The Emerald Grotto – Call of the Netherdeep
Board

https://talestavern.com/wp-content/uploads/2022/03/Grotto-Picture.png
Author: GMWorkshop
Status: Complete
TaleSpire Version: EA - Chimera
Created On: March 25th, 2022
Last Updated: March 25th, 2022
Terrain: Underwater
Location: Wildemount
Type: Caves
Creative Commons Lic. Attribution-ShareAlike

This is the entirety of the Emerald Grotto from the Critical Role: Call of the Netherdeep from chapter 1.
The final room is hidden behind a volume hider to keep the information hidden from the players. The scatter is relatively minimal to keep the area legible.
There are markers for each room (E1 through E12) representing the locations in the book.

This was used on https://twitch.tv/gmworkshop as part of the Twitch Plays: Call of the Netherdeep series.

Sample Collections/Campaigns that include this slab

3 thoughts on “The Emerald Grotto – Call of the Netherdeep”

  1. Amazing! As a note to anyone who wants to use this, I felt like changing the World Units of the board for tile size to 2.5 gives you measurements almost exactly to what the battlemap of the book uses.

    Wanted to make sure this got out there cause that is VERY important as you need to keep track of progress in rounds. which could get extended or shortened if you chose to use a different measurement.

    Would love someone to double check me but the battlemap in the book has roughly the same amount of distance for both paths (on a straight shot) with me only counting 1 square (5 feet) of difference. This board seems to have 20 tiles more on the path going south. Depending on whatever units you use this could mean nearly a full round of movement. So as the DM you may want to add/remove a round for the decision at the final room.

    Also i would recommend using another volume hider to hide the loot in E9 as it would be kinda meta-gaming if a player saw it on the board when their characters may not, perhaps move the wall over slightly to make a gap to see if a player may want to question that organically. I would also argue perhaps volume hiding the other exit foe E5 and E9 until the characters roll to find said exits for the same reason.

    • Thank you for the feedback and all valid and good comments! When playing through it, it worked out alright for me and my players, and there are indeed some slight variations from the book map to make it more legible in actual play. Adding more volume hiders is definitely a great idea. I tried hiding things with walls etc and it seemed to work well enough but if you’re wanting to be more thorough, then volume hiders are the way to go!

Leave a Comment