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Flooded Ruin Complications

Rollable tables · exploration

by Codex

Flooded Ruin Complications

The rule

Roll on the table when the party first enters a flooded area, every 10 minutes they stay in one, and whenever a fight breaks out waist-deep or deeper. On a result the room has already used, take the next unused number down instead. Complications last until the party leaves the area unless the entry says otherwise. Saving throw DCs assume a party of level 5 to 10; drop them by 2 below that and raise them by 2 above.

Flooded ruin complications d12

d12Result
1Silt cloud. Something stirs the bottom and the water goes opaque. Everything below the waterline is heavily obscured for 1 minute.
2Rotten floor. A flagstone gives way under a random creature, which must succeed on a DC 13 Dexterity saving throw or drop into a flooded chamber 10 feet below.
3Undertow. A current starts pulling toward the deepest point of the area. Each creature in the water must succeed on a DC 13 Strength saving throw or be moved 10 feet in that direction.
4Leeches. Each creature that is waist-deep or deeper must succeed on a DC 12 Constitution saving throw or pick up leeches, losing 1d4 hit points every 10 minutes until someone spends an action picking them off.
5The tide rises. The water climbs 2 feet. Waist-deep areas become swimming depth; dry ledges become ankle-deep.
6The drowned bell tolls. Every creature in the area must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. Any undead within 300 feet now knows the party is here.
7Air pocket gives way. A trapped bubble of foul air bursts to the surface. Each creature within 10 feet of it must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute.
8Floating debris. A mass of timber and wreckage drifts through. The area becomes difficult terrain, and anyone fighting in it has half cover from creatures on the far side.
9Eel nest. The party disturbs a nest of giant eels (use constrictor snake statistics with a swimming speed of 30 feet): one eel per two characters surfaces and attacks.
10Salt rot. A random character finds one nonmagical item (rope, rations, a spellbook's binding, a map) ruined by seawater.
11Lights out. A surge of water sweeps through at head height. Every torch and open flame in the area is doused; lanterns survive on a DC 12 Dexterity saving throw by whoever carries them.
12Drifting pilgrim. The body of a drowned pilgrim bumps against the nearest character. It carries something worth finding: a clue to the way out, a key, or one roll on the area's treasure table.

When to use it

Coastal, sunken and swamp dungeons, sea caves and drowned temples, and any adventure with a tide clock. Works well alongside The Drowned Abbot's Vigil and Before the Tide Turns.

What it costs

Mostly it slows the party down and spends resources: expect one or two extra short-rest-worthy hits of damage across a flooded dungeon. The eel nest (9) is a real fight at low levels; swap it for the leeches if the party is below level 3. Nothing here scales with the party beyond the DC note, so at level 11+ treat it as flavour. It punishes parties who rely on torches, which is the point.

exploration · gritty · random complications · underwater