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
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
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
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.
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 Northern 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 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.
3b. Cobra's Climb This tunnel quickly opens into a second cavern very similar
Heading north from Pythas' camp leads into a narrow to the prior one. Candles, totems, and wards all provide a low
lightless tunnel with a gentle slope leading upwards. The path light through the cavern and another group of nightmare
soon turns west and at the end of the tunnel faint flickering creatures and druids reside in this chamber. Roll from this
lights illuminate a small cavern. As the adventurers make section's Random Encounter Table to determine the denizens
their way towards the end of the tunnel, they can look down on of this cave. If the adventurers make any loud noises in the
the Adder's Nest through a few cracks in the southern wall. prior chamber. The denizens of this cave can make a DC10
Perception check. On a success, they will go to the northern
cavern to investigate the disturbance. Another opening in the
cave leads south.
CLASSIC | DUNGEONS | WAILING
CAVERNS
9
Leaving the pair of caves behind them, the adventurers step
out onto a clifftop towering over the chamber where they first
entered the Pit of Fangs below. Across this chasm, the faint Lord Cobrahn
glow of the mushroom on the clifftop of the Adder's Pit can be Medium humanoid (night elf), chaotic evil
seen. The clifftop the party is currently on wraps around the
southern side of the bottom chamber. On the far side of the Armor Class 13
cliff, a light source can be seen emitting from an otherwise Hit Points 27 (5d8 + 5)
hidden alcove. Speed 30 ft.
Inside this alcove is a meager camp built around a low
burning fire. Around the camp are many small cages
containing snakes of all types and colors. Studying these STR DEX CON INT WIS CHA
serpents is Lord Cobrahn, one of the four fanglords. If the 10 (0) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 11 (+0)
characters inspect the cliff face below the alcove they will see
a set of otherwise hidden ledges (marked with an L on the Damage Immunities poison
map) that can used to quickly get back to the bottom of the Pit Skills Nature +3, Perception +3
of Fangs. Senses passive Perception 13
Languages Druidic, Common, Elvish
Lord Cobrahn Challenge 1 (200 XP)
"You will never wake the dreamer!"
Jarlaxla's skill at harnessing animal forms earned him Spellcasting. Cobrahn is a 3rd level spellcaster. His
renown among the druids of the Cenarion Circle. However, spellcasting ability is Wisdom (spell save DC 11, +3
the Wailing Caverns' corruption twisted his unique abilities. to hit with spell attacks). He has the following spells
Now, Jarlaxla has perfected a deadly serpentine form, prepared:
renaming himself Cobrahn to reflect his vicious newfound Cantrips (at will): poison spray, shocking grasp
power. 1st level (3 slots): cure wounds, sleep
Lord Cobrahn (marked by a green skull on the map) is one
of the four fanglords and must be defeated to wake Naralex. Actions
He is a talented shape shifter and prefers to fight in his Multiattack (Wild Shape only). Cobrahn makes two
serpent form. melee attacks.
When Lord Cobrahn is defeated, the party can loot Robe of
the Moccasin and Leggings of the Fang (Embrace of the Claw Weapon. Melee Weapon Attack: +5 to hit, reach
Viper). 5 ft., one target. Hit: 4 (1d4 + 3) slashing damage.
Wild Shape (Recharges after a Short or Long Rest). Lord
Cobrahn can use a bonus action to assume the shape
of a Deviate Adder. It follows the Wild Shape rules
for the Druid class.
Deviate Adder
Medium beast, chaotic neutral
Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.
Deviate Lasher
STR DEX CON INT WIS CHA Small plant, chaotic neutral
10 (+0) 18 (+4) 13 (+1) 2 (-4) 14 (+2) 3 (-4)
Armor Class 10
Damage Immunities poison Hit Points 9 (2d6 + 2)
Senses blindsight 10 ft., passive Perception 12 Speed 25 ft.,
Languages —
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA
Hold Breath. The crocolisk can hold its breath for 15 Damage Immunities poison
minutes. Senses passive Perception 10
Languages —
Actions Challenge 1/2 (100 XP)
Crippling Bite Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d10 + 2) piercing damage Hold Breath. The lurker can hold its breath for 1 hour.
and the target must succeed on a DC 12
Constitution saving throw or become Poisoned, have Actions
their speed halved, and take 3 (1d6) poison damage
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one
at the start of their turn. The saving throw may be
target. Hit: 6 (1d8 + 2) piercing damage,
repeated at the end of the target's turn. On a
success, end this effect.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 2 (-4) 14 (+2) 3 (-4) 16 (+3) 9 (-1) 15 (+2) 3 (-4) 12 (+1) 3 (-4)
Armor Class 14
Hit Points 13 (3d8)
Speed 50 ft.
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)