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The text details general environmental features and regional effects, then outlines key areas such as the cave entrance, guard overwatch, a historical mural hallway, and the slaughtered dolphin social dining hall.",{"@graph":14,"@context":73},[15,34,56],{"@type":16,"itemListElement":17},"BreadcrumbList",[18,23,27,31],{"item":19,"name":20,"@type":21,"position":22},"https://docshare.wps.com","Home","ListItem",1,{"item":24,"name":25,"@type":21,"position":26},"https://docshare.wps.com/document/","Document",2,{"item":28,"name":29,"@type":21,"position":30},"https://docshare.wps.com/document/story-novel/","Story & 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\nIntroduction: The merfolk are mysterious amphibious humanoids with unique cultures and societies arrayed beneath the waves. Caverns ofthe Merfolk details a unique merfolk settlement that benefits from unusual magic practiced by the village seer. Through this magic, themerfolk of Dragon’s Eye Cavern have developed tools for writing, crafting advanced tools, and even forging weapons. The seer’s magic has also permitted limited trade with nearby surface communities. This book contains a detailed view of Dragon’s Eye Cavern and the merfolk who dwell there, which can be used in any Dungeons & Dragons setting.  \nCover Art: Some artwork © 2018 Quico Vicens-Picatto, used with  \npermission. All rights reserved.  \nCover Elements use artwork Designed by LuqueStock / Freepik  \nInterior Art  \nCourtesy WOTC p. 3  \nBy Brett Neufeld p.5  \nby Kristen Collins p. 6  \nby Matt Morrow p. 7  \nCartography by Dyson Logos  \nDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.  \nThis work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.  \nAll other original material in this work is copyright [2019] by Travis Legge and published under the Community Content Agreement for Dungeon Masters Guild.  \n2 CAVERNSOFTHEMERFOLK  \nDragon’s EyE CavErn  \n“Great attention gets paid to rainforests because of  \nthe diversity of life there. Diversity in the oceans is even greater.”  \n—Sylvia Earle, Oceanographer  \nDragon’s Eye Cavern is a ready-made location for use in your Dungeons & Dragons campaign. This merfolk village can be set anywhere along the coastline of any D&D setting. Unlike most merfolk villages, Dragon’s Eye Cavern has developed magical means to facilitate trade, commerce, and ease of visitation with nearby surface dwellers. Whether the inhabitants of this village are friend, foe, tense trading partner, or temporary allies of convenience, everything you need to incorporate this vibrant undersea locale into your Dungeons & Dragons campaign is included within these pages.  \nThe Village   \nThe information here details the village of Dragon’s Eye Cavern as it is today. Some historical and cultural  \ninformation is provided within the descriptions of the areas of this underwater settlement, but much of the village’s history, politics, and relationship with outsiders are left to the Dungeon Master to determine. Use this location as best fits your campaign.  \nGeneral Features  \nAll areas of Dragon’s Eye Cavern have the following features unless otherwise noted in the room description:  \nCeilings. The ceilings in each chamber are rough  \nstone and 30 feet high with stalactites hanging from 5 to 15 feet from the ceiling at all points.  \nFloors. The floors are smooth, worked stone.  \nLight.  \nBioluminescent dragon eye coral on the walls and ceilings provide bright light throughout the complex.  \nRegional Effects. Sound is muffled and unclear in the underwater cave. Any Wisdom (Perception) check that relies solely on hearing is made at disadvantage. Successfully understanding any spoken language other than Aquan in the area requires a successful DC 10 Wisdom (Insight) check for each sentence spoken. Nonverbal languages such as thieves’ cant are unaffected.  \nSpells requiring a verbal component also require a successful DC 10 Constitution saving throw in order to cast successfully. If the check is successful, the spell is cast. If failed, the spell fails, and the  \nslot is wasted. Note that this check still applies to creatures who are amphibious, under the effects of runes of waterbreathing, or otherwise able to breathe underwater.  \nThe water in each chamber can be made breathable by surface ","cbCaimQZSdX6ZKNg","https://ap.wps.com/l/cbCaimQZSdX6ZKNg","pdf",1093895,"English","# Introduction\n## Dragon’s Eye Cavern and Village Overview\n## General Features\n## Cave Entrance and Main Thoroughfare\n## Guard Overwatch\n## Hallway\n## The Slaughtered Dolphin","[{\"question\":\"What makes Dragon’s Eye Cavern useful for a Dungeons \\u0026 Dragons campaign?\",\"answer\":\"It is a ready-made location that can be placed anywhere along the coastline of a D\\u0026D setting, with everything needed to integrate the merfolk village into play.\"},{\"question\":\"How does the village seer’s magic affect the merfolk?\",\"answer\":\"It helps the merfolk develop tools for writing and advanced crafting, even allowing them to forge weapons, and it enables limited trade with surface communities.\"},{\"question\":\"What environmental rules apply across Dragon’s Eye Cavern?\",\"answer\":\"Areas typically feature rough 30-foot ceilings with stalactites, smooth worked-stone floors, bioluminescent “dragon eye” lighting, and regional mechanics such as muffled underwater sound and casting requirements involving saving throws.\"}]","Cavernsofthe Merfolk - An Underwater Settlement | PDF",1791278958]