Teczera, dread lord of pirates has arrived in Cragcoast. When he puts a bounty on the party's heads for the trouble they've caused him (due to their other adventures near the area), the group has no choice but to make a run for it. A "friend" gives them access to the Cragcoast Waterway, but is the dungeon really safer than an above-ground escape?
As you descend into the depths of the Cragcoast Waterway, the air grows heavy with the scent of dampness and neglect. The once vital water reserve, crucial to the survival of the city, now languishes in disrepair. It seems that little care, if any, is given to this forgotten place.
You find yourselves just within the locked entrance, having just left the "keeper" of the waterway, who granted you access. A sense of unease washes over you. Flickering torchlight casts eerie shadows on the walls, and the sound of scurrying feet echoes through the tunnels.
In the darkness, giant rats dart across your path, their beady eyes glinting with a hunger that sends shivers down your spine. The floor beneath your feet is slick, covered in a layer of slimy muck that clings to your boots. It's clear that this place has been left to decay for far too long.
Giant Rat: HP (25% of party Avg. each), Attack (50% of party Avg.), Initiative (50% of party Avg.), Defense (50% of party Avg.)
As you round the corner, your eyes focus upon a rat nest sprawls before you, teeming with beady-eyed rodents. Stench assaults you, and you can't help but feel a shiver of disgust run down your spine.
Past the nest, your attention is drawn to a steel gate at the far right side of the room. Across from the gate, a large and worn wooden column with spokes attached piques your curiosity.
Giant Rat: HP (25% of party Avg. each), Attack (50% of party Avg.), Initiative (50% of party Avg.), Defense (50% of party Avg.)
The staircase, almost completely flooded, leads to an eerie underwater chamber. Heading down, the water envelops you, its chilling embrace seeping past your armor and clothes, and into your bones. Though not literally icy, the water is severely cold, and tenses your muscles, badly.
Within the underwater darkness, illumination comes from faint green glows emitted by lichen and other moldy growth. Its eerie radiance casts otherworldly hues upon the submerged surroundings, creating an unsettling ambiance.
As you swim, you're able to keep your head just above water, though the room's flooding very nearly reaches the ceiling.
As you swim through the labyrinthine underwater dungeon, the waters press in on you with an even greater chilling effect. The murky waters conceal the path ahead, but you press on.
Floating at the corner of the section is another tattered and oaken barrel, and around that corner the waters stretch on.
As you swim further into this section of the Cragcoast Waterway, a sudden calamity strikes. The ceiling gives way with a deafening crash, sending a cascade of debris plummeting into the water in front of you. The once serene environment is now a chaotic scene of destruction.
From the faint glow of the underwater ooze, you catch glimpses of something ominous. A massive tentacle, long and sinewy, thrashes in the water with an unsettling fervor. Where could this tentacle have come from, and worse, what manner of beast is it attached to?
Tentacle: HP (25% of party Avg.), Attack (50% of party Avg.), Initiative (same as party), Defense (same as party)
Yet another tentacle crashes through the ceiling, and you even hear more rumbling, deeper into the dungeon. This second violent intrusion has left you disoriented and on edge, seeking an escape from the treacherous waters.
Through the faint glow of the underwater ooze, your eyes catch a glimpse of a stairway leading up, beckoning you from the icy depths. With every stroke, you propel yourself towards the stairway, driven by the desire to leave the turbulent waters behind.
One giant rat squeaks as you approach the stairway, from a distance, and flees into the next room.
Tentacle: HP (25% of party Avg.), Attack (50% of party Avg.), Initiative (same as party), Defense (same as party)
As you ascend the staircase from the submerged section of the waterway, you find yourself entering another room thick with the stench of rats.
In your previous encounters within the Cragcoast Waterway, you've noticed that the giant rats would flee when wounded. However, as you step into this room, an unease descends upon you. It becomes immediately apparent that the creatures here are trapped, pushed into a corner from which they cannot escape.
The rats exude an air of desperation. The reason for this change in the creatures' demeanor is apparent: you can hear more crashing in the dungeon room beyond, where perhaps another tentacle awaits you. The state of the Waterway and its unknown monstrosities has thrown these giant rats into a state of panic and fear, giving them a newfound ferocity.
Giant Rat: HP (25% of party Avg. each), Attack (50% of party Avg.), Initiative (50% of party Avg.), Defense (50% of party Avg.)
This area was clearly once a storage room. However, any semblance of order and functionality has been shattered. A massive tentacle has burst through the ceiling, thrashing about in a frenzy, and the room itself seems to groan under its weight.
To make matters worse, a colossal spiderweb stretches before you, blocking passage through the room. Thick, sticky strands stretch across the space, trapping any hope of easy passage.
Though the spider that created the web seems to have fled, as you survey the room, you can't help but feel a sense of increased foreboding as the Cragcoast Waterway is proving to be perhaps every bit as dangerous as an above-ground escape may have been...
Tentacle: HP (25% of party Avg.), Attack (50% of party Avg.), Initiative (same as party), Defense (same as party)
Finally, a room devoid of monstrous tentacles... As you step into the dungeon room, your eyes scan the surroundings, searching for any distinguishing features. There is, in fact, a captivating sight that catches your attention.
In the middle of the hallway, pockets of pure magic hover in the air, suspended in a mesmerizing dance. Their vibrant hues shimmer under the dungeon's dim light, casting an enchanting glow that beckons you closer. They swirl and twirl, defying gravity with their ethereal presence.
It's as if they possess a mind of their own, teasing and tempting you to interact with them. You can't help but feel a tingle of excitement mixed with caution. These magical pockets seem impossible to avoid, their allure too captivating to resist. They hold the promise of untold power and secrets, yet their nature remains mysterious.
As you continue your perilous journey, memories of the previous chamber, with its repulsive rat nest and overwhelming stench, are brought back, fresh to your mind. Here, another rat nest lies, with more frightened giant rats, and another metallic gate. These creatures, too, are in a desperate frenzy.
Giant Rat: HP (25% of party Avg. each), Attack (50% of party Avg.), Initiative (50% of party Avg.), Defense (50% of party Avg.)
Frigid waters again meet you, as the darkened staircase leads to another submerged section of the Waterway. Here, another very large slime resides, gently waving in the room's subtle current. Yet, you know its dangers, having faced the mindless slime before.
This room's collapsed ceiling only reaches part-way across its wideth, and though a monstrous tentacle so well-known to you by now flails about, there is perhaps a small section you could swim through which may grant safe passage.
Tentacle: HP (25% of party Avg.), Attack (50% of party Avg.), Initiative (same as party), Defense (same as party)
Emerging from the cold waters, you see another large spiderweb, just barely glistening in the room's low-light. Yet again, however, there is no spider-like creature in sight, so you count yourself fortunate.
Instead, another wooden gate control resides in a corner, along with an oaken chest, across the room in its opposite corner.
Peaceful though the room seems in comparison to what you've experienced so far, the calm doesn't last long, as a might crash just beyond this room echoes thunderously. You can just make out several tentacles through the darkness into the next room, attached to a breathtaking kraken.
So far as you can tell, the creature has not noticed you, and at this point, no tentacles reach into this room.
A rickety and half-broken wooden bridge lies before you over salty-smelling waters. Massive tentacles writhe in the area, slamming randomly against the dungeon's walls, as a creature of tremendous size floats three-quarters submerged in deep pools of water.
The air is heavy with anticipation. Suddenly, a thunderous roar echoes through the murky depths, cascading fear through your limbs. The kraken, a colossal sea beast, hungry and relentless, fully emerges from the watery abyss with a voracious appetite.
It spots you, and launches its attack, its ferocity unmatched. Its monstrous maw opens wide, ready to devour every living thing in sight. The sheer terror of this moment is palpable.
Kraken: HP (200% of party Avg.), Attack - Bite, short range (same as party), Initiative (same as party), Defense (same as party)
Tentacles: HP (25% of party Avg. each), Attack (50% of party Avg.), Initiative (same as party), Defense (same as party)
Finally, a bit of good news - with the kraken slain, its various tentacles have all either slithered back into the depths of the waters throughout the dungeon, or else lie still and lifeless in its various halls. Here, you see the first fruits of your labors.
Though you hope for more good fortune and rest ahead, at least you have this one moment of calm, remembering the adversity you've overcome to purchase this peace.
Midway through the dungeon, you come across what may be your benefactor's place of rest within the Waterway - when he's actually working, that is. Stale and partially-molded food rests on a rickety table. Perhaps this is where he stays when longer projects keep him down here.
Seeing what you've been through recently, it's hard to blame the man for avoiding his more tedious tasks. A small bit of laughter escapes your lips though, thinking about the work he'll have to do in cleaning up the mess from the kraken.
Various orbs of pure magic hover in the air, dancing their same vibrant hues in the dungeon's dim light. On the right side of this hallway, a towering steel door looms before you, adorned with intricate runes that pulse with ethereal energy in shades of deep blue. It stands as a formidable barrier, as the caregiver to the Cragcoast Waterway provided you with no information about how to pass through this seemingly impenetrable facade.
You consider if there had been some kind of key the keeper had meant to give you, but forgotten, in his haste to spirit you down to the dungeon for your escape?
If players are not figuring out how to get through this door and you're concerned the game may grind to a halt, or they may die from pirate attacks, you can always:
Pirates:
HP (25% of party Avg. each), Attack (same as party), Initiative (same as party), Defense (50% of party Avg.)
Another lifeless tentacle covers most of the entrance to this new segment of the Waterway. Just past that, he chamber is filled with a darkness which does not allow torchlight to pass. At first, it appears that the room ends, but pressing on the darkness, you indeed find that there is no wall.
What could possibly be causing darkness like this within the Waterway?
Absolute Darkness:
Through the continued darkness of this winding corridor, the only light which you can faintly make out is another floating font of magic. With the unnatural darkness surrounding it though, this magic does not gleam and glisten as the others had, but instead is like looking upon the dark waters of the ocean at night.
Reflecting the magic's light just barely, across the room, is a chest with steel siding.
If the players interact with the elven serpents, they learn that as with the previous groups, they're mages who are somewhat common among the coastal waters of the area. They are loyal to their own, but anarchists from the (rather thin) authorities of Cragcoast. They often deal with pirates and thieves, though they usually don't commit outright crimes of their own. They're in the waterway because they were trying to use it as a new base of operations within the city. It seems, however, that the concentration of more people in this dungeon has enticed a kraken to come and feed...
This group previously had another member (the "Irradiated Monster") who became exposed to "Concentrated Magic" within the dungeon. The leader of the "Elven Serpents" had been experimenting with new magic, and it seems to have gone badly awry, leaving pockets of "Concentrated Magic" almost everywhere. Once this group of "Elven Serpents" realized what was happening to their friend who had been the most exposed to the magic, they sealed him away in the previous dungeon rooms. This group of elves are quite grateful that you dealt with the danger, though they're gloomy that their friend was killed (most likely) as they'd previously had hopes of somehow restoring him to normal.
Despite their many setbacks, the "Elven Serpents" still hope to claim the waterway as a main base for the "Elven Serpents" within the city of Cragcoast, if possible.
Poison damage at this point should still be stacking up, causing 5% of the party's total HP in damage.
Cumulative Damage:
185% of the party's total HP
A massive shape in the absolute darkness of this segment of the Waterway turns out to be another lifeless tentacle - good thing you faced the kraken in such a cramped space, seeing yet another demonstration of the creature's might, lying about.
You hear the passage of water and just make out some glimmers of ocean-colored light, coming to another patchwork wooden bridge over murky depths.
Poison damage at this point should still be ticking, causing 5% of the party's total HP in damage.
Cumulative Damage:
190% of the party's total HP
As you step into the room, your heart skips a beat. Through the darkness, there, huddled in the corner, is the queen of all spiders. Shapes shift around it, sometimes darting in front, and blocking out all light and view of the creature. Something tells you that the darkness of this winding corridor has either come from this spider queen, or that it has "allies" which cause it.
In the sliver of a moment where your breath stops upon seeing the spider, you can also hear muffled cries behind it...
Though the party most likely won't battle the spider in this room, poison damage at this point should still be ticking, causing 5% of the party's total HP in damage.
Cumulative Damage:
195% of the party's total HP
Finally, stepping into this space, you once again enjoy light. Furthermore, a hole in the Waterway's ceiling large enough to fit a kraken floods the room with the shimmering glow of Altius' otherworldly moon. The air is cool and moist, carrying with it the scent of the nearby sea.
A simple bridge, constructed from weathered wooden planks, beckons you forward.
The spider royalty, though devastating in power, can simply be attacked from the position where the red eyes and fangs are visible on the map. Instead of courageously battling - should the party attack from a range - the spider lord will simply cower in fear as its slowly whittled away. Poison damage at this point should still be ticking, however, causing 5% of the party's total HP in damage.
Cumulative Damage:
200% of the party's total HP
The flickering light of your torch reveals an intricate web spun across the entrance to this room. Having just faced a deadly spider, these strands leave you feeling ominous about the space. However, they are clearly of a different make than the previous room, and seem far thinner in comparison.
As you look past the web, you discover what could be a small trove of useful goods and unique items, all stacked atop one another, in a corner filled with barrels.
other useful items amidst the web's intricate network. A vial of shimmering liquid, rumored to possess healing properties, catches your eye. A set of lockpicks, their delicate craftsmanship still intact, promises to aid you in your future endeavors.
With caution, you reach out to touch a strand, and a surge of ancient memories floods your mind. Visions of long-forgotten battles and lost secrets dance before your eyes. It is as if the web itself is whispering to you, offering glimpses into a forgotten past.
Amongst the barrels, however, you spot a rusted sword, its blade still gleaming faintly with a glimmer of glory.
A tattered journal also lies nearby, its pages yellowed with age, offering glimpses into the lives of those who have called Cragcoast home.
Poison damage at this point should still be ticking, however, causing 5% of the party's total HP in damage.
Cumulative Damage:
205% of the party's total HP
As you approach the end of this corridor, you come face to face with a massive door, forged from gleaming magical steel. Though previous doors within the Waterway have impressed you, this gateway stands apart as its surface is adorned with intricate gold and silver engravings that seem to shift and shimmer with a life of their own.
You sense no obvious magic coming from the doorway, yet a faint hum resonates through the room, as if the door itself is constantly whispering.
Across from the door, another stairway leads down to what you know will be frigid and uncomfortable waters.
These three elven serpents have defected from the rest of the group, on orders of another amongst them who has staged a coup. Currently, they've trapped the "King of the Elven Serpents" within a segment of the dungeon where he can't get out, until their new leader has completed his plans.
These elven serpents have had additional magic powers granted to them by their new leader, which has allowed them the power to charm even the giant paralytic spiders in this room.
Each elven serpent should be about half as powerful as each individual character in the party, meaning that the party should take about 25% of their total HP in damage from fighting them. The party should also take 15% of their total HP in damage from fighting the 14-giant water rats. Poison damage at this point should still be ticking, however, causing 5% of the party's total HP in damage.
However, since this is another excellent room for a couple more barrel explosions (and the party's probably learning this trick well, by now), you can consider the actual total damage from this room to be probably only what they'd take from poison. If the party does use barrels to clear out the elven serpents and giant water rats, chances are high that the blast will also kill the giant paralytic spiders in the prison cell, and even probably kill the prisoner...
Cumulative Damage: 210% of the party's total HP
As you cautiously push open the ornate gold and silver door, a single treasure chest bathed in a soft, ethereal glow awaits, its exterior adorned with glittering jewels. But it is not only the riches of the room that captivate you; it is the whispers from the door that now desperately fill the air.
The soft and hurried voices speak in broken segments of forgotten legends and lost knowledge, enticing you with promises of ancient secrets if only you should stay a while longer, to listen.
The tranquil waters of this short hallway seem almost as disturbing as the chaotic racket caused by the kraken, earlier in the Waterway. Perhaps you've simply become too accustomed to danger in this space to trust something so apparently peaceful.
One of the "Elven Serpents" was, like the "Irradiated Monster" from earlier in the dungeon, subject to a great deal of "Concentrated Magic." AS a result, he's no longer human. Whereas the "Irradiated Monster" lost his mind though, and began attacking anything he saw, this elf - known as "Bastion of Solanar" - has retained his consciousness, and executed a coup against the "Elven Serpent King." He convinced the three elven serpents in the previous set of rooms to lock the gates from that direction so that the "Elven Serpent King" could not escape.
Unfortunately, "Bastion of Solanar" has also managed to lock in the "Elven Serpent King" from the other direction, as well. Locked gates prevent a retreat, and guard dogs affected by "Concentrated Magic" watch over the keys. The "Elven Serpent King" brought his entire entourage of guard dogs with him (housed in the next dungeon room) when coming to see the progress in the Waterway, as his personal escort, but he fears that they - and himself - would all die were he to attempt a forcible escape.
Since this man is king of all elven serpents, he offers a great reward to the party should they help him escape. Bonus reward if none of his beloved guard dogs die in the process.
Though you've now seen many of these aquatic slime up until now, this one is clearly different. This colossal slime's gelatinous body covers every inch of this room. As you gaze upon it, the slime undulates with a sickening squelch, its surface pulsating. You also notice something else intriguing—a faint glimmer within the slim's translucent body, which lights the room quiet warmly.
Looking around the space, you are quite certain that it would be nearly impossible to squeeze past the slime through any gaps, as the colossal mass envelops so much space.
Cerberus is equal in strength to the entire party together, meaning that the party should take 100% of their total HP in damage from fighting the beast.
However, the party has options. They can use the barrels in the room to cause explosions, or send in the guard dogs to tank a lot of damage. In any case, they have a great deal of additional resources, which should probably nullify any damage they would otherwise have taken. Regardless of how the fight is won though, this fight should be significant.
Compared to the previous space, this room is dimly lit, its illumination filtering dimly through the water. More slimy strands floating lazily about, but their quality is entirely different from what you most recently faced. This slime instead remind you of previous rooms, where, though dangerous, the slime was entirely manageable.
Strangely though, you again hear whispers as from the gold-and-silver door, just before you submerged into this segment of the Waterway. Could there be another doorway ahead with that same, strange power?
The party should not take a significant amount of damage from fighting the 9-vampire bats, though they should be debuffed. Any poison damage at this point should be very small, probably not even worth tracking.
For what you hope is the last time, you emerge from chilling waters to a staircase that leads you up to the Waterway's dry, but still-damp halls. For the first time, the floor in this room actually angels steeply upward, giving a rise to your hope that the passage through Cragcoast may soon be complete.
"Bastion of Solanar" was the title given to this former elf, who had enlisted into the elven serpents as the King's right-hand man, back in the early days of the organization. Previously a royal guard in the desert city of Solanar, he was enticed by a life free from rules. After so many years serving the elven serpent's king, and building up a new organization, he became fascinated by the "Concentrated Magic" contained in this dungeon. Though the King requested that he be careful with magical experiments, and take things slow, he did the opposite.
First, testing the "Concentrated Magic" on himself, he changed into what he is now - a monster. Driven mad by the magic's energies, he tested again on another elven serpent, who became the "Irradiated Monster." Finally, he was going to test further on the "Denizen of the Waterway," and if that failed, on the "Elven Serpent King" himself.
The party may think that "Bastion of Solanar" is the dungeon's final boss, but they're wrong. Instead, seeming to come to himself one final time, "Bastion" profusely apologizes to his King, and tells him that using the dungeon's magic, he created various monsters in the dungeon rooms to come. In his final hours, he regretted wanting to experiment on others, and created these hellhounds to help the King escape.
Though "Bastion" can't dispel or remove the "Concentrated Magic," he does provide serums that allow the party to still gain all of the hit chance bonuses from the magic, but protects them from becoming "Irradiated Monsters." Should one of the party members already have become an "Irradiated Monster," it will reverse that effect.
Finally, after providing the party what help he can, "Bastion" perishes as the magic consumes his mind and body.
Reaching the top of the dungeon's incline, you find a final rickety bridge, its worn wooden planks barely holding together. Below you stretches a flooding stream that drops into a shrouded chasm below.
What catches your attention though are the two figures perched at the other end of the bridge. Two smaller, though still-fearsome spiders face you, their eyes gleaming with insatiable hunger.
Each "Waterway Slime - Conglomerate" should be about half as powerful as the entire party put together, meaning that the party should take 100% of their total HP in damage from fighting them, and at least two characters should have part of their weapon, armor, or at least shoes dissolved by one of the smaller waterway slime.
However, if the party has caused flooding from breaking the "Cragcoast Water Supply Lines" from
Dungeon Room 12, then both the smaller waterway slime and the large blue one become completely incapacitated. Especially if the party makes use of barrels on the remaining slime, or uses the hellhounds, which have passive flames roaring from their bodies, it's possible again for the party to sustain no damage from this dungeon room.
Entering this room, you can hear the waves of the nearby ocean crashing against rocks, reverberating within the walls of the Waterway. Stranger still, you notice that moonlight again floods this subterranean space. Though clearly close to the exit, surely the entire ceiling shouldn't - again - be caved in?
Slowly looking around the corner of the door through which you entered, you find that the kraken wasn't the only beast to claim the Cragcoast Waterway as its new home. Indeed, a red dragon has taken residence, its red eyes slitting open ever so slightly as you gaze in its direction.
Just beyond, the outline of what must be the dungeon's exit gleams tantalizingly under the moon's glow.
The essence of magic cobra is about half as powerful as the entire party together, meaning that the party should take about 50% of their total HP in damage from fighting it. However, since the barrels will - for a major change of pace - actually explode on the party this time, they should take another roughly 40% of their total HP in damage, depending on the party's positioning when the attack hits, etc.
Cumulative Damage: 300% of the party's total HP
Thank you for your feedback on Dungeon A Day.
I personally read all messages like this and will do my best to implement your great ideas!
Oops, there was an error sending your message.
Please refresh the page and try again.
I may receive commissions when you click links I provide within articles and make purchases. However, this does not impact my reviews. I try my best to simply provide great content and ideas, for you.
As an Amazon affiliate, I earn from qualifying purchases.
Eternity TTRPG offers unofficial fan content for major TTRPGs and the companies that own them, in addition to my own game.
All Rights Reserved | Eternity TTRPG
We may receive commissions when you click our links and make purchases. However, this does not impact our reviews and comparisons. We try our best to simply provide great content and ideas, for you.
As an Amazon affiliate, we earn from qualifying purchases.
Eternity TTRPG offers unofficial fan content for major TTRPGs and the companies that own them, in addition to our own games.