Grotto of Tears Mapset (Patreon)
Content
I recently ran an adventure where my players were seeking out an old sea witch in her derelict cave...'the Grotto of Tears', named such by the weeping carving at the cave's entrance.
I thought I'd share my maps if any of you are interested. All 30x30 squares in size.
I'll also put my notes on the various traps and puzzles that I had in this particular dungeon! Enjoy!
GROTTO OF TEARS
1 - Entrance Pool - wading through the cool waist-deep water, you find two stairwells leading off to either side of the chamber. A rushing torrent of water spills from a hole in the wall 3ft wide. - All of the fast-flowing water currents throughout the dungeon lead to this small waterfall.
Water Rapid Hazard: If at any point characters fall into the rushing waters throughout the dungeon, they will be dragged to the entrance pool. They also suffer 5d6 Bludgeoning damage from the sharp rocks and coral hidden below the churning water, a dexterity save DC: 15 reduces by half. Characters with a Swim speed have advantage to this roll.
2 - The Mermaid Statue - A statue of a beautiful mermaid with a gold harp sits in the center of this room facing southward. Below her, lies a beautiful patterned mosaic. - Statue: Investigation DC 12: The patterned mosaic includes a series of musical notes. A Performance DC 14 on the harp causes a hidden door to Room 4 to open. A failed check causes the statue to let out a piercing shriek, dealing 2d6 thunder damage to those within 10ft.
3 - The Four Jars chamber - The sound of rushing water fills this chamber. Four pedestals stand about the chamber, one of them appears to have a large stone jar placed upon it. At the far end of the chamber, between two waterfalls, you see a door inscribed with writing. The walkway to the door however appears to have collapsed. - Jar: The jar appears to be shaped to resemble a coiled Eel, its mouth pointed upwards. Door: Getting close enough to the door, anyone who understands Aquan, the language of water, can read: "Our lungs are empty, but only one of us is not drowning." Invisible platform: There is a hidden platform hidden above the raging waters below, allowing easier access to the separate areas of the chamber.
Puzzle of the four jars: There are four jars that need to be placed on the pedestals, they each resemble a different creature: A Fish, An Eel, A Toad, and a Bird. Though the Eel is already in this chamber, the others are scattered around the dungeon.
They each must be filled with varying amounts of water depending on their type. The riddle on the door hints to this: An Eel (Full of water), A Fish (full of water), A Bird (empty) A Toad, (Half full of water).
4 - Bathing Pool - This otherwise beautifully decorated chamber, stinks of rotten fish. Murky grime and small fish bones cover the surface of a stagnant pool. Engravings of the goddess of healing are carved at either end of the chamber. - Engravings: On the eastern side of the room, a phrase is engraved above the goddess in Aquan: "Here are the waters that heal all pains". An Investigation DC: 16 reveals there to be a hidden door to area 6, triggered by a loose stone. Pool: x1 Fish Jar lies in the pool, amongst the grime (see room 3). x2 Gelatinous cubes, lie within the pool too, Already transparent, they are virtually invisible covered in grime and muck. Anyone who crosses the water will suffer 3d6 acid damage, but the cubes will not attack...yet.
4.1 - Iron Bars trap! - When stepped on this spot, four rusted sets of iron bars slide down and divide the corridor. Anyone moving in single-file down the corridor will be separated. This is when the Gelatinous Cubes make their appearance...unhindered by the bars.
The bars each have old rusted locks that can be picked with thieves tools. Alternatively, they can be bashed down. They each have 15HP and hardness AC of 15.
4.2 - Floor Grate - A metal grate in the floor. Can be easily crossed, however, any pursuing gelatinous cubes will instantly fall through to the rapids below.
5 - Secret Healing Fountain - A secret fountain is hidden away here. The waters almost dried up, are crystal clear. The waters here provide x2 Greater Healing Potions.
6 - Flooded Stairwell - A shallow stream of water cascades down an old carved stairwell. The steps are smooth with years of erosion. - Moving any more than half speed will require an Acrobatics DC: 17 or the player will slip and fall into the rapids below. Tripwaire Trap: A thin wire spans the length of the stairwell, causing those to cross it roll a dexterity save DC 19 or fall. a Perception DC 18 spots this.
7 - Crystal Coral Tunnel - The walls of the passageway here is covered in strange crystalline coral that gives off a faint purple mist.
Moving through the passage requires the player to roll a Con save DC: 13 or become incredibly dizzy from the fumes, stumbling into them and suffering 1d4+1 piercing damage. The Coral can be broken off fairly easily and can be used as a potion ingredient: Contains x5 Crystal Coral.
8 - Copper Chamber - The walls and ceiling of this chamber are covered in gleaming damp copper. Artistic depictions of merfolk warriors are etched everywhere, partly covered by the bright blue-green copper rust. At the far end of this chamber, you see an altar, surrounded by glittering tributes. Engraving: Investigation DC 14: A series of small holes are scattered across the engravings. 18: You notice scratch marks running across the width of the room on the ceiling and floor, a thin seam shows that the walls are in-fact large metal plates. Alter: Amongst the treasure here, you find a jar shaped like a toad. (see room 3)
Trap! Removing the jar from the pedestal will trigger a particularly nasty trap. A sleight of hand check DC: 16 can replace the jar with something of equal weight. Otherwise, The Copper walls and floor become pulse with electricity each round: creatures touching them will suffer 1d6 lightning damage and must succeed a Con save DC 16 or become stunned till the end of their next turn. Spikes also emerge from the walls and they close in on each other after 4 rounds. The trap resets after 1 hour.
9 - Balancing Planks - Wooden planks line the wall in this chamber, in the corners, medusa heads carved from stone leer out from the wall. Planks: A successful Acrobatics DC: 14 is required to cross these planks without falling into the water below. (see water hazard in room 1). Medusa Heads: The medusa heads unleash a petrifying beam when the stone pedestals are stepped on. Wisdom save DC: 14 or become petrified for 10 seconds and topple into the water below. The trap is disabled if the eyes of the statues are covered.
9.1 - Treasure room. Contains various treasure as x1 Bird Jar (see Room 3)
10 - Sea Witches' Lair - Or whatever boss monster you wish!
Those are just my notes, but I'd love to hear if anyone has any suggestions or improvements on them! Enjoy!