and gone.

Terrain & Features

  • Condensation & footing: All stone within 5 ft of the pool is slick (difficult terrain). Forced movement near the rim calls for a DC 12 Dex save or the creature slides 5 ft toward the water.
  • The Pool: 15-ft diameter, depth 8–12 ft (uneven floor). Water is 45–50°F, lightly silty.
  • Swimming: Athletics DC 10 in calm water; DC 12 if armored (medium+) or encumbered.
  • Visibility: Lantern at the rim reveals 5–8 ft into the water; beyond is dim shapes and silt.
  • Noise mask: The drip grants +1 to Stealth checks made within the cavern.

Signs of Troglodyte Use

  • Caches: Investigation DC 12 reveals a hollow behind a rock spur with 1d3 strings of dried blind-fish and a scent-stone (chalky pebble reeking of musk; smearing it on gear gives advantage on checks to mask your scent from beasts, but disadvantage on Persuasion with civilized folk for 1 hour).
  • Tracks & scale-shed: Survival DC 11 finds fresh three-toed prints and scattered sheddings at the waterline; DC 14 notes a regular washing spot (flattened algae) and that trogs kneel, splash, and leave east again.

Hazards & Denizens (roll 1d4 on first approach; 1–2 = present)

  1. Quipper Swarm disturbed by a light or blood in the water.
  2. Gray Ooze clinging to the shaded underside of a fallen slab; drops on a creature who loiters beneath (Perception DC 13 to spot the wet sag).
  3. Nothing but echoes—however, the next noise check in L2-21 is at +1 (watchers creep closer).
  4. Troglodyte Scout (1) rinsing wounds; on surprise it flees east toward the Wye unless cornered.

Searches & Checks

  • Skimming the bottom with a pole/rope: Investigation DC 12 to snag debris; DC 14 to hook a specific glint.
  • Diving sweep (one action, no check): A character can blindly feel a 5-ft square, surfacing next round; Con save DC 10 to stay under for an extra round if needed.
  • Careful dive (one explorer, 2 rounds): Perception (underwater) DC 12 with light; on success, locate one listed find automatically.

Treasures in the Dark Water

Roll 1d4+1 finds total (no duplicate magic each takes one successful recovery attempt.

  • Bronze Medallion of the Ruby Judge (10 gp, Suel script; wearing it grants advantage once to a Religion check to identify a Wee Jas ward on this level).
  • Red-glass Signal Lantern, water-clogged but reparable (1 short rest to dry; projects a narrow crimson beam that gives advantage on Perception to spot ruby sigils within 30 ft).
  • Orc forager’s pouch: 18 sp, fish hooks, bone dice; reeks of musk.
  • Sealed clay ampoule: Antitoxin (still good).
  • Skeleton hand with silver ring (25 gp) wedged under a stone; ring etched with a balance motif (clue toward “balance” passphrases elsewhere).
  • Optional (on 6+ table only): Potion of Water Breathing (one hour) in waxed bladder, trog-made.

Running the Scene (DM Notes)

  • Keep this chamber trap-free—it’s a breathing space and resource pocket with tension from water and darkness.
  • If the party bloodies a foe or bleeds in the pool, roll immediately on Hazards; quippers love the taste.
  • Troglodytes avoid a pitched fight here; they pelt, hiss, and withdraw toward the Wye to draw prey into crossfire.
  • The drip-pool can serve as a short-rest spot if secured; a small brazier or prestidigitation dries the rim to cancel the slick trait for an hour.

Drip-Pool Grot by 3orcs

Type: Blind cavern (no Suel works)
Access: 30 ft south of the Warren-Wye/Deepway Nexus (L2-21) — dead end
Size: ~30-ft circular chamber; ceiling 15–18 ft

Map Notes
  • 30-ft round; 15-ft pool centered.
  • Stalactites over the water; a fallen slab on the west rim (possible ooze perch).
  • Shell-heap near the south wall; small cache hollow behind a spur on the east.

Type
Room, Natural, Cavern


Cover image: Suel Temple Skull Banner by 3orcs

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