Wailing Caverns 2
Wailing Caverns 2
Wailing Caverns 2
Overview
Prologue
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
Dreamer's Rock
Return to Disciple's Haven
Spirits of the Fallen Fanglords
Awaken the Dreamer
End of the Nightmare
Treasure
Monsters
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
GM Binder
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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
Overview themselves the fanglords and now work to spread the
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 Prologue
into any campaign.
This section will describe the quests leading up to this
In this dungeon, the adventurers have been tasked with
dungeon. If you are dropping this into another campaign, you
investigating the mutated beasts which have been attacking
can skip to the next section, "Lushwater Oasis".
wildlife and settlements in the Northern Barrens from
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
determine the cause of this odd occurrence.
Naralex is currently slumbering in a network of
underground caverns within the heart of Northern Barrens. First, Tonga has the adventurers travel to the Forgotten
Pools, northwest of the Crossroads, to search its waters for a
Dubbed the 'Wailing Caverns', these natural caves were filled
with steam fissures which produced long, mournful wails as source of power. Underneath the water of the oasis' main pool,
they vented. Naralex believed he could use the caverns' is a fissure in the earth with power emanating from it. The
underground springs to restore lushness and fertility to the characters can report this as a possible cause of the
Barrens - but to do so would require siphoning the energies of overgrowth to the curious druid.
the fabled Emerald Dream.
a narrow
upwards. The path
faint flickering
nturers make
can look down
the southern wall.
Large beast, chaotic neutral As the tunnels reach the point above the southern end of
the grotto, the characters find themselves on a precipice. They
Armor Class 15 can see that the Upper Tunnels continue upwards across the
Hit Points 45 (6d10+ 12) chasm, but they will have to jump across to 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 poisonous
Damage Immunities lightning, poison winged serpents ready to swoop down on unsuspecting prey.
Senses passive Perception 11 More Druids of the Fang and nightmare plants can be found
Languages — here as well. Roll from this section's Random Encounter Table
Challenge 2 (200 XP) to determine what inhabits this stretch of tunnels. In addition
to these monsters, two Deviate Venomwings are here as well.
Charge. If Skum moves at least 20 feet straight The tunnel continues north and into the Cave of the
toward a target and then hits it with a gore attack on Guardian.
the same turn, the target takes an extra 9 (2d8)
bludgeoning damage. If the target is a creature, it 4c. Cave of the Guardian
must succeed on a DC 15 Strength saving throw or
be knocked prone. The Cave of the Guardian is a massive cavern that extends far
above the adventurers. The southern end of the cave
Actions 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
of the Fang.
Chained Bolt. Ranged Spell Attack: +4 to hit, range 30 In the northern recesses of the cave, a massive plant
ft., one target. 11 (2d10) lightning damage. If the monster, Verdan the Everliving, is skulking in the shadows. He
closest creature to this target is within 15 feet of it, is the guardian the legends spoke of. Unfortunately, Serpentis
that creature takes 5 (1d10) lightning damage. 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: 5 (1d4 + 3) slashing
damage plus 3 (1d6) necrotic damage. Any creature
hit by this attack has disadvantage on their next
saving throw against a spell cast by Mutanus.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (-4) 14 (+2) 3 (-4) 10 (+0) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 1 (-5)
Hold Breath. The crocolisk can hold its breath for 15 Actions
minutes.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage,
Actions
Crippling Bite Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d10 + 2) piercing damage
and the target must succeed on a DC 12
Constitution saving throw or become Poisoned, have
their speed halved, and take 3 (1d6) poison damage
at the start of their turn. The saving throw may be
repeated at the end of the target's turn. On a
success, end this effect.
.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Deviate Python
Medium beast, chaotic neutral
Armor Class 13
Deviate Shambler
Medium plant, chaotic neutral
Hit Points 13 (2d8 + 4)
Speed 30 ft., swim 30 ft.
Armor Class 13
Hit Points 32 (5d8 + 10)
STR DEX CON INT WIS CHA Speed 25 ft.
15 (+2) 14 (+2) 14 (+2) 2 (-4) 14 (+2) 3 (-4)
STR DEX CON INT WIS CHA
Damage Immunities poison
Senses blindsight 10 ft., passive Perception 12 16 (+3) 9 (-1) 15 (+2) 3 (-4) 12 (+1) 3 (-4)
Languages —
Challenge 1/4 (50 XP) Damage Immunities poison
Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
Actions Senses passive Perception 11
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages —
target. Hit: 5 (1d6 + 2) piercing damage. Challenge 1 (200 XP)
Constrict. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 6 (1d8 + 2) bludgeoning Actions
damage, and the target is grappled (escape DC 14). Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Until this grapple ends, the target is restrained and one target. Hit: 8 (1d10 + 3) bludgeoning damage.
the python can not constrict another target.
Wild Regeneration (Recharge 5-6). The shambler
regains 3 (1d6) hit points. Until this effect is
Deviate Raptor cancelled, the shambler regains 2 (1d4) hit points at
Medium beast, chaotic neutral the start of its turn. This effect is cancelled if the
shambler takes acid or fire damage. Until this effect
Armor Class 14 ends, the shambler cannot use Wild Regeneration.
Hit Points 13 (3d8)
Speed 50 ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 2 (-4) 14 (+2) 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 5
10 (0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 11 (+0) ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
plus 7 (2d6) acid damage, and if the target is
Damage Immunities poison wearing nonmagical metal armor, its armor is partly
Skills Nature +3, Perception +4 corroded and takes a permanent and cumulative -1
Senses passive Perception 14 penalty to the AC it offers. The armor is destroyed if
Languages Druidic plus any two languages 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.