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DMDave - Dungeons & Lairs 42 - Wyvern Motes - Free Version

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© © All Rights Reserved
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DUNGEONS & LAIRS #42:

WYVERN MOTES
Wyvern Motes is a Fifth Edition plug-in adven- CREDITS
ture for four characters with an average party The following creators made this adventure
level (APL) of 8, 11, 14, or 17. This document possible:
offers details for the 8th-level version. For the Design and Writing. DMDave and Ellie Ho-
full adjustments for all level ranges, sign up for gan of Adventures, EH?
the DMDave Patreon. Deadly wyverns circle the Cartography. DMDave with Forgotten Ad-
flying rock motes around a ruined castle in the ventures assets
sky. Characters exploring the motes discover Creature Design. Tony Casper of Spectre
dangerous foes as well as vast richess protect- Creations and Kobold Press
ed by the draconic creatures. Artwork. Fat Goblin Games, Matias Lazaro

TOVIN’S FLYING CASTLE 1


RUNNING THE ADVENTURE WELCOME TO THE FLYING CASTLE
To run the adventure, you need the three Fifth OF TOVIN THE DISFIGURED
Edition core rulebooks. If you don’t have a copy, A few hundred feet above the gray pines of the Ven-
you can access a free basic ruleset from the official omous Forest near the village of Darkwell hover the
source. crumbling ruins of a flying castle. Once the home to
Tovin the Disfigured, a crude mage of ill-repute, the
Read aloud or paraphrase text that appears in old castle now hides all manner of creatures, dark
a box like this when the characters first arrive and deadly. Venomous wyverns encircle the castle
at a location or under specific circumstances. and the other flying islands surrounding it. Water
weirds, mimics, and other magical monstrosities
When a creature’s name appears in bold type, continue to ward off treasure hunters within the ru-
that’s a visual cue pointing you to its stat block as ins themselves. In the castle’s undercroft, a derelict
a way of saying, “Hey, game master, make sure you vampire named Leandro the Wretched makes his lair.
get this creature’s stat block ready—there’s going And in the castle mote’s lowest levels, gem-hungry
to be an encounter!” If the stat block appears in the xorns swim through the unworked stone and soil,
Appendix of this adventure, the text tells you so; desperate for their next meal.
otherwise, you can find the stat block in the core
rulebook.
Who Was Tovin the Disfigured?
The core manual for players describes spells and Tovin the Disfigured was a wealthy noble and skilled
nonmagical equipment mentioned in the adventure. mage. He earned his epithet from the scars marring
The core manual for gamemasters describes magic the left side of his face, the byproduct of a failed
items. The text notes any items created for this ad- experiment with alchemist’s fire. Tovin lived in the
venture specifically, pointing you to the appropriate castle with his wife, Gertrude, and their son, Har-
appendix or sidebar. wick.

2 WYVERN MOTES
In Tovin’s later years, he grew fiercely paranoid. When Harwick discovered the bodies, he collapsed
He believed that assassins followed him wherever he in grief. A message from his mother told him to find
went. Eventually, Tovin used powerful transmutation a way to escape the castle and that he was still free
magic to lift his castle into the skies above the coun- to live his life. But Harwick only ever knew the cas-
tryside. He secured the flying island with magical tle. Without his mother to guide him, he felt hope-
guardians and tamed wyverns. Even still, these less. So Harwick, too, drank the poison that killed
extreme precautions did not assuage his fears. his parents.
Gertrude and Harwick became weary. They both Despite the death of Tovin and his family, the
wanted to leave the castle and begged Tovin to free castle continued to drift over the Venomous Forest.
them. Tovin refused, believing that their doom lay Decades passed. The castle fell into ruin, but the
on the ground. He threatened to lock them in the magic that kept it aloft stayed strong. Today, the fly-
dungeons below the castle. Knowing that she and ing castle is a point of great interest among adven-
her son were no match for Tovin’s arcane might, turers and thrill-seekers. Rumors persist that great
Gertrude devised a plan. treasures still hide within the castle’s secret vaults.
One night, Gertrude entered the chambers, claim- Of course, Tovin’s magical servants still guard the
ing that she had a change of heart. She told Tovin castle. And the wyverns that were once under the
she was wrong to doubt his powers. Pouring two wizard’s control prowl the skies, fiercely defending it
glasses of wine, she proposed a toast to the family’s from anyone who tries to approach.
continued prosperity within the halls of the flying
castle. Ever paranoid, Tovin refused to drink the Adventure Hooks
wine unless Gertrude drank it first. Reluctantly, she If you don’t have a reason for the characters to in-
did, smiling. Tovin followed suit. Moments later, the vestigate the flying ruins, a table included in the full
two were dead from the poison that Gertrude put in adventure offers some ideas.
their cups.

TOVIN’S FLYING CASTLE 3


WYVERN MOTES
Once attached to the rest of Tovin the Disfigured’s
flying castle, the portions housing his loyal wyverns
have split from the rest of the island over the years.
Like the main earth mote, they are held aloft by
powerful transmutation magic. The dark shapes
of hunting wyverns are visible through the clouds
around the area, their piercing screeches audible
through the wind.
General Features
Architecture. The wyvern motes are made of natural
stone with tunnels and passages carved out by the
wyvern’s sharp claws.
High Winds. High winds constantly assault the
motes. While on the exterior of a mote or flying
through the air, these winds impose disadvantage on
ranged weapon attack rolls and Wisdom (Perception)
checks that rely on hearing.
Illumination. This adventure assumes that the cas- wyverns in the region. Have each character and NPC
tle exists within the demiplane of shadows. There with the party roll a Dexterity (Stealth) check. If less
are no lights, natural or otherwise, throughout the than half of the group rolls a 14 or higher, a group
wyvern motes. of wyverns spots them and moves to defend their
Suspended Motes. Once part of a unified whole, territory. This can happen even if the adventurers
the wyvern motes have broken apart from the rest have previously killed all of the wyverns detailed in
of Tovin’s flying castle over the years. The motes wyvern mote locations as hunting wyverns return to
hover nearly 2,500 feet above the Venomous Forest their home. Additionally, each hour the characters
below it. A creature that falls from this height with- spend on or inside the wyvern motes roll a d8. On a
out means to stop itself suffers 75 (20d6) bludgeon- result of 1, a wyvern patrol finds them.
ing damage. Wyvern Patrol by Level
Transmutation Energy. The magical purple crys-
tals that levitate the motes exude strong fields of Version Encounter
transmutation energy, affecting the motes and their
surroundings. Whenever a spellcaster casts a trans- 8 1 wyvern
mutation spell of 5th level or lower within 100 feet 11+ Available in the full adventure
of a mote, roll a d6. If the result is greater than the
level of the spell cast, the spellcaster regains the Connected Adventures. Many of the locations
spell slot. detailed in this adventure reference areas not shown
Wyvern Patrols. The wyverns have prospered in on the adventure’s maps. The exact adventure these
the years since Tovin’s death and swarm the skies areas reference depends on the preceding letter, as
around the flying castle. In total, there is one wan- shown in this table.
dering wyvern for each level of the adventure. Each
Letter Adventure
time the party travels between motes, there is a
chance that they attract the attention of the many V Dungeons & Lairs #43: Vampire Under-
croft
W Dungeons & Lairs #41: Water Weird
Ruins
X Dungeons & Lairs #44: Xorn Tunnels
Y Dungeons & Lairs #42: Wyvern Motes
(this adventure)

4 WYVERN MOTES
Keyed Locations check recognizes these as the sounds of young dra-
conic creatures—likely wyverns given their presence
The maps on pages 5 and 7 show the locations of around the castle—playing.
the areas detailed below. Hazard: Single Point of Failure. Unlike other motes
which have transmutation crystals (see Trans-
Y1 - Entrance Tunnel
mutation Energy in General Features) hidden within
The only entrance to the lowest-hovering earth mote the walls, only a single exposed crystal keeps this
is a large hole in its base. A character that succeeds mote aloft. The crystal has AC 13, 20 hit points,
on a DC 12 Wisdom (Perception) check notices and immunity to poison and psychic damage. If the
signs that the tunnel was created by a creature with crystal takes any damage, the mote begins to shud-
long, sharp claws. der and lose altitude. If the crystal is destroyed or
The inside of the mote has been hollowed out by suppressed by dispel magic, the mote plummets to
claws as well. A purple crystal formation grows the ground. Any creature that falls with it takes 75
from the floor at the room’s southernmost point. (20d6) bludgeoning damage and is restrained under
Above the crystal, a hole in the ceiling leads up to a pile of rocky rubble. Spells like feather fall or flying
area Y2. The faint sounds of scuffling and animalis- speeds are not able to protect characters that are
tic squeaks and growls come from above. A charac- trapped inside the mote when it falls.
ter that succeeds on a DC 16 Intelligence (Nature)

TOVIN’S FLYING CASTLE 5


Y2 - Nest Y4 - Scavenger
Nesting mother wyverns make their nests in the pro- The only entrance to this area is a hole in the ceiling
tected interior of this mote. The cozy bed of twigs, of the southwest corner of the room from location
straw, and scavenged animal fur contains around Y3. Wyverns will not willingly enter this location.
two dozen wyvern eggs and two wyvern wyrmlings. The floor of this area is carpeted in red gems.
The eggs have AC 13, 2 hit points, vulnerability to Large purple crystals grow from several spots on the
bludgeoning damage, and weigh 1 pound each. floor. Although the gems appear to be rubies, they
Encounter: Nesting Mothers. The number of adult are actually a type of ooze. Although Tovin originally
wyverns in this area depends on the level of the ad- brought the oozes to his island to protect his trea-
venture. The two wyvern wyrmlings (use the blood sure, he quickly ran into issues with them dissolving
hawk stat block) defend themselves if attacked, but his treasure and transitioned them into a waste dis-
otherwise attempt to hide in the nest. The nesting posal system and false treasure hoard instead.
mother wyverns fight to the death to protect their Encounter: Lurking Oozes. The ruby oozes (see the
young, but will not follow the party out of the room Appendix) attack any creatures that enter the room.
if they flee unless the wyvern wyrmlings are slain The number of oozes depends on the level of the ad-
and their eggs are all destroyed. venture. During the day, they won’t leave the lower
part of the mote unless the party provokes them. At
Nesting Mother Encounter
night, they follow the characters to the upper cham-
Version Encounter ber (area Y3).
Lurking Oozes Encounter
8 2 wyverns
11+ Available in the full adventure Version Encounter

Treasure: How to Train Your Wyvern. Young 8 2 ruby oozes


wyverns and wyvern eggs are highly sought after 11+ Available in the full adventure
by those with the time and resources to dedicate to
training them into guard animals as Tovin once did.
Any eggs that survived the fight between the char-
acters and the wyverns are worth 10 gp each. The
wyvern wyrmlings are each worth 100 gp. A char-
acter that succeeds on a DC 20 Wisdom (Animal
Handling) check is able to convince a wyvern wyrm-
ling to follow them willingly.
Y3 - Boneyard
This mote is the preferred eating site for the
wyverns and is full of the bones of their victims.
Despite that, the area is completely devoid of blood,
entrails, and even dirt. A large hole in the western
side of the cavern leads deeper into the mote.
A character that succeeds on a DC 14 Intelligence
(Nature) check can tell that the meat was eaten off
the bones of these animals by a large carnivore. A
character that succeeds on a DC 16 Wisdom (Med-
icine) check can tell that the bones mostly come
from various beasts with the odd humanoid thrown
in. Some of the skeletons come from recently de-
ceased creatures, making the lack of fresh blood all
the more suspicious.
Encounter: Nighttime Scavengers. If the charac-
ters enter this area at night, one of the ruby oozes
(see the Appendix) from area Y4 is scavenging in
this area. It retreats through the hole to area Y4 as
soon as it detects the characters, bringing its breth-
ren into the fight.
The hole in the floor leads to area Y4.

6 WYVERN MOTES
Y5 - Treasure Cache Encounter: Alpha Wyvern. On her first turn in
Tovin hid the bulk of his treasure here and charged combat, Brunthilda roars, calling reinforcements.
his largest, fiercest wyvern to guard it. Ever para- Brunthilda’s nature and that of her allies depend on
noid, he also set a number of magical contingencies, the level of the adventure, as shown below. This
just in case a flock of angry wyverns wasn’t enough roar also alerts any undefeated wyverns in areas
to deter any would-be intruders. Y1-Y7 of the party’s intrusion, who arrive on scene
Brunthilda the Broodmother is the oldest, meanest after 1d4+1 rounds.
wyvern in the area. She never leaves the treasure Brunthilda and her Brood
hoard, using her position as the flock leader to force
the other wyverns to bring food to her. She has be- Version Encounter
come lazy over the years and is likely dozing when
8 Brunthilda (a wyvern with 160 hit
the characters arrive.
points) and 5 young wyverns (use the
Trap: Alarm Rune. The entrance to the mote is
giant vulture stat block)
protected by the alarm spell. Any living creature oth-
er than a wyvern that crosses the entrance sets off 11+ Available in the full adventure
an audible alarm, waking Brunthilda up.

TOVIN’S FLYING CASTLE 7


Treasure: Tovin’s Secret Hoard. The contents of saving throw before helping or accepting help from
Tovin’s treasure hoard depend on the level of the an ally.
adventure.
Paranoia Gas
Treasure Hoard Contents
Constitution
Version Treasure Version Saving Throw DC Poison Damage
8 1,000 cp, 10,000 sp, 2,500 gp, 70 pp, 8 14 22 (4d10)
2 x diamond (50 gp), 2 x carnelian (50 11+ Available in the full adventure
gp), citrine (50 gp), 3 x zircon (50 gp)
11+ Available in the full adventure The gas lingers in the air for 1 hour after it is
released. It can be dispersed earlier by moderate or
Trap: Stop, Thief! If any creature but Tovin picks stronger winds, such as from the gust of wind spell.
up any of the treasure, a glyph of warding (spell
glyph) hidden below the treasure pile activates. The Y7 - Old Wivvy
nature of the stored spell depends on the level of the This small ledge on the underside of the main earth
adventure. mote has a large purple crystal growing from its far
side. An ancient wyvern with rheumy white eyes
Spell Glyph spends his days perched here.
This ledge is the home of old Wivvy, one of the
Version Save DC Spell
few wyverns that were around when Tovin and his
8 15 cloudkill family still lived. Unlike the rest of the wyverns,
Wivvy is not immediately hostile to the characters.
11+ Available in the full adventure
Furthermore, his Intelligence score is 8 and he is
able to understand Common, allowing any charac-
Y6 - Secret Tunnel ter with telepathic communication abilities to speak
The beginnings of a small tunnel have been carved with him.
into the castle mote near its base. A single skeleton Old Wivvy knows a lot about the layout and oc-
lies at the tunnel’s end, wedged awkwardly between cupants of the flying motes, as well as the castle’s
the stones. history. If the characters are friendly, he can tell
A creature with a passive Perception score of 20 them the following information:
or higher notices tiny spherical holes in the stone at ▶ Many wyverns guard the skies. He doesn’t know
the end of the tunnel. A creature that succeeds on exactly how many because he can’t count, but he
a DC 16 Intelligence (Investigation) check to exam- is certain that the party is outnumbered.
ine the stone can tell that the stone at the end of ▶ Brunthilda the Broodmother lives in the farthest
the tunnel is not as dense as it should be: tiny holes mote (area Y5). She is the biggest, strongest,
give it a sponge-like structure. A character that wyvern. She’s in charge and can call the rest of
succeeds on a DC 15 Wisdom (Medicine) check can the wyverns to protect her.
determine that the skeleton belongs to a human man ▶ He isn’t sure what happened to the castle’s old
who died with his hands around his own neck. occupants, Tovin, Gertrude, and Harvick, and he
Trap: Gas Pockets. Ever paranoid, Tovin protected doesn’t particularly care. One day they simply
his earth mote from burrowing intruders by creating stopped coming out and the wyverns were al-
a layer of nearly imperceptible gas pockets around lowed to do what they wanted afterward which
its perimeter. The gas within is odorless, colorless, suited him fine.
and inert until it is exposed to the air, but any effect ▶ Not-food-yet-living water creatures have taken
that breaks, reshapes, or removes any of the rock over the castle. They and the wyverns dislike each
releases it and converts it to a much more toxic sub- other immensely.
stance known as paranoia gas. ▶ Rock-munchers lurk in the bottom of the largest
Any creature that moves within 10 feet of the earth mote. He sometimes hears them chewing
stone after releasing the paranoia gas must suc- through the wall of his ledge behind the crystal.
ceed on a Constitution saving throw or take poison
▶ The tunnels into the main earth mote above his
damage for the appropriate level of the adventure,
ledge to the northeast (area V8) lead to under-
as shown below. A creature that fails this saving
ground buildings full of danger-not-food creatures.
throw experiences vivid, horrific hallucinations for
The wyverns give it a wide berth.
1 hour and becomes frightened. While frightened,
▶ Many looter-seeker-two-legs have tried to enter
the creature has disadvantage on Wisdom (Percep-
the castle over the years. Many are killed by the
tion) checks and must succeed on a DC 15 Wisdom
wyverns before they even reach the castle. One

8 WYVERN MOTES
tried to make a tunnel on the neighboring ledge
(area Y6) but died from choking-not-air. None of Ruby Ooze
the ones that entered ever came out. Medium ooze, unaligned
▶ The purple crystals have been here as long as the Armor Class 9
castle has existed. He has no idea what they are Hit Points 93 (11d8 + 44)
and, frankly, doesn’t care. They’re not-food and Speed 20 ft., climb 20 ft.
thus not interesting.
STR DEX CON INT WIS CHA
Trap: Gas Pockets. The rocks between Wivvy’s 14 (+2) 8 (-1) 18 (+4) 2 (-4) 6 (-2) 1 (-5)
ledge and area X3 are filled with gas pockets as in
area Y6. Damage Vulnerabilities lightning
Damage Resistances bludgeoning, piercing, and slashing
THE ADVENTURE CONTINUES from nonmagical weapons
Damage Immunities acid, fire
This adventure covers only one slice of Tovin’s Fly- Condition Immunities blinded, charmed, deafened, exhaus-
ing Castle. Get the other adventures featuring this tion, frightened, prone
castle: Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
▶ Dungeons & Lairs #41: Water Weird Ruins Languages —
▶ Dungeons & Lairs #43: Vampire Undercroft Challenge 6 (2,300 XP)
▶ Dungeons & Lairs #44: Xorn Tunnels Ambusher. The ooze has advantage on attack rolls against
any creature it has surprised.
APPENDIX: NEW CREATURES Amorphous. The ooze can move through a space as narrow
as 1 inch wide without squeezing.

Ruby Ooze Corrosive Form. A creature that touches the ooze or hits
it with a melee attack while within 5 feet of it takes 7 (2d6)
The rough stone wall reveals a vein of blood-red acid damage. Any nonmagical weapon made of metal or wood
gemstone running through it. that hits the ooze is coated in a corrosive red slime. After
dealing damage, the weapon takes a permanent and cumula-
Miners’ Menace. The ruby ooze has simple tricks, tive -1 penalty to damage rolls. If its penalty drops to -5, the
but they work well where humanoids are concerned. weapon is destroyed. Nonmagical ammunition made of metal
Ruby oozes hunt by packing themselves into cre- or wood that hits the ooze is destroyed after dealing damage.
vasses in walls and surfaces near areas of high The ooze can eat through 2-inch-thick, nonmagical wood or
traffic, which has led to many costly battles inside metal in 1 round.
mineshafts. False Appearance. While the ooze remains motionless, it is
Treasure Stalker. Ruby oozes are known to take indistinguishable from a pile of rubies.
on a semisolid form that strongly resembles a pile of Spider Climb. The ooze can climb difficult surfaces, includ-
cut stones. As soon as something warm and moving ing upside down on ceilings, without needing to make an
comes within reach, the ruby ooze lunges with its ability check.
pseudopods. When confronted with strong and re- ACTIONS
sisting prey, the ruby ooze launches some of its own
Multiattack. The ruby ooze makes two pseudopod attacks.
protoplasm at the creature. This substance hardens
the flesh it touches into a ruby-like stone, slowing Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14
and harming the creature enough for the ruby ooze
(4d6) acid damage.
to devour what flesh remains. When its prey is im-
mobilized by its acid, the ruby ooze covers the body Acid Spray (Recharge 5-6). The ooze sprays its bright red
protoplasm in a 20-foot line that is 5 feet wide. Each creature
entirely and dissolves it down to the odd tooth or bit
in that line must make a DC 15 Dexterity saving throw. On
of ruby-colored bone. a failure, the creature takes 21 (6d6) acid damage and is re-
Hoard Bane. The creatures have been employed strained as its flesh begins to turn into a translucent ruby-like
by those wishing to protect hoards of wealth, but stone. On a success, the creature takes half the damage and
the number of substances the ooze can dissolve isn’t restrained. The restrained creature must make a DC 15
makes this an infrequent method of security. Constitution saving throw at the end of its next turn, taking
Ooze Nature. A ruby ooze doesn’t require sleep. 21 (6d6) acid damage and becoming petrified on a failure or
ending the effect on a success.

TOVIN’S FLYING CASTLE 9


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LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris
distributed using this License.
Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin,
3. Offer and Acceptance: By Using the Open Game Content You indicate
and Jon Sawatsky. | Publisher’s Choice Quality Stock art © Rick Hershey / Fat
Your acceptance of the terms of this License.
Goblin Games, used under license. | Some images used under license from
4. Grant and Consideration: In consideration for agreeing to use this Li-
Shutterstock.
cense, the Contributors grant You a perpetual, worldwide, royalty-free,

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