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R5: Underwater Exploration

jn2-r5 • jn2-r5 • JN2: Monkey Isle
This adventure features a clear glass globe about 4 inches in diameter that appears empty but maintains neutral buoyancy (neither rising nor descending when in water at any depth). When gripped, the gripper gets the sense that shattering it will permanently increase their Constitution by 1 point. Someone with a maximum score (usually 18) cannot smash it; if they insist in trying it might shatter but not benefit them or anyone else. Roll 1d6: on 1-3 it is in the seaweed patch at #3, and on 4-6 it is in the seaweed patch at #4, moving slowly about in a current of water so as to attract attention. There are numerous ocean coves in this area; this one can only be found with the aid of the map possessed by the shipwrecked castaway found at the preset ocean encounter O7. The cove is about 30 feet deep, but slopes down around the entryway at #6 to reach 60 feet or so. The jagged cliffs around the cove rise at least 100' high and are populated by sea birds and pterodactyls. The ocean around the beach is clear enough to allow sunlight to penetrate down deep and provide decent vision, although the refraction and rippling of the water causes distortions. Clear vision is perhaps to 120 feet or so (if desired, cut a circle out of a piece of paper to measure it). That is for large moving objects; smaller objects can only be seen at 30 feet or so. The floor of the cove is a mixture of sand an
d silt in some places, with coral or seaweed elsewhere. Fish thrive here, as do normal crabs and other common, inoffensive sea life. Hunting fish in the cove is a large sea turtle. It will not attack the PCs (it flees if attacked). It might be charmed, tricked, or otherwise used by clever PCs to help them. Sea Turtle, Large: AC 18, HD 4, #At 1 bite, Dam 1d8, Mv 10' Swim 60', Sv F4, ML 8, XP 240
CHILDREN • 15
1. Underwater Ruins room
This is a collection of crumbled columns. The ocean floor here is covered by flagstones, with a scattering of seaweed and coral growing about them. Four nixies float amid the weeds, shackled to chains attached solidly to the bottom of a column. They were stolen from their inland lake by a sea witch (which they have not seen for days). Consider rewarding the PCs 100 XP (25 each nixie) for rescuing them. These nixies may aid them in the local adventures (especially with their water-breathing spells), but they are desperate to return to their lake. 4 Nixies: AC 16, HD 1*, #At 1 dagger, Dam 1d4, Mv 40' Swim 40', Sv F2, ML 6, XP 37 ea. HP
2. Coral Ridge room
This ridge of coral rises some 10' up. Sea life thrives here, including scores of clams, which have not been harvested in centuries. If the PCs hunt for pearls they will find 1d3 pearls/hour until 16 have been found (total value 1,600 gp: 100 gp each). There is a 1 in 6 chance per hour of a hungry mako shark appearing. Mako Shark: AC 15, HD 4, #At 1 bite, Dam 2d6, Mv Swim 80', Sv F4, ML 7, XP 240
3. Seaweed Patch room
This patch of seaweed is inhabited by two giant waterbugs. The PCs can collect a gem-quality collection of coral worth 500 gp and weighing 10 pounds. 2 Giant Waterbugs: AC 18, HD 5*, #At 2 claws or 1 sucking bite, Dam 1d6 claw, 2d6 bite, Mv 30' Swim 30', Sv F5, ML 7, XP 405 ea.
4. Seaweed Patch room
This patch of seaweed is inhabited by three different giant diving bell spiders. There are also the half-buried bones of a human in tatty remnants of good clothing. Searching it reveals a silk eye patch sporting a 100 gp gem in the center and a gem-sprinkled golden dagger worth 200 gp, preserved by being buried in silt. 3 Giant Diving Bell Spiders: AC 15, HD 4*, #At 1 bite, Dam 1d8 + poison, Mv 50', Sv F4, ML 8, XP 280 ea.
5. Eel Lair room
This wide, deep tunnel is the lair of a giant eel. Giant Eel: AC 12, HD 6, #At 1 bite, Dam 1d12, Mv 60', Sv F6, ML 8, XP 500
6. Exit To Ocean room
The sea floor slopes down to a depth of 60 feet here. This entrance is 30 feet high. The section nearest the ocean is vaguely obscured by what appears to be seaweed. These are the tentacles of a giant jellyfish that has parked itself here to snatch passing fish. Giant Jellyfish: AC 15, HD 8*, #At 1d8 tentacles, Dam 1d4 + poison, Mv 20', Sv F8, ML 8, XP 945
7. Hallway room
There is no light here. This stretch of natural tunnel slopes upward, rising some 30 feet total as it moves from south to north. About 10 feet from where it opens into the chamber to the north the water ends and air takes over. A constant shower of clean, fresh water sprinkles down there. Stepping through it grants humans and humanoids the ability to move and breathe in water as if it is air (they can swim) for 1d6+6 turns. The shower system itself grants this; the water is fresh and drinkable but has no effect if removed.
8. Cavern room
The walls and ceiling of this dark chamber are natural, rough, and uneven. The floor has been paved by stone blocks. In the back of the cave is what appears to be a pile of coins; it is a pile of colorful, shiny rocks of little value. A giant 2-headed snake rests atop it. The "secret doors" between this room and #9 are sections of wall carefully hinged to be pushed out (to the east) but not in (to the west). Tiny cracks allow a person to look through it. Giant Two-headed Snake: AC 14, HD 5*, #At 2 bites, Dam 1d8 + poison, Mv 30', Sv F5, ML 8, XP 405
9. Guards room
If the PCs do not detect the secret doors between this room and #8, the subterranean lizard men behind them will come out and attack from behind when they leave the chamber. The subterranean lizard men do not have light and even if the PCs try to look through cracks in the doors, they will see little. 6 Subterranean Lizard Men: AC 15, HD 2, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, Mv 30' Swim 40', Sv F2, ML 9, XP 75 ea.
10. Mucky Hallway room
The floor of this hallway looks normal, appearing solid to casual inspections, but as characters move across it the crust will break and they will begin to slowly sink. It is covered by gooey muck about 2 feet deep that reduces movement to 1/10th the normal rate. Subterranean lizard men guards keep watch through a peephole in the door at the east end; they will come out and attack slowed PCs with crossbows. 6 Subterranean Lizard Men: AC 15, HD 2, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, Mv 30' Swim 40', Sv F2, ML 9, XP 75 ea.
11. Empty Crystal Room room
This empty room has crystal walls that reflect light in a kaleidoscope effect.
12. Common Room room
Three troglodytes inhabit each of the three chambers (the one with the number and the two to the south). Any noise or bright light will cause them all to converge on the source. The chambers are furnished with simple wares like clay jars and rattan chairs and cots. A stew of fish and clams is cooking in a pot over a small fire in the main chamber. 9 Subterranean Lizard Men: AC 15, HD 2, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, Mv 30' Swim 40', Sv F2, ML 9, XP 75 ea.
13. Subterranean Lizard Man Chief room
QUARTERS: The head subterranean lizard man is here, along with three others. Subterranean Lizard Man Chief: AC 17, HD 6, #At 2 claws, 1 bite, Dam 1d4+2 claw, 1d4+2 bite, Mv 30, 40', Sv F6, ML 9, XP 500 3 Subterranean Lizard Man: AC 15, HD 2, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, Mv 30' Swim 40', Sv F2, ML 9, XP 75 ea. In the far western alcove is a pile of coins (2,000 sp), gems (5 gems worth 100 gp and 2 worth 500 gp), and a locked treasure chest (the lock is trapped with a needle; save vs. Poison or die) with 1,100 gp.
14. Temple room
The subterranean lizard man temple is here, guarded by a head priest and two others. Skeletons hang on wooden cross- poles, decked out in gaudy feathers and leather clothing. Bones are arranged in various symbols along the wall. A great hulking skeletal figure reclines on a bone throne. It has been assembled from dinosaur bones. The priest is not a Cleric per se, but is a devoted follower and worshiper of a subterranean lizard man deity. Subterranean Lizard Man Priest: AC 17, HD 4, #At 2 claws, 1 bite, Dam 1d4+1 claw, 1d4+1 bite, Mv 30' Swim 40', Sv F4, ML 9, XP 240 2 Subterranean Lizard Men: AC 15, HD 2, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, Mv 30' Swim 40', Sv F2, ML 9, XP 75 ea.
15. Store Room room
This chamber contains woven baskets full of dried meats, vegetables and fruit. There is about 4d6x100 pounds of food here.
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