DMDave - Dungeons & Lairs 41 - Water Weird Ruins - Full Version

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DUNGEONS & LAIRS #41:

WATER WEIRD RUINS


Water Weird Ruins is a Fifth Edition plug-in CREDITS
adventure for four characters with an average The following creators made this adventure
party level (APL) of 8, 11, 14, or 17. This docu- possible:
ment offers details for each level and makes ad-
justments accordingly. Deadly elementals, both Design and Writing. DMDave
living and undead, haunt the crumbling ruins of Cartography. DMDave
a flying castle. Characters exploring the ruins Creature Design. DMDave
discover clues pointing towards vast wealth hid- Artwork. Fat Goblin Games, Matias Lazaro,
den in the ruins’ numerous secret areas. Nacho Lazaro, Paper Forge

TOVIN’S FLYING CASTLE 1


RUNNING THE ADVENTURE Level Selection
To run the adventure, you need the three Fifth Before play, know the level you wish to run the ad-
Edition core rulebooks. If you don’t have a copy, venture. Overall, the locations and their descriptions
you can access a free basic ruleset from the official in the adventure remain unchanged throughout the
source. levels. However, most of the encounters, hazards,
traps, and treasures scale with each level of the ad-
Read aloud or paraphrase text that appears in venture. The keyed locations will present the differ-
a box like this when the characters first arrive ences between each level.
at a location or under specific circumstances. Also, the adventure works for more than just the
listed levels. If you wish to run this adventure for
When a creature’s name appears in bold type, levels other than the 8th, 11th, 14th, or 17th level,
that’s a visual cue pointing you to its stat block as the chart below shows you which version of the
a way of saying, “Hey, game master, make sure you adventure you should select for each level. We don’t
get this creature’s stat block ready—there’s going recommend running this adventure for characters
to be an encounter!” If the stat block appears in the with an average party level of less than 8 as it may
Appendix of this adventure, the text tells you so; pose too much of a challenge.
otherwise, you can find the stat block in the core Scaling the Adventure
rulebook.
The core manual for players describes spells and Recommended
nonmagical equipment mentioned in the adventure. Average Party Adventure Relative
The core manual for gamemasters describes magic Level Version Difficulty
items. The text notes any items created for this ad-
venture specifically, pointing you to the appropriate 8 8th-level Hard
appendix or sidebar. 9 8th-level Medium
10 8th-level Easy
11 11th-level Hard
12 11th-level Medium
13 11th-level Easy
14 14th-level Hard
15 14th-level Medium
16 14th-level Easy
17 17th-level Hard
18 17th-level Medium
19 17th-level Easy
20 17th-level Easy

2 WATER WEIRD RUINS


WELCOME TO THE FLYING CASTLE In Tovin’s later years, he grew fiercely paranoid.
OF TOVIN THE DISFIGURED He believed that assassins followed him wherever he
went. Eventually, Tovin used powerful transmutation
A few hundred feet above the gray pines of the Ven- magic to lift his castle into the skies above the coun-
omous Forest near the village of Darkwell hover the tryside. He secured the flying island with magical
crumbling ruins of a flying castle. Once the home to guardians and tamed wyverns. Even still, these
Tovin the Disfigured, a crude mage of ill-repute, the extreme precautions did not assuage his fears.
old castle now hides all manner of creatures, dark Gertrude and Harwick became weary. They both
and deadly. Venomous wyverns encircle the castle wanted to leave the castle and begged Tovin to free
and the other flying islands surrounding it. Water them. Tovin refused, believing that their doom lay
weirds, mimics, and other magical monstrosities on the ground. He threatened to lock them in the
continue to ward off treasure hunters within the ru- dungeons below the castle. Knowing that she and
ins themselves. In the castle’s undercroft, a derelict her son were no match for Tovin’s arcane might,
vampire named Leandro the Wretched makes his lair. Gertrude devised a plan.
And in the castle mote’s lowest levels, gem-hungry One night, Gertrude entered the chambers, claim-
xorns swim through the unworked stone and soil, ing that she had a change of heart. She told Tovin
desperate for their next meal. she was wrong to doubt his powers. Pouring two
Who Was Tovin the Disfigured? glasses of wine, she proposed a toast to the family’s
continued prosperity within the halls of the flying
Tovin the Disfigured was a wealthy noble and skilled castle. Ever paranoid, Tovin refused to drink the
mage. He earned his epithet from the scars marring wine unless Gertrude drank it first. Reluctantly, she
the left side of his face, the byproduct of a failed did, smiling. Tovin followed suit. Moments later, the
experiment with alchemist’s fire. Tovin lived in the two were dead from the poison that Gertrude put in
castle with his wife, Gertrude, and their son, Har- their cups.
wick.

TOVIN’S FLYING CASTLE 3


When Harwick discovered the bodies, he collapsed
in grief. A message from his mother told him to find
General Features
a way to escape the castle and that he was still free Unless stated otherwise, the castle ruins have the
to live his life. But Harwick only ever knew the cas- following features.
tle. Without his mother to guide him, he felt hope- Flying Castle. The castle’s ruins sit atop a large
less. So Harwick, too, drank the poison that killed mote of flying earth that measures approximately
his parents. 150 feet wide. The mote was once more exten-
Despite the death of Tovin and his family, the sive, but bits of it shed off during the long years
castle continued to drift over the Venomous Forest. the castle set unoccupied. The mote drifts nearly
Decades passed. The castle fell into ruin, but the 2,500 feet above the Venomous Forest below it. A
magic that kept it aloft stayed strong. Today, the fly- creature that falls from this height without means to
ing castle is a point of great interest among adven- stop itself suffers 70 (20d6) bludgeoning damage.
turers and thrill-seekers. Rumors persist that great Multiple entrances allow access to the tunnels and
treasures still hide within the castle’s secret vaults. chambers below the ruins. However, the best way
Of course, Tovin’s magical servants still guard the to reach the ruins is to fly to the topmost level and
castle. And the wyverns that were once under the land in the castle’s courtyard or the region directly
wizard’s control prowl the skies, fiercely defending it east of the castle.
from anyone who tries to approach. High Winds. High winds constantly assault the
mote and the ruins atop it. While outside of the cas-
Adventure Hooks tle walls or upon its ramparts, these winds impose
If you don’t have a reason for the characters to disadvantage on ranged weapon attack rolls and
investigate the flying ruins, the table below offers Wisdom (Perception) checks that rely on hearing.
some ideas. Roll a d8 or choose the one you like Architecture. Although much of it is in ruins, Tovin
best. built the castle from sturdy stone blocks supported

Water Weird Ruins Adventure Hooks

d8 Adventure Hook
1 Find the Flame Tongue. An adventurer entered the ruins a few years ago but never returned. Her
guildmates want the characters to find proof that she was there. They say she carried a flame tongue
longsword at her side. This sword is in area W11.
2 Recover the Gem of Instant Teleportation. Tovin preferred transmutation magic but occasionally dab-
bled in conjuration, too. Tovin’s old colleagues claim that he stole a gem of instant teleportation. To-
vin’s colleagues will pay 2,000 gp for its return. This gem is in area W13.
3 Talk to Harvick. A great evil lives in the bowels of the flying castle. Scholars believe only the ghost of
Harvick, Tovin the Disfigured’s son, knows how to rid the castle of this evil. The characters may find
Harvick in area W18.
4 Save Krivit. Krivit, a bugbear rogue, entered the ruins hoping to find treasure. Instead, she got mes-
merized by the Maimed God’s statue’s remains in area W10. Her friends will pay the characters 500 gp
if they return her safely to the ground below the castle.
5 Learn the Goodberries’ Fate. A band of adventuring heroes called the Goodberries entered the castle
six years ago and never returned. Their ally, a monk named Dazen, wants to know what happened to
them. The characters will find an old journal detailing the Goodberries’ time in the castle among the
magic items in area W3.
6 Slay Harvick. The vampire Leandro the Wretched sends one of his minions to negotiate with the char-
acters. Leandro believes that Harvick is the one presence in the castle preventing Leandro from trans-
forming it into his vampire lair. If the characters will rid the castle of Harvick, Leandro promises to give
them a portion of the treasure he keeps in his hidden chamber. Harvick is in area W18.
7 Explore the Castle. The residents of Darkwell are tired of the castle casting a permanent shadow on
their village. They offer to pay the characters 1,000 gp each if they explore the castle ruins and rid it
of the dangers there.
8 Learn more about the Castle. An important noble in Darkwell has important information the characters
need to complete one of their quests. However, the noble won’t share this information unless the char-
acters explore Tovin’s Flying Castle.

4 WATER WEIRD RUINS


by wood and metal beams. than the level of the spell cast, the spellcaster re-
Doors. Many of the castle’s oaken doors are miss- gains the spell slot.
ing, torn from the hinges. Those that still stand have Connected Adventures. Many of the locations
AC 15, 15 hp, and immunity to poison and psychic detailed in this adventure reference areas not shown
damage. Secret doors throughout the ruins and its on the adventure’s maps. Future adventures detail
lower chambers require successful DC 20 Wisdom these areas. The exact adventure these areas refer-
(Perception) checks to discover. ence depends on the preceding letter, as shown in
Illumination. This adventure assumes that the cas- this table.
tle exists within the demiplane of shadows. There
Letter Adventure
are no lights, natural or otherwise, throughout the
castle. Text box descriptions assume that the char- V Dungeons & Lairs #43: Vampire Under-
acters brought their light sources or have darkvision. croft
Transmutation Energy. The magical purple crystals W Dungeons & Lairs #41: Water Weird Ruins
that levitate the castle exude strong fields of trans- (this adventure)
mutation energy, affecting the entire castle and its
surroundings. Whenever a spellcaster casts a trans- X Dungeons & Lairs #44: Xorn Tunnels
mutation spell of 5th level or lower in the castle or Y Dungeons & Lairs #42: Wyvern Motes
within 100 feet of it, roll a d6. If the result is greater

TOVIN’S FLYING CASTLE 5


Keyed Locations living creature that comes near the well. The nature
of the encounter depends on the level of the adven-
The maps on pages 5 and 9 show the locations of ture, as shown in the table below.
the areas detailed below.
W1 Encounters
W1 - Courtyard
This large open area was once the castle’s court- Version Encounter
yard. Following the demise of Tovin the Disfigured 8th 2 black puddings
and his family, the enchantments he used to keep
it lush and green faded. Only coarse yellow grass 11th 3 black puddings
finds its way into the garden in small patches. Vast 14th 1 clay golem + 1 black pudding
piles of stone and timber rubble litter the courtyard. 17th 1 clay golem + 2 black puddings
These piles create cover as well as difficult terrain.
Two small buildings stand against the interior of Cellar Door. A rusty, iron cellar door offers access
the eastern wall: the stables and kitchen. The great to the castle’s undercroft, area V1.
hall and living quarters are against the western wall.
While the southern gate crumbled and fell from the W2 - Stables
mote years ago, the northern gate still stands mostly These old stables once held Tovin’s prized pegasi.
intact. The family’s well, now dry, still stands at the Without his conjuration magic to bind them to the
southeastern corner of the courtyard. plane of shadow, the celestials fled as soon as he
Well Passage. The bottom of the well dropped off died.
the mote a long time ago, taking its ability to hold Trap: Watery Sphere. One of Tovin’s old traps still
water with it. The shaft now serves as an access protects the stables. A magic glyph was scrawled
point to the ruins’ undercroft and lower tunnels, in the dirt just by the stable’s doors. The glyph is
connecting this area to areas V6 and X6, respective- nearly invisible, requiring a DC 14 Intelligence (In-
ly. Future adventures set in this castle detail these vestigation) check to find it. A creature that enters
areas. the stables without first speaking the phrase “Hello,
Slick mold covers the interior of the shaft. Any Bubbles!” triggers the glyph.
creature attempting to climb up or down the shaft The trap conjures up a sphere of water with a
without magical aid must first make a DC 13 5-foot radius centered on the creature that triggered
Strength (Athletics) check. If the check results in a the trap. The sphere hovers 10 feet off the ground
failure, the climber falls 60 feet down the shaft, ex- and remains for 1 minute or until dispelled as if tar-
iting the hole at the bottom of the mote. From there, geting a 4th-level spell.
it’s another 2,500 feet to the forest below. Any creature in the sphere’s space must make
Encounter: Well Guardians. Dangerous creatures a DC 14 Strength saving throw. On a successful
linger around the well. These monsters attack any save, a creature is ejected from that space to the
nearest unoccupied space of the creature’s choice
outside the sphere. A Huge or larger creature suc-
ceeds on the saving throw automatically, and a
Large or smaller creature can choose to fail it. On
a failed save, a creature is restrained by the sphere
and is engulfed by the water. At the end of each of
its turns, a restrained target can repeat the saving
throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium
or smaller creatures or one Large creature. If the
sphere restrains a creature that causes it to exceed
this capacity, a random creature already restrained
by the sphere falls out of it and lands prone in a
space within 5 feet of it.
On initiative count 10, if the sphere is not full, it
moves up to 30 feet toward the nearest creature it
can see (it has blindsight 60 feet). If it moves over
a pit, a cliff, or other drop-offs, it safely descends
until it hovers 10 feet above the ground. Any crea-
ture restrained by the sphere moves with it. The
sphere can ram into creatures, forcing them to make
the saving throw. If there are no creatures that the

6 WATER WEIRD RUINS


sphere can sense outside of itself, the sphere in- W4 - Pantry
stead moves up to 30 feet towards the edge of the Rotten wooden boards and cracked stones are all
mote. It then leaps off the edge, taking all restrained that remain in this old pantry.
creatures with it. Encounter: Undead Elementals. A gaggle of pitiful
After 1 minute, the sphere falls to the ground and creatures scours this old pantry looking for sus-
extinguishes all normal flames within 30 feet of it. tenance. They leap into combat as soon as they
Any creature restrained by the sphere is knocked detect the characters’ presence. The nature of these
prone in the space where it falls. The water then creatures depends on the level of the adventure, as
vanishes. shown in the table below. The appendix details all of
W3 - Kitchen these new monsters.
Although the building still stands strong, the inside W4 Encounters
of this old kitchen hardly resembles its former self.
Encounter: Rogue Guardians. The errant trans- Version Encounter
mutation magic that permeates the castle and its 8th 2 desiccators
mote animated some of the old kitchen tools in this
room. These creatures are devoid of intelligence and 11th 1 voidwraith and 1 desiccator
lash out against anything that enters “their domain.” 14th 2 voidwraiths
The nature of the encounter depends on the level
17th 2 voidwraiths and 1 desiccator
of the adventure, as shown in the table below. With
the exception of the mimic, all creatures are detailed
Treasure: More Magic Goods. Similar to the kitch-
in the appendix of this adventure.
en in area W3, this room contains hidden magic
Area W3 Encounters items, the only clue that adventurers were once
here. The nature of the magic item found here de-
Version Encounter pends on the level of the adventure, as shown in the
8th 1 mimic and 2 swarms of flying daggers table below.

11th 1 hearth golem and 2 swarms of flying Area W3 Treasure


daggers
Version Treasure
14th 2 hearth golems, and 2 swarms of fly-
ing daggers 8th 1 potion of greater healing

17th 1 wall golem, 1 hearth golem, and 1 11th 1 potion of water breathing
swarm of flying daggers 14th 1 potion of heroism
17th 1 potion of flying
Treasure: Lost Goods. The last party that en-
tered the island ran afoul of the creatures here. The
wyverns ate their flesh and bones, and the xorn ate W5 - Northwestern Gatehouse
their coins and gems. But their magic items remain. The interior of the northwestern tower lies in ruins.
The nature of these items depends on the level of The northwesternmost part of the tower crumbled
the adventure, as shown in the table below. A suc- and fell off the mote years ago. Cold air rushes into
cessful DC 17 Wisdom (Perception) check reveals the old halls below the ramparts, whistling through
this treasure. the rubble.
Area W3 Treasure The floor here is a mess, creating difficult terrain
throughout the entire area.
Version Treasure
W6 - North Gate
8th 1 potion of healing, 1 potion of climbing, Two rusted iron portcullises seal on either side of
and slippers of spider climbing the old gate. A crumbling wall destroyed the winch
11th 1 potion of climbing, 1 bag of holding, to these gates years ago. Lifting a portcullis requires
and boots of levitation a successful DC 20 Strength check.
A massive hole in the ground at the center of the
14th 1 potion of climbing, 1 bag of holding,
entryway collects cold, brown mud. The glimmer of
and wings of flying
something gold shines from within this mud, quick-
17th 1 potion of gaseous form, 1 potion of ly drawing the eye of anyone who glances into the
flying, and 1 cloak of arachnida area.
Encounter: Water Weirds. The mud is home to the
Development. Combat here may draw the atten- castle’s deadly keepers, the water weirds. The quan-
tion of the creatures in area W4. tity and quality of these elementals depend on the

TOVIN’S FLYING CASTLE 7


level of the adventure, as shown in the table below.
The appendix details these creatures.
W6 Encounters

Version Encounter
8th 3 water weirds
11th 4 water weirds
14th 2 water weirds (summoning variant)
17th 3 water weirds (summoning variant)

Treasure: Fool’s Gold. The shiny, golden object in


the mud puddle is nothing more than a hunk of an
old brass pipe. It is entirely valueless.
W7 - Northeastern Gatehouse
While this side of the gatehouse is in marginally
better shape than its northwestern counterpart, it is
still rough—a large hole filled with brown mud hugs
the southern wall.
Encounter: Water Weirds. The mud is home to the
castle’s deadly keepers, the water weirds. The quan-
tity and quality of these elementals depend on the
level of the adventure, as shown in the table below.
The appendix details these creatures.
W7 Encounters

Version Encounter
8th 2 water weirds
11th 1 water weird (summoning variant)
A creature recently grappled by a watery creature
14th 4 water weirds
(such as a water weird) makes its saving throws
17th 2 water weirds (summoning variant) against this trap with disadvantage.
Spotting the tricky floor tiles requires a successful
Treasure: Not Fool’s Gold. Unlike the puddle in DC 13 Intelligence (Investigation) check. Disabling it
area W6, this puddle contains something of value. requires a successful DC 10 Dexterity check using
An ornate, golden candelabra sunk to the bottom proficiency in thieves’ tools.
of the puddle. The candelabra is worth 100 gp per
level of the adventure. W9 - Greathall
Development. The mud is the only thing that kept This room reeks of mold and decay. The 10-foot-
the candelabra safe from the ravenous xorn in the long table that once dominated this hall lies in ruins,
tunnels below. Recovering it from the mud might along with the chairs that surrounded it.
draw their attention. Hazard: Tricky Chandelier. A rusty iron chandelier
dangles from the ceiling. As poor luck would have
W8 - Guardroom it, the chain holding the chandelier is ready to snap
This wider-than-normal passage once served as a when the characters arrive. When a character steps
guardroom for Tovin’s footmen. It now lies in ruins. into the center of this room, the chandelier falls; the
Trap: Electrified Floors. Another hallmark of To- target must make a DC 13 Dexterity saving throw.
vin’s paranoia, he trapped the floor tiles here if any- On a failed saving throw, the target takes 7 (2d6)
one ever got past the castle’s guards. The trap was bludgeoning damage. The sound of the crashing
not active when Tovin and his family met their fate, chandelier might draw the attention of some of the
but over the years, the original connections shorted, creatures in the castle ruins. Spotting the faulty
causing the trap to function independently. When chandelier requires a successful DC 15 Wisdom (Per-
a creature enters the area for the first time, it must ception) check. Once spotted, the characters may
make a DC 14 Constitution saving throw. A target avoid the chandelier’s path without any issue.
takes 14 (4d6) lightning damage on a failed saving Secret Door. A secret door concealing stairs down
throw or half as much damage on a successful one. to area V7 hides in the northern wall.

8 WATER WEIRD RUINS


W10 - Temple check. Once found, a character must succeed on a
A tall statue dedicated to the Maimed God once DC15 Intelligence (Investigation) check to find the
stood at the western end of this small shrine. A switch that slides the statue’s base out of the way.
band of adventurers searching the ruins for treasure The stairs lead to area V5.
knocked it over years ago. A character who exam-
ines the statue’s pieces and succeeds on a DC 13 W11 - Western Barracks
Intelligence (Religion) check recognizes it for what it Broken beds and rusty weapons are all that remain
is. of these barracks.
Hazard: Dark Secrets of the Maimed God. The Encounter: Cinderspawn. An undead elemental
statue held a minute vestige of the Maimed God. It lingers near the fireplace at the southwestern end
was part of the reason Tovin went insane. A good- of the room. The creature is a cinderspawn (see the
aligned character who successfully recognizes the appendix), the burnt-out undead remnants of a crea-
statue for what it represents must make a DC 13 ture of elemental fire. It hates all living creatures for
Wisdom saving throw. The character gains one form their warmth and seeks to destroy all such beings.
of long-term madness on a failed saving throw. This adventure’s 14th- and 17th-level versions fea-
Secret Stairs. A secret staircase hides below ture two cinderspawn instead of one.
the base of the old statue. Discovering the stairs Treasure: Cursed Flametongue. The cinderspawn
requires a successful DC 20 Wisdom (Perception) here killed an adventurer a few years ago and stole

TOVIN’S FLYING CASTLE 9


Encounter: Water Weirds. Rainwater collected in
these braziers allowed water weirds to claim the
braziers as their homes. Currently, there are two
water weirds here (see the appendix). The water
weirds use the summoning variant in the 14th- and
17th-level versions of this adventure.
W13 - Barbican
This barbican once allowed Tovin’s footmen to pour
boiling water or oil onto intruders in the gatehouse
below.
Trick: Strange Gem. An odd purple gem rests at
the bottom of one of the barbican’s iron braziers.
A detect magic spell cast on the gem reveals an
aura of conjuration around the gem. The first time
a character touches the gem, the character must
make a DC 15 Charisma saving throw. On a failed
saving throw, the gem transports the character and
everything they are holding and carrying, including
the gem, to another part of the castle’s ruins. Roll a
d12 and consult the table below to determine where
the gem transports the character. After the gem
forces a saving throw, it does not function again for
24 hours.
Strange Gem Destination

d12 Random Location d12 Random Location


1 V1 7 W7
her longsword, a flame tongue. The cinderspawn
kept the flame tongue longsword in the fireplace 2 V4 8 W9
where it (or they) derived sustenance from the 3 V7 9 W10
fire the sword emitted. Prolonged exposure to the
4 V8 10 W19
cinderspawn’s presence cursed the sword. A crea-
ture attuned to the weapon becomes cursed. While 5 W5 11 Y5
cursed in this way, the target has vulnerability to 6 W6 12 Y7
cold damage.
W12 - Northwestern Tower W14 - Northeastern Tower
The northwestern tower lies in ruins; its entire upper This old tower is still mostly intact.
half crumbled away. Two long-cold iron braziers Encounter: Wyverns. Wyverns call this tower
stills stand on the tower’s ramparts. home, extending their territory from the floating
Hazard: Collapsing Ramparts. A Medium or larger isles to the south. Although they are aggressive,
creature that enters this area for the first time or these wyverns are wise enough to flee from a
starts its turn there must make a DC 12 Dexterity difficult encounter. There is one wyvern in the 8th-
(Acrobatics) check. A Large or larger creature makes and 11th-level versions of this adventure and two
this check with disadvantage. The water weirds wyverns in the 14th- and 17th-levels of the adven-
automatically pass their checks. On a failed check, ture.
the creature causes another section of the tower to
crumble to the ground below. Each creature in the W15 - Eastern Barracks
area must make a DC 15 Dexterity saving throw There isn’t much left of the beds and chests that
when this happens. A creature moves to the tower’s once crowded these barracks.
edge on a successful saving throw. Otherwise, a Trap: Shiny Things. A character who succeeds on
creature takes 10 (3d6) bludgeoning damage from a DC 15 Wisdom (Perception) check spots a loose
the fall plus another 10 (3d6) bludgeoning damage tile under one of the old bedframes. The tile hides
from the rubble and lands prone in area W5. The a small compartment containing a handful of coins.
collapse causes any water weirds here to fall out of However, it’s trapped. When someone lifts the coins
their braziers, effectively destroying them. from their spot, a poison needle fires out of the

10 WATER WEIRD RUINS


trap. The needle makes an attack roll with +7 to W17 - Ambulatory
hit. A target takes 1 piercing damage on a hit and The upstairs hallway of the living quarters connects
must succeed on a DC 15 Constitution saving throw the two bedrooms that once housed Tovin, Ger-
or become poisoned for 1 hour. Noticing the trap trude, and Harvick. Harvick’s ghostly presence (see
requires a successful DC 15 Intelligence (Investiga- area W18) keeps this hallway cold regardless of the
tion) check. Disabling the trap requires a successful outside weather.
DC 13 Dexterity check using proficiency in thieves’ Trap: Lightning. An old magical trap protects the
tools. upstairs hallway. Any living creature that enters the
Treasure: Coins. The hidden compartment holds 2 hallway without first speaking the phrase “trident”
ep. arms the trap. Then, if a creature attempts to enter
W16 - Eastern Tower areas W18 or W19, it triggers the trap. The hallway
fills with lightning, cast from a glyph on the south-
The tower above the temple in area W10 still stands
ern wall. Each creature in the hallway must make a
strong.
DC 14 Dexterity saving throw. A creature takes 28
Encounter: Weird/Wyvern Rumble. When the char-
(8d6) lightning damage on a failed saving throw or
acters first arrive at the tower, a wyvern battles two
half as much damage on a successful one. Spotting
water weirds (see the appendix). The wyvern hoped
the trap in advance requires a successful DC 14 In-
to drink the water from the braziers from which the
telligence (Investigation) check. A successful DC 14
weirds rise. Naturally, the weirds objected. Unless
Intelligence (Arcana) check disarms it.
the characters get involved, the brawl continues for
1 minute until the wyvern grows frustrated and flies W18 - Harvick’s Chambers
back to one of the smaller, flying motes. The weirds The smaller of the two rooms on the second floor of
then go dormant until the characters approach them. the living quarters was Harvick’s. Little remains of
The weirds use the summoning variant in the 14th- his furniture.
and 17th-level versions of this adventure. Encounter: Harvick’s Ghost. Harvick, now in ghost
form, remains within this room, hidden in the Ethere-
al Plane. Still distraught from his parents’ deaths, he
whines and moans, lamenting his undead existence.
Harvick doesn’t wish to leave the castle. He only
wishes to avoid the castle’s undead dangers, partic-
ularly the vampire Leandro the Wretched in the cas-
tle’s undercroft. Harvick knows that Leandro hides
his coffin behind the rubble wall in the family’s old
tomb (areas V4 and V9). If the characters are willing
to remove Leandro from the castle’s undercroft, he
will share the location of his father’s secret treasure
cache in area Y5. Future adventures feature both of
these plot hooks.
W19 - Tovin and Gertrude’s Chambers
This room belonged to Tovin and Gertrude. Their
desiccated corpses still lie on their bed. The wine
goblets from which they drank Gertrude’s poison lie
within reach. There is nothing else here of interest.

THE ADVENTURE CONTINUES


This adventure covers only one slice of Tovin’s
Flying Castle. Get the other adventures featuring
this castle:
Dungeons & Lairs #42: Wyvern Motes
Dungeons & Lairs #43: Vampire Undercroft
Dungeons & Lairs #44: Xorn Tunnels

TOVIN’S FLYING CASTLE 11


APPENDIX: NEW CREATURES

Cinderspawn
Large undead elemental, chaotic evil
Armor Class 16 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 16 (+3) 11 (+0) 11 (+0) 17 (+3)

Damage Vulnerabilities cold


Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 5 (1,800 XP)
Frostfire Form. The cinderspawn can move through a space
as narrow as 1 inch wide without squeezing. A creature that
touches the cinderspawn or hits it with a melee attack while
within 5 feet of it takes 5 (1d10) cold damage as the cinder-
spawn drains heats from its body. In addition, the cinder-
spawn can enter a hostile creature’s space and stop there. Desiccator
The first time it enters a creature’s space on a turn, that Small undead elemental, neutral evil
creature takes 5 (1d10) cold damage. Armor Class 14 (natural armor)
Illumination. The cinderspawn sheds dim light in a 30-foot Hit Points 54 (12d6 + 12)
radius. Speed 20 ft., swim 60 ft.
Undead Elemental. The cinderspawn has two creature
types: undead and elemental. The cinderspawn can be affect- STR DEX CON INT WIS CHA
ed by a game effect if it works on either of its creature types.
16 (+3) 12 (+1) 12 (+1) 8 (-1) 11 (+0) 13 (+1)

ACTIONS Skills Perception +2


Damage Resistances acid; bludgeoning, piercing, and
Multiattack. The cinderspawn makes two touch attacks. slashing damage from nonmagical attacks
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one Damage Immunities poison
target. Hit: 10 (2d6 + 3) cold damage. If the target is a crea- Condition Immunities exhaustion, poisoned
ture, its Charisma score is reduced by 1d4. The target dies if Senses darkvision 60 ft., passive Perception 12
this reduces its Charisma to 0. Otherwise, the reduction lasts Languages Aquan
until the target finishes a short or long rest. Challenge 3 (700 XP)
Undead Elemental. The desiccator has two creature types:
undead and elemental. The desiccator can be affected by a
game effect if it works on either of its creature types.

ACTIONS
Multiattack. The desiccator makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a
creature, it must make a DC 11 Constitution saving throw. On
a failed saving throw, the target takes one level of exhaustion.
Desiccating Breath (Recharge 6). The desiccator exhales
a 15-foot cone of desiccating air. Each creature in the area
must make a DC 11 Constitution saving throw. A target takes
9 (2d8) necrotic damage and gains one level of exhaustion on
a failed saving throw, or half as much damage on a successful
one and doesn’t gain a level of exhaustion.

12 WATER WEIRD RUINS


Hearth Golem Swarm of Flying Daggers
Medium construct, unaligned Medium swarm of Tiny constructs, unaligned
Armor Class 16 (natural armor) Armor Class 16 (natural armor)
Hit Points 52 (7d8 + 21) Hit Points 35 (10d6)
Speed 30 ft. Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 16 (+3) 3 (-4) 14 (+2) 3 (-4) 11 (+0) 16 (+3) 11 (+0) 1 (-5) 5 (-3) 1 (-5)

Damage Immunities fire, poison, psychic; bludgeoning, Saving Throws Dex +5


piercing, and slashing from nonmagical attacks not made Damage Immunities poison, psychic
with adamantine weapons Condition Immunities blinded, charmed, deafened, fright-
Condition Immunities charmed, exhaustion, frightened, ened, paralyzed, petrified, poisoned
paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive
Senses darkvision 60 ft., passive Perception 12 Perception 7
Languages understands the languages of its creator but Languages —
can’t speak Challenge 2 (450 XP)
Challenge 5 (1,800 XP)
Antimagic Susceptibility. The swarm is incapacitated while
Fiery Aura. The golem emits a fiery aura that extends from in the area of an antimagic field. If targeted by dispel mag-
it 10 feet in all directions. A creature that ends its turn in this ic, the swarm must succeed on a Constitution saving throw
area takes 5 fire damage. against the caster’s spell save DC or fall unconscious for 1
Flare Up. Whenever the golem is subjected to fire damage, minute.
it takes no damage and instead bursts with flames. Each crea- False Appearance. While the swarm remains motionless
ture within 10 feet of the golem takes 7 (2d6) fire damage. and isn’t flying, the daggers are indistinguishable from normal
Immutable Form. The golem is immune to any spell or effect daggers.
that would alter its form. Swarm. The swarm can occupy another creature’s space
Magic Resistance. The golem has advantage on saving and vice versa, and the swarm can move through any opening
throws against spells and other magical effects. large enough for a Tiny dagger. The swarm can’t regain hit
points or gain temporary hit points.
Magic Weapons. The golem’s weapon attacks are magical.
ACTIONS
ACTIONS
Multiattack. The swarm makes two stab attacks. If the
Multiattack. The hearth golem makes two slam attacks.
swarm starts its turn with half or fewer hit points remaining,
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one it can’t use this action.
target. Hit: 14 (2d8 + 5) bludgeoning damage.
Stab. Melee Weapon Attack: +5 to hit, reach 0 ft., one tar-
Ash Breath (Recharge 6). The golem exhales seething ash get in the swarm’s space. Hit: 13 (4d4 + 3) piercing damage.
in a 15-foot cone. Each creature in the area must make a DC
13 Constitution saving throw. A creature takes 22 (5d8) fire
damage and is blinded for 1 minute on a failed saving throw.
A creature takes half as much damage and isn’t blinded on
a successful one. A blinded creature can repeat its saving
throw at the end of each of its turns, ending the effect on
itself on a success.

TOVIN’S FLYING CASTLE 13


Wall Golem
Large construct, unaligned
Armor Class 16 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft.
STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 20 (+5) 5 (-3) 14 (+2) 8 (-1)

Damage Immunities poison, psychic; bludgeoning, pierc-


ing, and slashing from nonmagical attacks not made with
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages understands the langugages of its creator but
can’t speak
Challenge 10 (5,900 XP)
Immutable Form. The golem is immune to any spell or effect
that would alter its form.
Magic Resistance. The golem has advantage on saving
Voidwraith throws against spells and other magical effects.
Medium undead elemental, neutral evil Magic Weapons. The golem’s weapon attacks are magical.
Armor Class 15
ACTIONS
Hit Points 90 (12d8 + 36)
Speed 0 ft., fly 60 ft. Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 20 (3d8 + 7) bludgeoning damage.
12 (+1) 21 (+5) 16 (+3) 8 (-1) 13 (+1) 5 (-3)
Meld Into Wall. The golem steps into a stone wall or sur-
Skills Stealth +11 face large enough to fully contain its body, melding itself and
Damage Resistances lightning, thunder; bludgeoning, all the equipment it carries with the stone for the duration.
piercing, and slashing from nonmagical attacks Using its movement, the golem steps into the stone at a
Damage Immunities poison point it can touch. Nothing of its presence remains visible or
Condition Immunities exhaustion, grappled, paralyzed, otherwise detectable by nonmagical senses. While merged
petrified, poisoned, prone, restrained, unconscious with the stone, the golem can sense what occurs outside it.
Senses darkvision 60 ft., passive Perception 10 The golem can use 10 feet of its movement to leave the stone
Languages Auran where it entered it or use its topple action. Otherwise, it can’t
Challenge 5 (1,800 XP) move. Minor physical damage to the stone doesn’t harm the
golem, but its partial destruction or a change in its shape (to
Air Form. The voidwraith can enter a hostile creature’s the extent that it no longer fits within it) expels the golem and
space and stop there. It can move through a space as narrow deals 6d6 bludgeoning damage to it. The stone’s complete
as 1 inch wide without squeezing. destruction (or transmutation into a different substance) ex-
Airless Aura. The voidwraith’s body is surrounded by an pels the golem and deals 50 bludgeoning damage to it, which
aura of near vacuum at all times. Any creature that starts its counts as magical for the purposes of overcoming its immuni-
turn within 5 feet of the voidwraith can’t breathe and begins ties. If expelled, the golem falls prone in an unoccupied space
to suffocate. closest to where it first entered.
Undead Elemental. The voidwraith has two creature types: Topple. While melded into a stone wall, the wall golem can
undead and elemental. The voidwraith can be affected by a spend 10 feet of its movement to topple out of the wall. The
game effect if it works on either of its creature types. wall golem exits the wall and enters a space that contains one
or more other creatures. Each of those creatures must suc-
ACTIONS ceed on a DC 17 Strength or Dexterity saving throw (target’s
Multiattack. The voidwraith makes two Steal Breath at- choice) or be knocked prone and take 28 (6d6 + 7) bludgeon-
tacks. ing damage. On a successful save, the creature takes only
Steal Breath. Melee Weapon Attack: +8 to hit, reach 5 ft., half the damage, isn’t knocked prone, and is pushed 5 feet
one creature. Hit: 10 (2d6 + 3) necrotic damage. The target out of the wall golem’s space into an unoccupied space of the
must succeed on a DC 14 Constitution saving throw or half creature’s choice. If no unoccupied space is within range, the
its hit point maximum reduced by an amount equal to the creature instead falls prone in the wall golem’s space.
necrotic damage taken. The voidwraith then gains temporary
hit points equal to the necrotic damage dealt.

14 WATER WEIRD RUINS


Water Weird Other Dungeons & Lairs Adventures
Medium elemental, chaotic evil ▶ Dungeons & Lairs #1: Skeleton Tomb
Armor Class 13 (natural armor) ▶ Dungeons & Lairs #2: Kobold Tunnels
Hit Points 55 (10d8 + 10) ▶ Dungeons & Lairs #3: Archmage Stronghold
Speed 30 ft., swim 30 ft. ▶ Dungeons & Lairs #4: Animated Objects
STR DEX CON INT WIS CHA ▶ Dungeons & Lairs #5: Banshee Tower
17 (+3) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 11 (+0) ▶ Dungeons & Lairs #6: Basilisk Canyon
Skills Stealth +4
▶ Dungeons & Lairs #7: Aboleth Cave
Damage Resistances acid; bludgeoning, piercing, and ▶ Dungeons & Lairs #8: Crawler Chasm
slashing damage from nonmagical attacks ▶ Dungeons & Lairs #9: Mummy Lord’s Pyramid
Damage Immunities poison ▶ Dungeons & Lairs #10: Depth Watcher’s Pool
Condition Immunities exhaustion, grappled, paralyzed,
▶ Dungeons & Lairs #11: Dread Knight’s Oubliette
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 12 ▶ Dungeons & Lairs #12: Shadow Cat Gully
Languages Aquan ▶ Dungeons & Lairs #13: Dragon Turtle Shipwreck
Challenge 3 (700 XP) ▶ Dungeons & Lairs #14: Fey Dragon Forest
Magic Resistance. The water weird has advantage on sav- ▶ Dungeons & Lairs #15: Fungus Grotto
ing throws against spells and magical effects. ▶ Dungeons & Lairs #16: Ophidian Monastery
Water Bound. The water weird is bound to a source of ▶ Dungeons & Lairs #17: Night Hag Gallery
water. If the source is destroyed or if the water weird moves
▶ Dungeons & Lairs #18: Darkmantle Space Freighter
more than 10 feet away from the water source, the water
weird is destroyed. ▶ Dungeons & Lairs #19: Griffon Nest
Water Invisibility. The water weird is invisible while under- ▶ Dungeons & Lairs #20: Lich Tower
water. ▶ Dungeons & Lairs #21: Werewolf Village
▶ Dungeons & Lairs #22: Haunted Castle
ACTIONS
▶ Dungeons & Lairs #23: Ethereal Plane
Multiattack. The water weird makes two slam attacks. If
both attacks hit a Medium or smaller target, the target is
▶ Dungeons & Lairs #24: Flesh Golem Laboratory
grappled (escape DC 13). Until this grapple ends, the target ▶ Dungeons & Lairs #25: Pazuzu’s Aerie
is restrained and unable to breathe and the water weird can’t ▶ Dungeons & Lairs #26: Vampire Church
attack another target. ▶ Dungeons & Lairs #27: White Dragon Cavern
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one ▶ Dungeons & Lairs #28: Ninja Clan Hold
target. Hit: 6 (1d6 + 3) bludgeoning damage.
▶ Dungeons & Lairs #29: Minotaur Maze
Variant: Water Elemental Summoning (1/Day). The water
▶ Dungeons & Lairs #30: Owlbear Wood
weird magically summons a water elemental which appears in
an unoccupied space within 60 feet of the water weird. The ▶ Dungeons & Lairs #31: Mimic Museum
water elemental acts as an ally of the water weird and can’t ▶ Dungeons & Lairs #32: Oni Palace
summon other elementals. It remains for 1 minute or until the ▶ Dungeons & Lairs #33: Rust Monster Mine
water weird dies, or until the water weird dismisses it as an
▶ Dungeons & Lairs #34: Revenant Ghost Ship
action.
▶ Dungeons & Lairs #35: Sphinx Pyramid
▶ Dungeons & Lairs #36: Shadow Hotel
▶ Dungeons & Lairs #37: Salamander Forge
▶ Dungeons & Lairs #38: Treant Grove
▶ Dungeons & Lairs #39: Troll Bridge
▶ Dungeons & Lairs #40: Unicorn Island

▶ Dark Domains I: Lost Reliquary


▶ Dark Domains II: The Haunted Mine

TOVIN’S FLYING CASTLE 15


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16 WATER WEIRD RUINS

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