DMDave - Dungeons & Lairs 41 - Water Weird Ruins - Full Version
DMDave - Dungeons & Lairs 41 - Water Weird Ruins - Full Version
DMDave - Dungeons & Lairs 41 - Water Weird Ruins - Full Version
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.
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
Version Encounter
8th 3 water weirds
11th 4 water weirds
14th 2 water weirds (summoning variant)
17th 3 water weirds (summoning variant)
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.
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)
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.