Sourwing Wreck
- Rooms
- 11
- Foes
- 13, CR 1/8 to 1/2
- Traps
- 2
- Treasure
- 262 gp
At a glance
The threat
The Wyrm-Fang Clan numbers fewer than thirty, but the wreck gives them narrow approaches, hidden lookouts, and a steady supply of venom.
Wandering monsters (1d3)
- 1
1d2× Wreck SnakesCR 1/8
When: They appear after loud noise or when the party disturbs a warm pipe or snake basket nearby; they flee if badly injured.A pair of venomous snakes slip along the hull seams, flicking their tongues at warm bodies. - 2
Wyrm-Fang ScoutCR 1/4
When: Roll when the party spends several minutes making noise or rests inside the wreck; the scout tries to sound an alarm before attacking.A goblin scout with a shortbow and leaf camouflage checks the corridors for intruders. - 3
1d2× Goblin ForagerCR 1/4
When: They return from the forest through or pass between rooms 8 and 1; they may be bribed with food or allowed to flee.A nervous goblin forager drags a sack of mushrooms and forest roots, stopping to listen at each door.
Rooms
11Fern-Covered Breach
What they see
Read aloud
A slanted breach in the airship's forward hull opens beneath a curtain of fern and hanging roots. Goblin-sized footprints cross the muddy threshold, and a patched sailcloth flap hides the doorway from the forest.
Features
- Root-choked hull breach
- Sailcloth curtain with a peephole
What the GM knows
Treasure
Salvaged Line5 gp
A serviceable coil of thin rope, partly hidden under the floor plate.Notes
The flap is not locked. A sentry in can hear loud entry or metal striking the hull; quiet approach gives the party a chance to inspect the area first.
4 doors: S (locked), E (normal), W (normal), W (secret)
The place
What it is
The Wyrm-Fang Clan has made a fortress of an ancient airship split open and swallowed by the forest floor.
Atmosphere
Wet leaf mold, hot oil, and the sharp musk of snakes cling to the wreck.
The threat
The Wyrm-Fang Clan numbers fewer than thirty, but the wreck gives them narrow approaches, hidden lookouts, and a steady supply of venom.
History
The airship came down generations ago, when its lift engine failed above this forest and drove the vessel nose-first into the earth.
Rumors
1d4- 1The Wyrm-Fangs can make a man drop his bow with a single green-fletched arrow.
- 2There is a bell inside the wreck that rings when nobody touches it, though the goblins swear it is a warning.
- 3A goblin captain has been collecting old brass instruments and will trade for good food.
- 4Some of the snakes in the wreck escaped years ago, and the forest's largest predators now avoid the crash site.
Plot hooks
3Corridors
4Between and
A strip of faded sky-blue hull paint bears tiny goblin handprints and fresh warnings scratched in charcoal: SNAKES BELOW.
Between and
A slack copper cable hangs at ankle height. It twitches whenever the damaged engine in coughs, making a faint metallic ticking.
Near
The corridor floor is padded with dry leaves to muffle movement, but crushed eggshells have been scattered beneath them as an alarm.
Outside the entrance to
A broken viewing window frames the forest canopy; small venomous snakes sometimes bask among the shards.
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