L2-24. Humming River Bend
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.
| d6 | Result |
|---|---|
| 1 | No encounter; the hum seems closer (next roll at +1). |
| 2 | 1 Troglodyte Scout ghosting the west bank; flees south if seen. |
| 3 | 2 Troglodytes fishing with line; if surprised, they leap across stones and bolt south. |
| 4 | Quipper Swarm noses up from a south eddy; engages only if someone enters the water. |
| 5 | Carrion Crawler probing the collapsed room’s ceiling; retreats from fire, pursues stunned prey. |
| 6 | Troglodyte 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.

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.
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.

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