L2-22. Drip-Pool Grot
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)
- Quipper Swarm disturbed by a light or blood in the water.
- 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).
- Nothing but echoes—however, the next noise check in L2-21 is at +1 (watchers creep closer).
- 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.

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.

Comments