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The Wyvern Hunts
T
he forest is a fragile ecosystem. Each creature that lives there - from the lowliest spider to the
druids that take care of it - is affected by the smallest of changes.
It is no surprise then that the entire forest has been affected by the arrival of a wyvern.
Wyverns do not often come to the forest. Their lairs are usually high up on hills and mountains. Yet
this one, perhaps sensing the fact that none of the forest's creatures were a match for it, decided to
make its lair in the forest's heart.
The natural order of the forest has been upended. And the wyvern's dangerous influence is spreading, as it has
recently started attacking villages.
Only a group of adventurers can take down the wyvern, but do they have the tools to do so?
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Introduction Background Audio
The amazing Adventure Music made two unique music
Kelfecil's Tales is all about strong and deep narratives. We tracks to go with this adventure. Using these tracks as an
create stories and adventures inspired by art. We believe that audio background will help make your adventure even more
well-designed narratives in TTRPGs can be extremely dramatic, interactive, and engaging.
important if we want to create memorable and meaningful The following tracks can be found at the links below:
stories. For that reason, we put a lot of effort into designing Wyvern Country
our adventures, so that you and your players can later leave A track that is fitting for various parts of the adventure.
the table with something that will you find difficult to forget. The Roost of the Wyvern
Time - Sessions to Finish: x1 sessions - x3 hours For the longer, looped versions, check the folder which you
downloaded to find this adventure.
Adventure Summary
The adventurers must accompany a druid by the name of Special Thanks
Safira and assist her in locating and eliminating a wyvern Kelfeci's Tales would like to extend their gratitude to a few
that has been plaguing the nearby town of Kadiz but also the people that really helped this module come to life.
forest's ecosystem. My good friend and co-writer, Constantine, who is
always there to give feedback and help me out with
Running the Adventure anything.
All our patreon supporters who continue to give me
This adventure is easily adaptable and can easily be run as a feedback and all their love and support.
One-Shot, as an added adventure in your campaign or as
part of the Starlight Chronicles setting created by Kelfecil's
Tales. Patreon Support
If you wish to support Kelfecil's Tales with writing
This adventure takes place during the "Rise of Astromancy" more RPG modules in the future, you are more than
era in the Astral Chronicles timeline and setting. welcome to do so through our Patreon page.
Patreon supporters get TONS of weekly exclusives,
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Background
The small town of Kadiz is located in the southern part of the Characters
continent of Latakar. It is generally a quiet little place, far Safira the Druid
from any danger. While nominally independent, the town has
strong ties to the magocracy of Olbia, the largest city a few Safira is an elf, but young in years. Even so, she has spent her
days to the northwest. entire life with the rest of the forest's druids and has quite a
Kadiz survives thanks to agriculture and cattle farming. lot of experience.
Most of the population is employed in one of those two In particular, Safira is an excellent tracker. In terms of
sectors, and Kadizian produce and meat can be found in the combat, however, she prefers to stay out of it as much as
entire Southlands. possible, although she will fight if need be.
Finally, Kadiz also has a relationship with a small group of Unique Phrase: "May the forest guide me."
druids who make their home in the nearby forest. The two
sides often exchange information and are generally on good Desire: To see the forest safe.
terms. Fear: Letting down the other druids
As mentioned, Kadiz is generally a quiet place. As such,
most of the townsfolk have no combat experience, and even Misbelief: Safira thinks most things can be solved without
the town's militia is little more than a regular meetup fighting.
between friends with some training involved. After all, Kadiz
has never needed anything more in terms of defenses.
Until now. The Wyvern
A wyvern has come to rest in the forest near Kadiz, making As the goal of this adventure is for the players to hunt down
its lair there. Although it laid low at first, subsisting on the wyvern, here are some tips as to how to play the creature.
smaller prey, it soon got more confident. The wyvern is not very intelligent, but it has some hunter's
The druids of the forest were the first to notice the wyvern's guile. It recognizes powerful enemies and knows how to use
activity, as it attacked animals around the forest. At first, they its strengths.
decided not to intervene. The wyvern never lands on the ground to fight. Instead, it
However, things soon took a turn for the worse. The attacks while airborne. It uses its bite and stinger, which both
wyvern, now certain of its power, took to attacking not just have a 10-foot reach so that it never has to provoke
the forest's animals, but the cattle the people of Kadiz kept. opportunity attacks as it flies by. It only uses its claws if
Moreover, some of the creatures living in the forest felt so forced to land somehow.
threatened by the wyvern that they started to leave the area. If the wyvern senses that it is outmatched, it does not stay
With the natural order now upended and the town of Kadiz and fight. Instead, it flies away.
itself in danger, the druids and the townsfolk decided to put
out a call for adventurers.
Under the guidance of one of the druids, the adventurers
will venture into the forest, find the wyvern and eliminate it,
putting an end to the threat to Kadiz and the surrounding
area.
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If the Wyvern wants to move beyond the length of the rope, it
Adventure Hooks must succeed on a DC 12 Strength Check to break it, with
These are a few ways to introduce the adventure into your the DC going up by one for each additional rope.
campaign or to get a one-shot started: The players can also pull on the rope to bring the wyvern
closer. To do that, they must succeed on a Constested
Friends of the forest. The players either have a Strength Check. On a success, the players pull the Wyvern
connection to the forest's druids or are druids themselves, 10 feet closer.
eager to assist. 20 barbed arrows cost 5 silver pieces.
Natives of Kadiz. One or more players are from Kadiz Act 2: The Goblins
and wish to help the people there.
After the players are done buying whatever supplies they
Mercenaries. The players are contacted by a think they might need, read the following:
representative of Kadiz, who offers them the job.
You inform Safira that you are ready for the journey and she
Prologue nods.
You can either play out the Adventure Hook you've chosen or "Then let's go," she says. "We do not know the exact location
of the wyvern's lair, so we have some searching to do."
With Safira as your guide, you enter the forest. It is not long
before you make it to a little river, some ways inside the area.
The town of Kadiz is abuzz. As you walk through its streets,
you see people preparing what little defenses exist.
🢂 ''Encounter!'' A small band of Goblins is hiding around
"We're going to need supplies before we leave," she says. the river. The Goblins used to live deep into the forest, but
have been driven out by the Wyvern's arrival. What is worse,
Act 1: Preparing they are unable to find much food due to the Wyvern's
hunting. As such, they are starving and have set up an
Before the players depart for the forest in order to find the ambush along the river's bridge to attack passers-by and take
Wyvern's lair, they must stock up on the proper equipment to their supplies.
face the creature. Below is a list of some of that equipment, x4 Goblin Warriors and x2 Goblin Archers are at 1. on the
and what using it does during battle. If your players come up map. x2 Goblin Warriors and x4 Goblin Archers are at 2. on
with other items that could be of use, feel free to add them to the map. Both Goblin groups are actively trying to hide, so
the list of available supplies. roll stealth checks for them once the players enter the area.
Bear Traps. If the Wyvern steps on an activated bear trap, The Goblins are waiting for the players to trigger the trap
the trap triggers and slams shut around the Wyvern's leg. on the bridge at 3. on the map before attacking.
The Wyvern takes 1d10 piercing damage and needs to
succeed on a DC 11 Strength Check to escape.
A bear trap costs 1 gold piece. Get a full-sized version of this map (plus
gridless and other variants) from Sliph.
Rope. The players can use a rope to tie the
Wyvern down. If the other end of the rope is
tied to a tree or something similar, the
Wyvern must make a DC 12 Strength
Check to break free, with the DC going up
by 1 for each additional rope. If the rope is
not tied to anything and it's only the player
holding it, the Wyvern must succeed on a
Contested Strength Check to break free
and probably dragging the player holding
the rope up to the air with it.
50 feet of rope costs 1 gold piece.
Barbed Arrows. These arrows are specially
made to be hard to dislodge from one's body
after they hit. Coupled with a rope tied to
their ends, the players can shoot those
arrows to essentially limit the Wyvern's
movements.
If the Wyvern is hit by a barbed arrow with a
rope tied to it, its movement is limited to the
length of the rope attached to the arrow.
⦿ ''Perception.'' The Goblins have placed a hidden ⦿ ''Investigation.'' After the battle is over, the players can
mechanism on the bridge. As soon as someone steps on the investigate the area. If they choose to check the top of the
hidden pressure plate at the start of the structure, a tower where the Ettercaps were, a successful DC 13
concealed contraption on the far end of the bridge launches a Investigation Check will reveal the following things:
net at them. Various coins totaling 43 gold pieces.
To see the pressure plate and realize something is wrong,
the players must succeed on a DC 14 Perception Check. A Potion of Healing.
⦿ ''Thieves' Tools.'' To disarm the trap, the players must A crude drawing on the tower's floor. It depicts the forest,
succeed on a DC 12 Thieves' Tools Check. as Safira confirms, and seems to have a drawing of
something resembling a Wyvern inside it. This is, as
⦿ ''Dexterity.'' If the trap is triggered, the player that Safira will notice and the players will probably understand
triggered it must make a DC 14 Dexterity Saving Throw. themselves, a map of the forest and the rough location of
On a failure, the player is covered by the net and is restrained. the Wyvern's lair.
They or another player can use their action to cut themselves
free. Safira will also note that, from the look of the map, the
Wyvern has built its lair in the Old Dragon Bones. The Old
The Goblins attack if the trap is triggered, but also if the Dragons Bones are exactly what the name suggests, the
players discover the trap. Although they start the battle with skeletal remains of a dragon that died a long time ago.
considerable fervor, they will try and run if things turn against
them. For her part, Safira will try to negotiate with them, Act 4: The Wyvern
understanding that this is not the usual behavior of the forest
goblins. Read the following as the players finally approach the
If the players follow Safira's example, it is possible that the Wyvern's lair:
Goblins will stop fighting, especially if supplies are offered. In
that case, the Goblins may be willing to share the location of The forest ahead gives way into a clearing. There, you can see
the wyvern's lair as well. bones, making up the skeleton of a long-dead dragon.
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The Maps
🢂 ''Encounter!'' The players finally come face to face with
the Wyvern they have been looking for. It is at 1. on the map The beautiful maps by Sliph can be found without DM Notes
as the players reach the area, entering from the arrow on the at the following links:
map. 1st map; Forest
The Wyvern is in a different state depending on when the 2nd map; Forest Passing
players found it. If the players had learned of the location of 3rd map; Dragon's Rest
the Wyvern's lair from the Goblins or had seen the Ettercaps'
map, then the Wyvern is asleep when the players reach the For more variants and gridless versions, make sure you
area. check out Sliph's Patreon.
If the players did not speak to the Goblins and did not find
the Ettercaps' map, then they reach the lair later on in the day
and find the Wyvern awake, eating the last pieces of an Ring of Flames
animal it recently killed. A golden ring with an orange gem in the middle.
If the Wyvern is asleep, it is easier for the players to Warm to the touch.
approach, but the Wyvern is not actively looking out for 1/Day: As a bonus action, the wearer can gain
threats in any of the two situations. resistance from fire for 1 hour.
3/Day Using the ring, the wearer can cast Scorching
How the players wish to approach the Wyvern is completely Ray without expending spell slots or using
up to them. If they have purchased supplies back in Kadiz, components.
they can use those. They can also simply attack the Wyvern
outright.
As for how the Wyvern acts, follow the guidelines in the
Background section.
Epilogue
The players are successful in their mission if they manage to
kill the Wyvern. If the Wyvern manages to escape, it does not
return to the area again, and the players still get their
promised rewards as their mission is considered a success. If
this one-shot was run as part of an ongoing campaign, you
can decide to bring the Wyvern back later on.
In terms of rewards, the players get 600 gold pieces from
the people of Kadiz. Moreover, the forest's druids give them a
Ring of Flames. Get a full-sized version of this map (plus
gridless and other variants) from Sliph.
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Appendix A: Monsters
If you are looking to populate your adventures with more
monsters from the world that Kelfecil's Tales take place in,
then make sure you check out the Of Starlight and Void
supplement, released on our Patreon.
Safira
Medium humanoid (elf), neutral good
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6+1) slashing damage.
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Goblin Warrior Goblin Archer
Small humanoid (goblinoid), neutral evil Small humanoid (goblinoid), neutral evil
Armor Class 15 (leather armor, shield) Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
Nimble Escape. The goblin can take the Disengage or Nimble Escape. The goblin can take the Disengage or
Hide action as a bonus action on each of its turns. Hide action as a bonus action on each of its turns.
Sneaky Strike. The goblin warrior does 1 extra point of
damage if the enemy is surprised that turn. Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions target. Hit: 4 (1d4 + 2) slashing damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., Shortbow. Ranged Weapon Attack: +4 to hit, range
one target. Hit: 5 (1d6 + 2) slashing damage. 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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Giant Spider Swarm of Spiders
Large beast, unaligned Medium swarm of Tiny beasts, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
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Ettercap
Medium monstrosity, neutral evil
Actions
Multiattack. The ettercap makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8)
poison damage. The target must succeed on a DC 11
Constitution saving throw or be poisoned for 1 minute.
The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
Get more beautiful art, tokens and
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one printable minis from Printable Heroes.
target. Hit: 7 (2d4 + 2) slashing damage.
Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit,
range 30/60 ft., one Large or smaller creature. Hit: The
creature is restrained by webbing. As an action, the
restrained creature can make a DC 11 Strength check,
escaping from the webbing on a success. The effect
ends if the webbing is destroyed. The webbing has AC
10, 5 hit points, is vulnerable to fire damage and
immune to bludgeoning damage.
Variant: Web Garrote. Melee Weapon Attack: +4 to hit,
reach 5 ft., one Medium or Small creature against which
the ettercap has advantage on the attack roll. Hit: 4 (1d4
+ 2) bludgeoning damage, and the target is grappled
(escape DC 12). Until this grapple ends, the target can't
breathe, and the ettercap has advantage on attack rolls
against it.
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Wyvern Actions
Large dragon, unaligned
Multiattack. The wyvern makes two attacks: one with its
Armor Class 13 (natural armor) bite and one with its stinger. While flying, it can use its
Hit Points 110 (13d10 + 39) claws in place of one other attack.
Speed 20 ft., fly 80 ft.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2) target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Skills Perception +4 creature. Hit: 11 (2d6 + 4) piercing damage. The target
Senses darkvision 60 ft., passive Perception 14 must make a DC 15 Constitution saving throw, taking 24
Languages — (7d6) poison damage on a failed save, or half as much
Challenge 6 (2,300 XP) damage on a successful one.
License.
Afterword
If you would like to support Kelfecil's Tales with all
of the adventure writing, we have set up a Patreon.
Patrons get access to various exclusives!
Thank you for taking the time to download, read and The release schedule:
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