Professional Documents
Culture Documents
Overview
Before the Dungeon
Lushwater Oasis
Cavern of Mists
Cave's Mouth
Underground Lake
Disciple's Haven
Screaming Gully
Southern Shore
Streambed
Northern Shore
Pit of Fangs
Adder's Nest
Cobra's Climb
Crag of the Everliving
Skum's Grotto
Upper Tunnels
Cave of the Guardian
Dreamer's Rock
Return to Disciple's Haven
Spirits of the Fallen Fanglords
Awaken the Dreamer
End of the Nightmare
Treasure
Monsters
Created by James Wiken
Special Thanks to
Blizzard Entertainment
Original dungeon design and characters, quest and adventure journal text, art assets, maps
wowhead.com
Dungeon, NPC, and item information, screenshots
Natural Crit
Developed using Homebrewery
Wailing Caverns
Y
ears ago, the famed druid Naralex and his Once connected to the Dream however, the druid's vision
followers descended into the shadowy Wailing somehow became a nightmare. Soon the Wailing Caverns
Caverns, named for the mournful cry one hears began to change - the waters turned foul and the once-docile
when steam bursts from the cave system's creatures inside metamorphosed into vicious, deadly
fissures. Naralex planned to use the predators. These walking nightmares have ventured forth
underground springs to restore lushness to the from the caverns and have attacked the nearby wildlife and
arid Barrens. But upon entering the Emerald settlements, spreading the corruption as they go.
Dream, he saw his vision of regrowth turn into a waking Naralex still resides somewhere inside the heart of the
nightmare, one that has plagued the caverns ever since. labyrinth, trapped beyond the edges of the Emerald Dream.
The adventurers have been sent to the Wailing Caverns to Even his former acolytes have been corrupted by their
aid the Disciples of Naralex in ending the nightmare master's waking nightmare - transformed into the wicked
Druids of the Fang. The greatest of these have declared
themselves the fanglords and now work to spread the
Overview nightmare emanating from their former master.
Wailing Caverns is a dungeon designed for characters from
levels 2 to 4. It is meant to be standalone and can be inserted Before the Dungeon
into any campaign.
In this dungeon, the adventurers have been tasked with This section will describe the quests leading up to this
investigating the mutated beasts which have been attacking dungeon. If you are dropping this into another campaign, you
wildlife and settlements in the Norther Barrens from can skip to the next section, "Lushwater Oasis".
Lushwater Oasis. During the investigation, the characters Located in The Crossroads is a tauren druid named Tonga
learn the corruption is leaking from a cave system that opens Runetotem. He is currently looking for adventurers to
up into the oasis. Inside, the Disciples of Naralex are working investigate a bizarre burst of rampant growth that has sprung
to wake their leader and namesake from his nightmare, the up in the oases around the Barrens. Runetotem sends any
source of the corruption. interested parties to study the local flora and fauna to
Naralex is currently slumbering in a network of determine the cause of this odd occurrence.
underground caverns within the heart of Northern Barrens. First, Tonga has the adventurers travel to the Forgotten
Dubbed the 'Wailing Caverns', these natural caves were filled Pools, northwest of the Crossroads, to search its waters for a
with steam fissures which produced long, mournful wails as source of power. Underneath the water of the oasis' main
they vented. Naralex believed he could use the caverns' pool, is a fissure in the earth with power emanating from it.
underground springs to restore lushness and fertility to the The characters can report this as a possible cause of the
Barrens - but to do so would require siphoning the energies overgrowth to the curious druid.
of the fabled Emerald Dream.
Skum As the tunnels reach the point above the southern end of
Large beast, chaotic neutral the grotto, the characters find themselves on a precipice.
They can see that the Upper Tunnels continue upwards
Armor Class 15 across the chasm, but they will have to jump across to
Hit Points 45 (6d10+ 12) continue further.
Speed 40 ft. The adventurers can each make a DC 13 Athletics Check
to jump across the chasm. If they fail, they fall into the pool
below. If Skum is still in his grotto, this will alert him and we
STR DEX CON INT WIS CHA will immediately head towards the source of the splash.
18 (+4) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 5 (-2) Having crossed the chasm, the adventurers continue
climbing. Here, darting amongst the stalactites, are
Damage Immunities lightning, poison poisonous winged serpents ready to swoop down on
Senses passive Perception 13 unsuspecting prey. More Druids of the Fang and nightmare
Languages — plants can be found here as well. Roll from this section's
Challenge 2 (200 XP) Random Encounter Table to determine what inhabits this
stretch of tunnels. In addition to these monsters, two Deviate
Charge. If Skum moves at least 20 feet straight Venomwings are here as well.
toward a target and then hits it with a gore attack The tunnel continues north and into the Cave of the
on the same turn, the target takes an extra 9 (2d8) Guardian.
bludgeoning damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or 4c. Cave of the Guardian
be knocked prone.
The Cave of the Guardian is a massive cavern that extends
Actions far above the adventurers. The southern end of the cave
overlooks Skum's Grotto below. Along this clifftop is another
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., small druid camp. In it stands the leader of the fanglords,
one target. Hit: 14 (2d8 + 4) bludgeoning damage. Lord Serpentis the Serpent King. He is flanked by two Druids
Chained Bolt. Ranged Spell Attack: +4 to hit, range of the Fang.
30 ft., one target. 11 (2d10) lightning damage. If In the northern recesses of the cave, a massive plant
the closest creature to this target is within 15 feet monster, Verdan the Everliving, is skulking in the shadows.
of it, that creature takes 5 (1d10) lightning damage. He is the guardian the legends spoke of. Unfortunately,
Serpentis has turned him to the nightmare. When the
adventurers defeat the Serpent King, Verdan lumbers out of
the depths of the cavern. The death of Serpentis has granted
him a brief escape from the nightmare and he looks to see
the state of his beloved caverns.
Actions
Nightmare Claws. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage and 3 (1d6) necrotic damage. Any creature
hit by this attack has disadvantage on their next
saving throw against a spell cast by Mutanus.
Deviate Adder
Medium beast, chaotic neutral
Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 3 (-4) 16 (+3) 9 (-1) 15 (+2) 3 (-4) 12 (+1) 3 (-4)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 3 (-4) 12 (+1) 6 (-2) 15 (+2) 1 (-5) 6 (-2) 2 (-4)
Actions
STR DEX CON INT WIS CHA
Pseudopod. Melee Weapon Attack: +3 to hit, reach
10 (0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 11 (+0) 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage plus 7 (2d6) acid damage, and if the target
Damage Immunities poison is wearing nonmagical metal armor, its armor is
Skills Nature +3, Perception +4 partly corroded and takes a permanent and
Senses passive Perception 14 cumulative -1 penalty to the AC it offers. The armor
Languages Druidic plus any two languages is destroyed if the penalty reduces its AC to 10.
Challenge 1 (200 XP)
Actions
Claw Weapon. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage.
Wild Shape (Recharges after a Short or Long Rest).
The druid assumes the shape of a Deviate Adder. It
follows the Wild Shape rules for the Druid class.