The Lair of the Wyrm

This fantasy role-playing game scenario is the lair of the Wyrm of Etiniga, the draconic creature from the adventure: The Suitor’s Challenge. I also used a shorter, modified version of this dungeon for the medieval age dungeon in season 2 of Class of 198x. This map could also serve as basically any dragonlike creature’s lair in your home game.

Creatures

As the person running the game, select a number and type of creatures for the below encounters according to what seems appropriate to the characters attempting to delve the dungeon. The scenario probably entails navigating three to five encounters, so a gamut of medium and hard encounters is probably appropriate, based on Player Character number and level (consult your Monster Manual and Dungeon Master’s Guide or equivalent books for more guidelines on this topic). My advice: make it hard, but not impossible. Don’t be afraid to throw in a couple of reinforcements (on either side) when appropriate, but overall try to present a difficult but achievable scenario.

Entrance

Situated in a large natural cavern hidden in the ravine past the hills north of Vistola, the lair of the cursed Wyrm of Etiniga’s maw stands open. A cavern in the side of a ravine, twenty feet wide and receding into the yawning darkness of a larger chamber ahead. Close examination of the gravely ground reveals clawed footprints of a variety of sizes, among dry old bloodstains.

The Lair of the Wyrm (5 foot squares)

Areas

1) Gruesome Display
A pile of broken animals, people, and weapons have been arranged into a sort of horrid meat-drying scaffolding in this chamber. The corpses are in varying stages of decay and bear jagged bite marks on whatever is left of them. Broad natural stone passages lead to the left and to the right.
Loud noises in this chamber will alert the kobolds and lizardfolk to the right in areas 3 and 4.

2) Chasm
This passage is bisected by a twenty foot deep crack in the stone, at the base of which a shallow underground stream flows. The walls bear black moss and faintly glowing white lichen.
Climbing up or down is a difficult task (DC 20) due to the moisture and the slick growths on the walls.

3) Lizardfolk
The warband of lizardfolk who have come to the caves to worship the Wyrm and raid the countryside live in this cavern, eating from the corpses in area 1 and otherwise being served by the kobolds. Among them is a war shaman who will aid them with magic against intruders. The lizardfolk warband spends its time eating, resting, and raiding the surrounding countryside, dragging back both shepard and sheep upon which to feast.
They will lead the attack against intruders, backed up by the kobolds and the shaman as their leader.

4) Kobolds
Numerous kobolds already lived in nearby caves when the Wyrm arrived, and have come here to join in the worship and feasting. They mainly live in this cavern, and perform most of their domestic tasks here from cooking over small firepits to coppersmithing spear heads and knives.
They will join the lizardfolk in defense of the caverns, taking advantage of the narrow passages that connect areas 4, 5 and 7 to flank and sneak up on intruders. Medium sized creatures must squeeze through the narrow passages at half speed, and are at disadvantage to attacking foes and defending themselves.

5) Idol
The kobolds and lizardfolk have built a shrine here to the Wyrm: a stone block with a silver-and-gold gilded idol of the serpentine Wyrm with eyes of garnet. Piled up at the base of the altar is the wealth of the tribe, including several boxes of sandalwood incense, one hundred gold coins, twice as many pieces of silver coin, and a pot of healing balm which will heal 2d4+3 hit points when applied to wounds.
The shaman will make their last stand here against intruders and will fight to the death to protect the shrine.
The idol itself is is worth 200 gold, but it is also warded with a curse, and the first non-lizardfolk to touch it will take 3d8 points of acid damage, unless they make a Constitution save for half damage.

6) Fungi and Slime
Putrid-smelling green slime drips from the ceiling of this shallow bowl of a cavern. Below, grayish gunk stirs slightly among shards of bone and dark smelly spoor.
Creatures entering the cavern will be dripped upon by the green slime on the ceiling, and attacked by the gray ooze on the ground. Unless they succeed on stealth checks, those who pass by this cavern are likely to be pursued by at least one gray ooze.
For lower level parties, consider using Blue Oozes instead of gray oozes.

7) Chasm
This large cavern is split by a 30 foot deep crack in the stone ground.
The chasm is difficult to climb up and down, but the Wyrm can arch across it without difficulty.
Loud noises in this cavern will attract the ire of the Wyrm.

8) Wyrm
The Wyrm of Etrigia lies here, a gleaming shiny black mass of coils and claws, making gruesome noises.
If using the True Love plot twist version of this adventure, medium difficulty (DC 15) Sense Motive skill checks will reveal the beast appears to be in pain, and is writhing and scratching at itself, biting its tail, all without piercing its scaly hide. With successful Perception checks, of if the princess has accompanied the party she will recognize the silver necklace around the serpentine creature’s neck as the one she gave to her true love. If she can kiss the willing beast, the curse will be broken and the Wyrm will revert to their former self.
Otherwise the Wyrm will attack, kill, and then eat any who intrude, or those making loud noises in the adjacent cavern (area 7, above).
The Wyrm‘s hide is invulnerable to non-magical slashing and piercing damage, and will make a grand prize for any who can collect it. If the Wyrm is slain its scales can be made into hide armor that grants the wearer resistance to slashing and piercing damage. This legendary magic item requires attunement.

 


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