.jpg)
.jpg)
Features
- Ceilings - Chambers are 15 feet high, and tunnels are 5 feet high
- Light - Unless otherwise specified, there is no natural light
- Water - Most of the Emerald Grotto is underwater
Locations
- E1: Grotto Entrance
- Looks like a dead end DC 13 Perception check to notice tunnel dips below sea level
- Takes 1 round to dive into water and traverse this room
- E2: Kelp Tangle
- Group DC 13 Athletics check to swim through kelp
- 1 round if group succeeds, 2 rounds if group fails
- E3: Cavern Fork
- Maggie may block the party from taking the southern path if the rivals are in the lead
- 2 rounds if they dawdle, 1 round otherwise
Eastern Path
- E4: Ghostgrass Patch
- DC 12 Dexterity Saving throw or be restrained and take 1d6 necrotic damage (start of each turn)
- DC 12 Athletics check to escape grass
- DC 11 Nature or Survival check to harvest glowing algae from wall
- At least 2 rounds + rounds it takes for characters stuck to get unstuck
- E5: Landslide
- DC 14 Dexterity saving throw from landslide - 3d6 bludgeoning damage on fail (half on success)
- Exits seem blocked by landslide. DC 10 Investigation check to find exit
- If failed it just takes longer to find
- If succeeds by 5 or more they also find hidden cave
- Treasure in hidden cave
- Potion of healing
- Spell scroll of Thunderwave
- At least 2 rounds + 2 rounds if failed investigation check + 1 round if hidden cave is searched
- E5: Quipper Den
- Monsters
- 1 round + rounds of combat
Southern Path
-
E7: Octopus Garden
- DC 17 Perception check to notice octopus
- Monsters
- Treasure at bottom of pit
- 57 sp
- Pouch with dust of dryness (already full of water)
-
E8: Riptide Tunnel
- DC 15 Athletics check to swim (fail means you stay put)
- Tablet
- Detect magic - shows evocation magic
- AC 15 → 10 HP (immunity to poison and psychic damage)
- When destroyed the current subsides
- Rounds it takes to get across
-
E9: Dead End?
- DC 11 Perception check to find exit
- DC 11 Survival check to feel current to exit
- If failed it just takes longer to find
- If succeeds by 5 or more they also find concealed cave
- Treasure in concealed cave
- 1 round + 1 round to find exit (2 rounds if failed check) + 1 round if concealed cave is searched
-
E10: Moonshark Lair
- To remove spear/emerald
- DC 13 Athletics check to pull spear from shark’s side
- Cut rope AC 17 → HP 5
- Race Results
- 10 or fewer rounds - rivals don’t show up until after shark is dealt with
- 11 - 15 rounds - rivals enter chamber on third round of combat
- 16 or more rounds - rivals are already fighting the shark (it has 75 hp left)
- Monsters
- Giant Shark
- While spear is attached:
- the shark glows with silvery illumination, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.
- if the shark uses its action to make a bite attack and misses, it can use a bonus action to swim up to 25 feet without provoking opportunity attacks.
- Treasure