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Crashed Airship · Medium · Level 2 · Medium

Sourwing Wreck

A bent hull rib whistles overhead, and something small rattles the tin alarm beyond the fern curtain.
Rooms
11
Foes
13, CR 1/8 to 1/2
Traps
2
Treasure
262 gp
1234567891011Entrance
Select a room on the plan to open it.

The party is in

1. Fern-Covered Breach


Seen


Something wanders by


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. 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. 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. 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

11
1

Fern-Covered Breach

treasuresecret

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.
Room secrets · GM only

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
Roll a rumor

  1. 1The Wyrm-Fangs can make a man drop his bow with a single green-fletched arrow.
  2. 2There is a bell inside the wreck that rings when nobody touches it, though the goblins swear it is a warning.
  3. 3A goblin captain has been collecting old brass instruments and will trade for good food.
  4. 4Some of the snakes in the wreck escaped years ago, and the forest's largest predators now avoid the crash site.

Plot hooks

3
RescueFootprints in the LeavesA trapper's child has gone missing near the wreck, and a trail of small footprints leads toward the entrance. The child is alive in the common room, hiding from the goblins after being caught stealing food.From: A worried forest trapper named HestaReward: A pouch of 15 gp and a hand-drawn map of safe forest paths
RetrievalA Dose of FangA village healer needs venom from the Wyrm-Fangs' snake pens to make an antidote for a patient bitten by a rare serpent. The party can steal a vial, bargain for it, or persuade the clan that the specimen nest is becoming dangerous.From: A village healer named OrsaReward: A healer's kit, two antitoxin doses, and 20 gp
NegotiationThe Engine's Last BeatThe wreck's old engine has begun to pulse and spark, sending frightened snakes into the surrounding forest. The clan wants outsiders to repair it without surrendering its home or its salvage.From: A traveling tinkerer named BoroReward: A salvaged brass compass and 25 gp

Corridors

4
  • Between 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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