DMDave - Dungeons & Lairs 42 - Wyvern Motes - Free Version
DMDave - Dungeons & Lairs 42 - Wyvern Motes - Free Version
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
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.
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)
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.
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.
10 WYVERN MOTES