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L2-24. Humming River Bend

Stone breathes cold and wet as you push west. The tunnel widens to fifteen feet, its floor feathered with slime and trod in three-toed tracks. Just short of the brink, a dark sideway yawns south, choked in fallen blocks—some carved, most broken. Ahead, the underground river shouldering south fills the junction with a low roar; across the fifteen-foot span of water the far bank shows a corridor veering south and out of sight.

The air carries saurian musk and, faint beneath the water’s rush, a slow throbbing hum—felt more in your ribs than your ears—easing up from the darkness far to the south.

River Mechanics

  • Entering the water: STR (Athletics) DC 13 each round or be swept 20 ft south into the submerged tunnel and knocked prone on collision (1d4 bludgeoning).
  • Climb out: Athletics DC 12 on rough bank, DC 14 on smooth; rope or pitons reduce DC by 2.
  • Jumping the span: Standing long jump requires STR 18 (or running start + Athletics DC 12). Failure by 5+ lands the jumper in the current.

Crossing Features (improv)

  • Loose Block (east lip): A toppled Suel stone can be levered to make a 5-ft half-step (STR DC 12; 1 minute; adds +2 to one jump attempt).
  • Ceiling Anklets: Iron rings (old maintenance) over the near bank allow a tension line; setting one grants Advantage to two crossing checks.

Signs of Troglodytes

  • Tracks & Tail-drags: Survival DC 12 shows regular patrols west↔south; DC 15 notes a drag trail (netted prey) leading south.
  • Caches: Investigation DC 12 near the river finds a pegged line for drying blind-fish (1d3 rations).
  • Musk Gradient: Perception DC 11: smell strengthens south (toward the hum), lighter to the west bank’s far corridor.

The Humming (what PCs can glean)

  • Perception DC 11: It cycles, slow and steady, not in step with the river.
  • Nature/Arcana DC 12: Could be geologic resonance or air drawn through a deep vent.
  • Religion DC 12: Could be a ritual drone chamber—troglodytes (or others) might use it to mask chants.
  • Effect: While within the south ruin and southern mouth, creatures have +1 to Stealth (sound); shouted words carry poorly.

Encounters (quick, quiet zone)

Roll 1d6 every 10 minutes of lingering or after noisy events. Apply +1 if bright light is unhooded for >10 minutes; −1 if the party stays hushed.

d6Result
1No encounter; the hum seems closer (next roll at +1).
21 Troglodyte Scout ghosting the west bank; flees south if seen.
32 Troglodytes fishing with line; if surprised, they leap across stones and bolt south.
4Quipper Swarm noses up from a south eddy; engages only if someone enters the water.
5Carrion Crawler probing the collapsed room’s ceiling; retreats from fire, pursues stunned prey.
6Troglodyte Pair + Young (noncombatant) moving prisoners south; drop ropes and scatter if threatened.

Connections

  • West (across river): Corridor turns south out of sight—troglodyte traffic common; raise encounter checks to every 5 minutes if pursued.
  • South (collapsed room): Dead end for now; hum hints at deeper cavities further south (future expansion hook).
  • Back east to L2-21: Safer navigation; sound masking from river grants PCs a quiet withdrawal if needed.

Humming River Bend by 3orcs

Type: Natural junction with underground stream; collapsed Suel chamber (unknown purpose)
Access: From L2-21 (Warren-Wye), a 15-ft-wide tunnel runs west to the river; just before the water, a 15-ft-wide passage drops south into a ruined Suel room.

Layout & Terrain
  • West Passage (to river): 15-ft wide, 8–10 ft high; slick scallops (treat as difficult terrain in 5-ft patches).
  • South Passage (collapsed Suel room): 15-ft wide opening into a caved-in chamber (see below).
  • River Channel: 15-ft wide; depth 4–7 ft; current flows south at 20 ft/round; rough stone banks on both sides.

Type
Room, Natural, Cavern
Map Notes
  • Draw a 15-ft west tunnel meeting a 15-ft south passage just before a 15-ft river flowing south.
  • Mark loose block at the east bank, ceiling rings above.
  • Across the water, show the corridor bending south.
  • The collapsed Suel room opens immediately south with rubble piles and shard icons; annotate hum arrows deeper south.



Cover image: Suel Temple Skull Banner by 3orcs

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