TEXT: AHL SM4-01 
   
   
   
   
   
  Dark Wings over 
  Downslope 
   
  A D&D LIVING GREYHAWK®  
  Ahlissa (Innspa) Regional Special Mission 
   
   
   
   
  by Rainer Nagel 
   
  based on a treatise by Chris Chesher 
   
   
   
  Though it would be nice to have time to stay in the pleasurable city of Innspa, the Adri Forest is calling you. 
  The peaceful forest village of Downslope needs your help once again. With the terrain you are heading for, 
  perhaps its best to leave the mounts in the stables. And you had better gear up on those healing potions… 
  this might get nasty. 
  A Special Mission for adventurers of levels 2 to 12 (APL 2 to 12). 
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the 
  author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network. 
   
  
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you cannot 
  have more than six players participating in the 
  game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who are 
  just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal and 
  event information, but does not rate the players 
  as a team or vote for players. This method is 
  used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-
  20 minutes for the players to briefly describe 
  their characters to the other players, and about 
  5-10 minutes for voting. This method is used 
  when the players want to know who played the 
  “best” amongst the group, or when the 
  adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  The Wyvern 
   
  Page 2 
  
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of 
  Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either 
  the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only half 
  of 
  the 
  experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even 
  the score. 
   
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  DC 10 Handle Animal or Charisma check. 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, 
  set in Innspa. Characters native to Innspa pay one 
  Time Unit per round, all others pay two Time Units 
  per round. Adventurer’s Standard Upkeep costs 12 
  gp per time unit. Rich Upkeep costs 50 gp per time 
  unit. Luxury Upkeep costs 100 gp per time unit. 
   
  There is no unique AR for this adventure, so 
  just take a generic Adri Interactive AR. 
   
  Adventure Background 
  For many generations, a particular sect of the 
  Beory religion has been operating a divine test. 
  The first part of this test is to allow initiates (or just 
  those who blunder through) a chance to enter the 
  Brother’s Tomb, and retrieve a copy of his special 
  holy symbol. Once the rite has been done, the 
  complex is set back up by the magical servants of 
  Beory, and a new copy of the special holy symbol 
  is left in its place. This special holy symbol bonds 
  itself to a fitting person, much as a cursed item 
  would. This calling has not taken place for many 
  generations, until it was started up again by 
  adventurers recently plundering the tomb, as told 
  in AHL 3-01 Adri Fiend Follies. 
   
  In the last few months, many adventurers have 
  flocked to the Brother’s Tomb, and plundered it, 
  taking the special holy symbol for its gold piece 
  value. Some of these have met terrible fates and 
  The Wyvern 
   
  Page 3 
  
  their special holy symbols have transferred 
  themselves to the next fitting creature to touch it. 
   
  However, the second stage of Beory's Forever 
  Task never really materialized. This was due to the 
  fact that Immonara, the current Archdruid of the 
  Adri region, felt that the situation was getting out of 
  control, and that with the current situation in the 
  Adri, a quest of the masses for Beory's Forever 
  Task would be too destabilizing. Thus, Immonara 
  set some of her most powerful associates to the 
  task of sealing up the Sister's Womb, the "follow-
  up" site to the Brother's Tomb explored by so 
  many heroes. And thus, the Forever Task was shut 
  down before it could run its course, and the 
  Brother's Symbols that were so prevalent lost their 
  powers, with nobody being the wiser. Even Tansy 
  Treewee, Immonara's rival for the position of 
  Archdruid, was mostly unaware of Immonara's 
  machinations to this end. However, there is at least 
  one loose end left… 
   
  A few days before the present, a wyvern has 
  arrived in the area of the village of Downslope. He 
  flew in from the north, after having lost a territorial 
  battle against a true dragon. This wyvern is a 
  grand specimen of wyverndom. His heart is as evil 
  as he is intelligent. A month before, the wyvern 
  had attacked and eaten a band of brave 
  adventurers. One of those adventurers carried the 
  special holy symbol from the Brother’s Tomb. The 
  amulet bonded itself to the wyvern. Its effects have 
  started to affect the wyvern. The beast’s weak 
  mind can not figure out what it needs to do, and his 
  rapidly entering the realm of violent dementia. The 
  fact that it can only speak draconic is not helping it 
  interrogate the people of the village. Relations 
  quickly turned violent.  
   
  The people of Downslope need the help of 
  brave adventurers to save them. But, since none 
  can be found, they have to settle for the greedy 
  mercenaries of Innspa. Time is running out.  
   
  Scenario Summary 
   
  Introduction: Inns and Spas: Young Froe of 
  Downslope seeks the PCs out in the city of Innspa. 
  Adventure ensues. 
   
  Encounter One: Bait and Switch: Expecting a 
  simple dragon slaying, the PCs instead find 
  themselves chasing after a crazy wyvern – crazy 
  enough to kidnap everyone's favorite cleric of 
  Wenta. 
   
  Encounter Two: Lair of the Brown Dragon: With 
  the help of some local guides, the PCs track the 
  wyvern back to its makeshift lair and find out just 
  how looney this bird is. Hopefully, they rescue 
  Mistress Tandlee while they’re at it. 
   
  Encounter: Three Party at Downslope!: The 
  village is very happy that the PCs have defeated 
  the Brown Dragon. So happy that they are going to 
  hold a big celebration the next day.  
   
  Introduction: Inns and Spas 
  Between adventures, its nice to have time to sit 
  back and enjoy your hard-earned spoils. The 
  city of Innspa, with its roots in hedonistic 
  pleasure providing, is a better place than most 
  to do it in. With the fair summer weather, 
  outdoor cafes providing beer and roast meat 
  spring 
  up 
  outside 
  the 
  more 
  expensive 
  establishments. You are enjoying such a place 
  when a young man approaches you. He looks 
  vaguely familiar, and his clothes betray his 
  rural nature. The Rune of Pursuit dangles from 
  around his neck.  
   
  The adventurers are kicking back and taking it 
  easy as usual in the pleasure town of Innspa, 
  when a familiar face seeks them out. It is one of 
  the young men from the Village of Downslope. Any 
  PC who participated in AHL 3-01 Adri Fiend Follies 
  recognizes this lad as one of the village militia. 
   
  If there are no PCs who took part in Adri Fiend 
  Follies, then any familiarity that young man may 
  have is because all woodland peasants look alike. 
  The young man is named Froe. 
   
  It is Froe’s first time in such a large settlement, 
  and the look of awe has crept into his expression. 
  The lad does not forget his mission, though. Froe 
  has a note for the adventurers from Yeoman Sties. 
  The lad tells the adventurers that several days 
  ago, a brown dragon came to torment the village 
  and surrounding area.  
   
  Keep in mind that, in Greyhawk, dragons are 
  rather rare. Though many folk tales surround them, 
  few people have ever actually seen a dragon. This 
  includes the PCs. To the people of Downslope, a 
  wyvern is a brown dragon. Froe describes it has a 
  beast with legs, wings, a tail, and a vicious bite. 
  That’s close enough to a folklore dragon to 
  convince the people of Downslope that it IS a 
  dragon. In Froe’s mind, he saw a dragon, and the 
  details 
  of 
  the 
  folklore 
  dragon 
  colours 
  his 
  description. He remembers it having four legs but 
  he’s doesn’t recall seeing a breath weapon used. 
  Certainly not fire or ice. He is unaware of any 
  poison use (those people that have been affected 
  by poison are killed by the attack damage before 
  anyone gets around to noticing the poison 
  damage).  
   
  Once Froe has introduced himself to the PCs, he 
  tells them his story. 
   
  "Our situation is dire. Yeoman Sties has 
  entrusted me with this letter to you, or people 
  like you. I can tell you what I have seen first 
  hand. We have a dragon problem. Downslope 
  is in great danger.  
   
  The dragon at first just kept yelling at us in 
  its hissing-sounding language, then after a day 
  The Wyvern 
   
  Page 4 
  
  or so, it started to eat animals, and acting 
  bizarre and not how the stories say a dragon 
  should. Then the brown dragon killed a few of 
  the men and carried away another man. We 
  suspect the dragon has a lair nearby the 
  village. Scouts are out looking for it. I can lead 
  you back to the village the quick way. Help us, 
  Brave Mercenaries, you are our only hope." 
   
  With that, Froe waits for you to gather your 
  possessions and is ready to answer any 
  question you might have. 
   
  The note from Yeoman Sties says something 
  similar, but in a somewhat more official manner, 
  offering treasure and good will in exchange for the 
  slaying of the brown dragon. The contents of the 
  note are not different enough from what Froe is 
  saying to be important. If the PCs want the 
  specifics of the note, just paraphrase what Froe 
  has already said. There is no deception in the 
  letter from Yeoman Sties. 
   
  Froe leads the adventurers on a trail that leads 
  directly to the village. It is a much quicker route 
  than the one used in Adri Fiend Follies, especially 
  if the PCs have horses. Wagons and carts, 
  however, can not traverse this route.  
   
  The trip takes approximately two days for a 
  human with a light load walking a normal pace and 
  around one day on horseback. The trail veers 
  north by northwest sharply. 
   
   
  Froe: Male human Com 1; hp 4; same as milita; 
  see Appendix A 
   
  Development: 
  Though 
  normally 
  a 
  rather 
  dangerous place, on this trip, the Flinty Hills offer 
  no resistance to the intrusion of the adventurers. 
  Unless 
  of 
  course, 
  the 
  adventurers 
  cover 
  themselves in honey and run naked into the woods 
  screaming, “Come get me Giant Bees. I’m ever so 
  clever and oh so sweet!”  
   
  All APLs 
  Giant Bees (20): 20*hp 13, see Monster Manual 
  for details 
   
  Other then that, the PCs arrive without incident just 
  after the brown dragon (wyvern) has left, carrying 
  off Mistress Tandlee. 
   
  Encounter One: Bait and 
  Switch 
  The sounds of battle and a loud hiss echo 
  down the trail that you are on. Froe becomes 
  frantic, “That’s coming from Downslope, we 
  must hurry.”  
   
  The party is only another five minutes walking 
  distance from the top of a small hill from where 
  they may overlook the village. At this very moment, 
  the wyvern has flown off at top speed, with 
  Mistress Tandlee in its clutches. All the PCs see of 
  this, however, is a small dark speck in the air, 
  flying off to the northwest, deeper into the Flinty 
  Hills. 
   
  Even if a PC were to fly up, the distance is too 
  great to make out the difference between a flying 
  wyvern and a dragon. A DC 20 Spott check, 
  however, does identify the “spot” to be a dragon or 
  dragon-like creature: dark, two wings, flies at great 
  speed. It is possible for a PC to chase after the 
  wyvern in flight and follow it back to its lair. This 
  takes approximately two hours. Should the PC 
  make himself known to the wyvern, it turns to 
  battle once it is a good distance from the village. It 
  does not let go of Mistress Tandlee.  
   
  Otherwise, the PC’s can speed to the village. 
  Read the following. 
   
  With Froe at a hustle trying to lead you the rest 
  of the way through the tangled forest, you 
  arrive in the clearing that is Downslope village. 
  The villagers are in a frantic state. Bodies of 
  militiamen litter the ground. The healthy are 
  carrying away the wounded on blankets and 
  taking them to the nearby temple of Trithereon. 
  Uloivin the Baker sees you and Froe and cries 
  out to him.  
   
  "Mistress Tandlee has just been carried 
  away by the brown dragon and Yeoman Sties 
  lies badly wounded in his bed. Thank the 
  Summoner 
  you 
  have 
  returned 
  with 
  the 
  mercenaries." 
   
  Arriving at the village, the adventurers are only 
  moments too late no matter how long the trip took. 
  The wyvern just flew away five (or less) minutes 
  before, with Mistress Tandlee in its claws, after 
  killing the militiamen who tried to guard her. Unless 
  the PC’s take extraordinary measures (fly, teleport, 
  etc.), they do not get to see the wyvern leaving. 
   
  There are eight dead villagers and ten badly 
  wounded villagers. They are being taken to the 
  empty temple of Trithereon, the cleric of which has 
  not yet been replaced since being killed by 
  hellhounds in Adri Fiend Follies. With Mistress 
  Tandlee off and about, there are no clerics in the 
  village. Ten other villagers lie wounded in the Beer 
  Hall of Wenta from the battle a day before. 
   
  Yeomen Sties lies in his bed, stable and 
  conscious, but at –3 hit points. Sties tried to do 
  battle with the beast a day earlier. The battle did 
  not go well. The wyvern left in an insanity-induced 
  frustration. Sties has severe poison damage to his 
  Con score. Mistress Tandlee was only able to 
  restore two points of it with her spells at hand. 
  Sties insisted that she heal his men first, so he was 
  expecting healing spells today. Of course, it never 
  came to pass. 
   
  When the PC’s begin to ask questions of the 
  villagers, Uloivin the Baker stands forth and directs 
  the PCs to Yeoman Sties at his sickbed. Sties 
  knows the following and shares it with the PCs. 
   
  The Wyvern 
   
  Page 5 
  
  ♦ Seven days prior, the brown dragon was first 
  noticed in the area. Though stories of such 
  beasts have been passed on from visitors from 
  other distant villages, a dragon (or wyvern) has 
  never been encountered before by the 
  population of Downslope.  
  ♦ The beast was first seen flying overhead 
  carrying a brown bear in its claws. It was 
  heading deeper into the hills to the northwest.  
  ♦ Six days ago, the brown dragon flew into the 
  village and caused a great stir. It did not 
  attack, but it damaged several buildings as it 
  flailed about, hissing in what Mistress Tandlee 
  said was its native language (Tandlee does 
  not speak Draconic, but recognized it as 
  speech; on later occasions she had a 
  comprehend language spell in memory, but 
  never had the occasion to touch the beast to 
  have the spell work). After about an hour of 
  this draconic tantrum, the brown dragon left to 
  fly north-west. During that hour, the villagers 
  attempted to communicate with the beast, 
  even bringing out two recently hunted deer 
  carcasses. The dragon ignored all of this. 
  ♦ After this first encounter with the dragon, the 
  fastest among the villagers was chosen to 
  seek out mercenaries from Innspa who might 
  be able to solve their dragon mystery. Froe 
  was selected and it was determined that he 
  could rush the trip and be in Innspa within two 
  days - though it would take three to return with 
  help. 
  ♦ Four days ago, the brown dragon was spotted 
  several miles to the north. It was circling in the 
  air for some time, then landed in the forest 
  somewhere. The scouts observed it fly away 
  after five hours, heading west. 
  ♦ Three days ago, it was decided by the village 
  that scouts should attempt to find the location 
  of the beast’s lair. Using the information gained 
  from the various sightings, the scouts hope to 
  be able to find the general location of the lair, 
  then wait for it to reveal its exact location. 
  ♦ One day ago, the brown dragon returned to 
  the village. Mistress Tandlee was ready for it 
  with a comprehend language spell and cast it, 
  but as she moved in to touch the brown 
  dragon it went insane with fury and struck her 
  down as she approached. The assembled 
  militia raced to defend her body and Yeoman 
  Sties went toe to toe with the dragon. Archers 
  fired arrows and guard dogs attacked all in 
  support of brave Sties, but it was not enough. 
  The beast attacked the archers, slaying and 
  wounding many. Others broke and ran for 
  cover from the fearsome sight. It was quite 
  understandable. 
  ♦ Sties did some damage to the brown dragon, 
  but not enough that would be expected to drive 
  it away. It eventually left on its own, as 
  unpredictable as it had left. 
  ♦ When the dragon did leave, it left many dead 
  and wounded on the field. It took several of the 
  potions of healing that Mistress Tandlee keeps 
  for 
  rainy 
  days 
  to 
  bring 
  her 
  back 
  to 
  consciousness. She was able to use her magic 
  to save many of the dying.  
  ♦ Mistress Tandlee had used most of her magic 
  when the badly wounded, but walking, 
  Yeoman Sties collapsed. He had been 
  affected by strong poison. She was able to 
  send a runner for a scroll of lesser restoration, 
  but she had no healing magic left other then 
  one orison. Stable, Sties was carried to his 
  house and a nurse began looking after him.  
  ♦ By order of Sties, Mistress Tandlee had used 
  her magic to heal herself and the most 
  severely wounded soldiers before she may 
  heal him. Tandlee had spells in reserve to do 
  this, but before she could, the beast attacked 
  again. 
  ♦ At noon today, the beast attacked and went on 
  a rampage, far more vicious then last time. It 
  seemed to seek out Mistress Tandlee on the 
  battlefield and carried her off once it found her.  
  ♦ Once the scouts have returned, Sties wants 
  the mercenaries to track down the beast, find 
  out the fate of Tandlee, then slay the beast. 
  The villagers have collected some precious 
  stones and offer them as payment.  
  ♦ Should the PCs ask for them, six doses of 
  antitoxin are freely available (added into the 
  treasure summery).  
   
  If the PCs offer to heal Sties, he accepts, though 
  his Con is only at 3 (of 14) at the moment. In 
  addition to the gems to pay the mercenaries, Sties 
  offers the hospitality of the village, though he 
  insists the PCs leave as soon as the scouts return. 
  Roughly ten minutes after the PCs are 
  done interrogating Sties, the scouts return to much 
  grim fanfare.  
   
  The scouts report immediately to Yeoman 
  Sties, who very quickly summons the PCs. 
   
  Sitting at the head of a large table, exhaustion 
  caking his face, Yeoman Sties motions for you 
  to sit. The scouts are already seated.  
   
  “Mercenaries, our scouts have found the 
  lair of the brown dragon. It is in a cave about a 
  day’s worth of hard travel to the north-west. 
  With some hard steps, you can reach the lair 
  before midnight. It lies within the Flinty Cast-
  Offs. This is very dangerous terrain, for the 
  Hills hold many dangers. 
   
   If you make haste, perhaps it is not too late 
  to save Mistress Tandlee from whatever fate 
  the beast has in store for her. You and the 
  scouts leave within the half-hour. It is not a 
  journey for mounts. On behalf of the village, I 
  thank you for what you are doing. Bring back 
  the head of the beast. We shall celebrate your 
  victory grandly. I pray that the Ale Wife 
  The Wyvern 
   
  Page 6 
  
  protects her servant and that the Summoner 
  allows you to bring her back to us. Prepare 
  now. May the Summoner bless you.” 
   
  It takes the PCs several hours of forced march to 
  reach the lair, in addition to the normal 8 hours of 
  travel. At 6 am, on the dot, the wyvern eats 
  Tandlee. 
   
  Slowest Party Member 
  Speed 30: Arrive at 10 pm; +2 hours forced 
  march; Constitution Check per hour (DC 10+1 per 
  hour); Damage 1d6 subdual per failed check.  
  Speed 20: Arrive at 11 pm; +3 hours forced 
  march; Constitution Check per hour (DC 10+1 per 
  hour); Damage 1d6 subdual per failed check. 
  Speed 15: Arrive at midnight; +4 hours forced 
  march; Constitution Check per hour (DC 10+1 per 
  hour); Damage 1d6 subdual per failed check. 
   
  Yeoman Sties: Male human Ftr 3/Rgr 1, hp -3.  
  Currently at 3 of 14 Con. 
   
  Froe: Male human Com 1; hp 5; same as Militia; 
  see Appendix A 
   
  Militia: Male human Com 1; hp 5; see Appendix A 
   
  Frick and Frack (Scouts): Male human Rgr 1, hp 
  11, hp 11; see Appendix A 
   
  Development: If the PC's heal Yeomen Sties, he 
  says that he and his men must stay here to protect 
  the village, but insists that the PCs go rescue 
  Mistress Tandlee. He even pays the PCs in 
  advance if they so demand (but only if they 
  demand it, he won’t offer it first). 
   
  The bag of gems' (listed in the treasure 
  summery) value depends on APL. The treasure 
  descriptions also includes a vial of anti-toxin for 
  each PC (i.e., the anti-toxin is handed out as 
  agreed upon). 
   
  If the PCs ask about what possible goodies 
  Mistress Tandlee or the deceased Warden Brother 
  may have hidden away in their respective temples, 
  the PCs can be granted free access to the 4 
  potions of lesser restoration that are later promised 
  as rewards in Encounter Three. There are no other 
  magical resources left. The potions are included in 
  the Treasure Summery for Encounter Three. 
   
  Treasure: 
  APL 2: L - 25 gp; C - 75 gp; M - 0 gp 
   
  APL 4: L - 25 gp; C - 100 gp; M - 0 gp 
   
  APL 6: L - 25 gp; C - 150 gp; M - 0 gp 
   
  APL 8: L - 25 gp; C - 250 gp; M - 0 gp 
  APL 10: L - 25 gp - C: 550 gp; M - 0 gp  
  APL 12: L - 25 gp; C - 800 gp; M - 0 gp  
   
  Encounter Two: Lair of the 
  Brown Dragon  
  The trek through this difficult terrain is just 
  about over, according to your scout guides. 
  The sun set some time ago and your torches 
  cast ominous shadows on the most innocent of 
  items. Logs, rocks and fluffy bunnies become 
  terrible foes out of the corners of your eyes. 
  Luckily, shadow play and fatigue remain your 
  only advisories on your journey to the brown 
  dragon’s lair. 
   
  With a few hand gestures, the scouts signal 
  for the torches to be doused. In the moonlight, 
  the outline of a large cave can be made out in 
  the distance. In the dark, it mimics a gaping 
  maw on the peak of the hill you are on, though 
  it would look little better in the day light. 
   
  “There it is,” whispers one of the scouts, 
  “that’s the cave of the brown dragon. We’ll 
  back you up with our bows, but the rest of this 
  is your task. I pray we are not too late for 
  Mistress Tandlee. Should things go badly, we 
  will do our best to recover your remains. Now 
  let's have at it!” finishes the scout as he and 
  his compatriot prep their longbows. 
   
  The adventurers are about 500 ft. away from the 
  opening to the cave mouth. The opening is at the 
  top of the hill. The slope is a sixty degree incline. 
  There should be no problem making the ascent up 
  to the cave mouth. 
   
  The cave mouth itself is 30 ft. wide. The cave 
  floor extends in about 20 ft., then drops down to a 
  forty-five degree angle, exposing a rather large 
  cavern. The cavern is 120 ft. wide, 100 ft. long and 
  60 ft. high. Several rock formations and boulders 
  break up the emptiness of the cavern. 
   
  In the back left corner is a small sub-cave, 
  were the wyvern is holding mistress Tandlee, by 
  placing a large boulder on her legs to keep her in 
  one place. 
   
  What the heck is the Wyvern doing? 
  The wyvern is trying to interrogate his captive. He 
  has ways to make her talk. If the wyvern was still 
  sane, perhaps Mistress Tandlee and the wyvern 
  could have worked out a magical way to talk, but 
  as it is now, she will be draconic snacks before 
  morning. 
   
  The wyvern spends his time yapping at 
  Tandlee in Draconic. When his deluded mind 
  thinks she is not cooperating, the wyvern rolls the 
  boulder around a bit. This torture is enough to 
  motivate Tandlee, but she has no way of replying, 
  nor does she have the information that the beast 
  wants.  
   
  This has been going on ever since they arrived 
  back at the cave. Tandlee has used some of her 
  spells as healing, but is currently unsure of how to 
  use her remaining power to make her escape. 
  Should she notice a rescue, she does her best to 
  The Wyvern 
   
  Page 7 
  
  aid any nearby PC with her spells. If give enough 
  time trying (two minutes) Tandlee could move the 
  boulder enough to free herself, but such attempts 
  have been so far thwarted by the wyvern who has 
  not gone far from her. 
   
  Why is the Wyvern Legally Insane? 
  The wyvern has on his neck the still active 
  Brother's Holy Symbol. The cursed item has 
  somewhat embedded itself into the scales at the 
  nape of the wyvern’s neck. He accidentally 
  acquired the item from some adventurers it killed. 
  Now the he can’t get rid of the item. 
   
  The Brother's Holy Symbol has been activated 
  by divine will. It is time for the wyvern to fulfill 
  Beory’s Forever Task, or go insane. This is akin to 
  a geas spell, but with mental suffering instead. 
  When the wyvern dreams, he sees flashes of 
  landmarks and images of tasks he knows he must 
  do. He needs to do these things, but does not 
  know what those things are.  
   
  All of the dreams and impulses, as well as low 
  intelligence (low compared to a human, but high 
  for a wyvern) has driven the wyvern over the edge. 
  He only speaks and understands Draconic, yet in 
  his irrational state, he cannot fathom that those 
  around him do not understand, they instead must 
  be just choosing to not cooperate. The wyvern is 
  paranoid, delusional, and mad as a hatter. When 
  not trying to kill those he feels is hiding things from 
  him, he sometimes experiences almost lucid states 
  where he questions those around him about his 
  dreams and impulses. When no one is around, he 
  spends his time searching for the landmarks he 
  dreams of.  
   
  Entering the Cave 
  The wyvern is 150 ft. away from the mouth of the 
  cave, although in the darkness of the cave, the 
  PCs are not able to see him. Even with darkvision, 
  PCs have to get much closer. The PCs are able to 
  hear him, though. The wyvern is moving around 
  and constantly speaking in Draconic. The enraged 
  and frustrated retorts of Tandlee can be heard 
  clearly as well. She is beyond fear. She is angry 
  now at what the wyvern is doing to her. 
   
  When the PCs get to the cave mouth and look 
  inside, read the following; 
   
  The cave entrance is 30 ft. wide and its cave 
  floor forms a lip of about 20 ft., before it starts 
  a steady slow downwards. Though narrow near 
  the opening, the bulk of the cavern is quite 
  large. It seems to take up most of the inside of 
  this hill. Perhaps if it was daylight, you could 
  see the extents of the cave, but in the night, 
  your light sources do not reveal all that the 
  cave has to offer.  
   
  Though it is too dark too see, there is no 
  problem hearing. The shrill angry screams of a 
  women fill the echoing cavern. “Why are you 
  doing this? What do you want! I don’t 
  understand you, you stupid creature. Let me 
  go!” her voice crackles with exhaustion. As if 
  in reply, loud hissing noises echo about after 
  her speech. The sound of something large 
  moving about is rather evident.  
   
  Note: If any of the PCs speak Draconic, read the 
  following. It is what the wyvern is saying; 
   
  “Dreams. You will tell me my dreams. I will not 
  sleep tonight for you shall have my dreams 
  instead. 
  You 
  shall 
  not 
  pretend 
  to 
  not 
  understand anymore. Once you have had my 
  dreams I shall consume your head with the first 
  rays of the morning sun, and know all you 
  know. Your torture of me shall end!” 
   
  Look who's coming to dinner 
  They PCs have a chance to converse with the 
  wyvern before combat starts. The cave is dark, 
  and the ground has many pebbles. Sound echoes 
  easily as well. Any PC entering the cave by 
  walking down the sloped cave floor has a –4 
  circumstance penalty to their Move silently checks. 
  Once in the cave itself, they are at a –2 
  circumstance penalty for Move silently checks.  
   
  Once the rather alert wyvern has noticed 
  intruders (it has 60 ft. darkvision), he begins to try 
  and communicate with the PCs. Even if he can’t 
  see them, he guesses that someone is present. 
   
  A loud rhythmic hissing pulses through the 
  cavern. It could easily be the makings of a 
  strange alien tongue. 
   
  Note: If the PCs speak Draconic, read the 
  following; 
   
  “I know who you are. You are the places in my 
  dreams come to life. You shall give me 
  answers to what I want to know, what I must 
  know. You will make this stop. This penitence 
  you have cursed me with will end. I shall find 
  where it is I need to go, then I will suck the 
  marrow from your long dead bones and leave 
  your amulet in your empty skull.” 
   
  If the PCs make themselves known by attempting 
  to converse with the wyvern (even from hiding), the 
  beast stops to talk for a short while. However, the 
  conversation must be in Draconic. Attempting to 
  use any other language for more than a few words 
  (directed at the wyvern) sends him into a rage. 
   
  What can be learned from speaking with the 
  wyvern? 
  ♦ The wyvern thinks that the PCs are the ghosts 
  of the adventurers he killed and accidentally 
  acquired the amulet from. This took place 
  many miles to the north. The wyvern has no 
  fear of these ‘ghosts’. When lucid, he is 
  resentful of them and when in his paranoid 
  rage, he hates them with all his mad passion. 
  The Wyvern 
   
  Page 8 
  
  ♦ For the past two weeks, the wyvern has been 
  having 
  strange 
  dreams. 
  He 
  dreams 
  of 
  landmarks, locations and riddles that he has 
  problems remembering clearly after he has 
  woken.  
  ♦ When the wyvern killed the adventures two 
  weeks ago, he found that an item that one of 
  them carried had become attached to the 
  wyvern's neck. He cannot get rid of it, though 
  he has even tried scratching out chunks of its 
  own flesh.  
  ♦ Driven by the haunting images in his dreams, 
  and the echoes of it during his waking hours, 
  the wyvern has sought out the location he feels 
  the dream is driving it towards. He cannot put 
  into words what it is looking for, other than 
  “landmarks.” 
  ♦ The 
  wyvern 
  thinks 
  that 
  the 
  village 
  of 
  Downslope is responsible and that if he allows 
  one of them to sleep near himself, he will have 
  the same dream. Then the beast can eat the 
  head of the dreamer, and know all it knows, In 
  this case, this is what the wyvern is attempting 
  to do to Tandlee. 
   
  Once the PCs have had a chance to converse the 
  above information out of the wyvern; 
  OR 
  Once the PCs do something to panic the beast 
  (moving too close, circling around, drawing 
  weapons, etc spooks the beast) - 
  Once one or both of the above have 
  happened, the wyvern's attitude changes and he 
  enters one of its paranoid rages. He attempts to kill 
  the PCs. He does not even try to harm Tandlee. 
   
  The Wyvern fights to the death, but does 
  not venture far from the cave mouth. He wants to 
  keep his captive almost as much as he wants to kill 
  the PCs. 
  During all this (conversation and combat), 
  the PCs can attempt to communicate with Tandlee. 
  She is still stuck under her rock. Though somewhat 
  short of breath, she can make an occasional gasp-
  like shout to the PCs. If the PC try to talk with 
  Tandlee too much, it also sends the wyvern into a 
  rage and forces it to attack. 
   
  Creatures: 
    
  Frick and Frack (Scouts): Male human Rgr 1, hp 
  11, hp 11; see Appendix A 
   
  Mistress Tandlee: Female human Clr 3 of Wenta; 
  hp 16 of 20; see Appendix A 
   
  APL 2 (EL 6) 
  Wyvern (HD 7): hp 54 (of 59); see Appendix B 
   
  APL 4 (EL 8) 
  Wyvern, Advanced (11 HD): hp 123 (of 137); see 
  Appendix B 
   
  APL 6 (EL 10) 
  Wyvern, Advanced (15 HD): hp 168 (of 187); see 
  Appendix B 
   
  APL 8 (EL 12) 
  Wyvern, Advanced (19 HD): hp 213 (of 237); see 
  Appendix B 
   
  APL 10 (EL 14) 
  Fiendish Wyvern, Advanced (19 HD): hp 213 (of 
  237); see Appendix B 
   
  APL 12 (EL 16) 
  Half-Fiend Wyvern, Advanced (21 HD): hp 255 
  (of 283); see Appendix B 
   
  Tactics: 
  First some opening remarks. From APL 4 onwards 
  (and especially at APL 4, with the wyvern growing 
  from Large to Gargantuan), this is a somewhat 
  rough encounter, but it is not an impossible one. 
  The PCs must think and plan, while taking full 
  advantage of the many clues they have been given 
  to the nature of the encounter. If the PCs simply try 
  to hack away toe to toe with the wyvern, those PCs 
  are doomed to die. Those who keep the wyvern on 
  the move and expend the available resources are 
  gifted with a cakewalk. 
   
  The cavern contains several rock formations 
  that are 10 ft. high and 5-15 ft. wide. Both the 
  wyvern and the PCs can use these as cover, but 
  other than that, the cavern is open ground. There 
  is enough room for the wyvern to make one-way 
  flyby attacks, but he usually must land at the end 
  of its turn since he lacks the flight maneuverability 
  to hover. 
   
  There is not enough room to make ‘dive’ 
  attacks, but the wyvern can make full use of his 
  flyby attacks. Keep in mind that the wyvern can 
  slash with his talons only when making a flyby 
  attack.  
   
  A key factor to constantly keep in mind is that 
  the cave is dark. Keep track of who has a light 
  source. Movement rates outside the range of the 
  light source is halved. 
   
  The wyvern also tries to protect his captive 
  from any PC trying to free her. The wyvern stays in 
  the cavern as much as possible. Should he need 
  to exit to get at pesky archers or mages, he does 
  not go more than 50 ft. before returning to the 
  safety of the dark cave. 
   
  The two Downslope scouts do not go past the 
  cave mouth, though they do use their longbows if a 
  target presents itself in visibility range. The slanted 
  shaft leading into the cave has moonlight visibility 
  conditions  
   
  There is one exception to the limits of the two 
  scouts. Should any PC fall where they can see 
  them, one of the scouts runs down and tries his 
  best to retrieve the body and bring it to the safety 
  of the cave mouth.  
  The Wyvern 
   
  Page 9 
  
   
  Casting neutralize poison on to the wyvern 
  negates its poison attack damage for 24 hours, 
  provided the PCs succeed in a touch attack. 
   
  Development:  
   
  We didn’t kill the brown dragon, oops! 
  Should the PCs leave this encounter without 
  defeating the wyvern, then the beast beats them 
  back to Downslope and raises havoc. He kills half 
  the village population, including Yeoman Sties. If 
  the wyvern has more than half his hit points left, he 
  awaits the PCs' return to the village. If he has less 
  than half, he finds some other place to hole up and 
  lick his wounds. He does not return after this.  
   
  We were TPK’ed 
  Should all the PCs be killed in the cave, the scouts 
  wait around and successfully retrieve the PC’s 
  mortal remains from the cave once the wyvern is 
  out location hunting again. 
   
  They have to go back to Innspa to get the 
  spells to raise the PCs, but the good news is, this 
  can all be fast forwarded and the PCs can still 
  return to the adventure for there are no time limits 
  at this point. 
   
  Mistress Tandlee is in the lair, none the worse for 
  wear (some wounds), and can be taken back to 
  the village. She has no idea what the wyvern was 
  after.  
   
  The bodies of animals and other woodland folk 
  can be found here as well. All of them, victims of 
  the wyvern's interrogations.  
   
  Bags of gems and coins from forest gnomes 
  are the only monetary rewards the PCs get for 
  brave deeds in the cavern. 
   
  Searching the wyvern reveals the copy of the 
  Brother’s Holy Symbol. PCs who have played AHL 
  3-01 Adri Fiend Follies recognize it on the spot. It 
  is a small statue of a rotund women, except for the 
  back half is flat with odd grooves in it. A DC 10 
  Knowledge (religion) check identifies it as the 
  symbol of Beory, though the groves are not usual. 
  The amulet splinters and finally loses all its powers 
  with the death of the wyvern. 
   
  Also, if any PC still has the Brother's Holy 
  Symbol from AHL 3-01 Adri Fiend Follies and 
  cannot get rid of it, the amulet splinters the very 
  moment the wyvern is killed. Scratch the amulet off 
  the respective AR and make a note on the 
  Interactive AR for this adventure. 
   
   
  Mistress Tandlee uses whatever spells she has 
  that the PCs require. There is no cost for these 
  heroes. She has in her possession one potion of 
  neutralize poison. She gives this up to whichever 
  PC needs it the most. Otherwise, it is a gift to the 
  party. 
   
  It’s very possible that several PCs are suffering 
  severe poison damage. Some may have spells 
  such as endurance and slow poison keeping them 
  alive. Assuming Tandlee does not wait too long to 
  cast her spells to aid the PCs, she can rememorize 
  fresh spells in eight hours when the morning 
  comes. That is assuming magic can keep the 
  desperate PCs alive that long.  
   
  If the PCs can make it back to Downslope in 
  time, Tandlee has four potions of lesser restoration 
  that she gives out freely. These are listed under 
  the Treasure Summery for Encounter Three. 
   
  For reference, here is the chart for how long it 
  takes to get back to Downslope: 
   
  Slowest Party Member 
  Speed 30: 10 hours total; +2 hours forced march; 
  Constitution Check per hour (DC 10+1 per hour); 
  Damage 1d6 subdual per failed check.  
  Speed 20: 11 hours total; +3 hours forced march; 
  Constitution Check per hour (DC 10+1 per hour); 
  Damage 1d6 subdual per failed check. 
  Speed 15: 12 hours total; +4 hours forced march; 
  Constitution Check per hour (DC 10+1 per hour); 
  Damage 1d6 subdual per failed check. 
   
   
  Treasure: 
  Spread about the wyvern’s lair are the occasional 
  coin and gem from past victims. 
   
  APL 2: L - 0 gp; C - 0 gp; M - potion of neutralize 
  poison (98 gp per character) 
  APL 4: L - 0 gp; C - 100 gp; M - potion of 
  neutralize poison (98 gp per character) 
  APL 6: L - 0 gp; C - 150 gp; M - potion of 
  neutralize poison (98 gp per character) 
  APL 8: L - 0 gp; C - 250 gp; M - potion of 
  neutralize poison (98 gp per character) 
  APL 10: L - 0 gp; C - 450 gp; M - potion of 
  neutralize poison (98 gp per character) 
  APL 12: L - 0 gp; C - 700 gp; M - potion of 
  neutralize poison (98 gp per character) 
   
  Encounter Three: Party at 
  Downslope! 
  The trek back to the village of Downslope had 
  its ups and downs, but major mishap was 
  avoided. And now, it is time for celebration as 
  the people of Downslope welcome you with 
  open arms as you step out of the forest and 
  into the village. 
   
  The PCs might have been rushing to avoid death 
  from the effects of the wyvern’s poison, so they 
  probably rush right to the Beer Hall for healing.  
   
  It is also very possible that there are dead 
  among the group, be they PCs or Tandlee and the 
  scouts. If this is the case, see the earlier entry 
  dealing with seeking out raise dead spells in 
  Innspa. 
   
  Otherwise, continue on with this encounter (or 
  intermingle the two depending on the situation). 
  The following assume either no PCs died, or they 
  The Wyvern 
   
  Page 10 
  
  aren’t too concerned about the deaths, and also 
  that the wyvern was slain and did not fly back to 
  Downslope for revenge. 
   
  A healthier looking Yeoman Sties greets you in 
  the center of the village. It appears that 
  everyone associated with the village has come 
  out to show their gratitude towards you. Many 
  children bear wreaths made of wild flowers. 
  There is a great sense of relief in the air. Froe 
  shakes each of your hands vigorously until 
  Yeoman Sties has him settle down, then 
  address you all. 
   
  “On behalf of myself, the people of 
  Downslope, the Summoner and the Ale Wife, 
  we wish to appoint each of you Heroes of 
  Downslope. Your presence will always be 
  welcome here and each of you shall be guests 
  of honor at the festival we will hold tomorrow. 
  We have already given you the monetary 
  wealth of the village for the task you have done 
  for us, but now accept our hospitality as well. 
  We have many fruits of our labors that we wish 
  to share with you. Sleep now, and recover your 
  strength, for tomorrow, we feast!” finishes 
  Yeoman Sties as maidens of the village lead 
  you off to comfortable housing and help ease 
  the many pains of battle. 
   
  Housing and wound treatment is provided for the 
  PCs. So is food and drink. Mistress Tandlee casts 
  whatever spells she has on the PCs, should they 
  request them. Many of the maidens are rather 
  flirtatious with the heroes of the village and offer to 
  wash the PCs’ garments. Female heroes, on the 
  other hand, will find no shortage of handsome 
  admirers from the young males of the village, with 
  similar results. 
   
  The PCs should be rather tired from the long 
  journey and sleep comes to them quickly in the 
  comfortable surroundings. 
   
  When the PCs wake, it is a day of celebration. 
  A long day… 
   
  Now what was this all about?
  The PCs will have no knowledge of the 
  background to the entire story, since Immonara 
  has so surreptitiously closed down Beory's Forever 
  Task that next to nobody knows about it. Wortham 
  Kremm and Querca, emissaries from Immonara 
  and Tansy Treewee, respectively, know about it 
  and discussed part of their knowledge recently 
  (AHLI 4-01 The Weather Witch of the Adri) when 
  trying to sway the villagers of some Adri villages to 
  one side or the other, but since none of the PCs 
  playing 
  this 
  adventure 
  really 
  listened, 
  the 
  knowledge is still fairly limited. 
   
  If you believe that the PCs conducted 
  themselves well in their fight against the wyvern, 
  you may want to have the druid Runs Fast stop by 
  during the festivities and explain the background to 
  the PCs. He can tell them everything that is listed 
  in Adventure Background, including where the 
  wyvern came from. 
   
  If Tandlee is dead too 
  It’s possible that Tandlee has suffered death from 
  misadventure. Though the wyvern does not try to 
  harm her, it is possible that some magical effect 
  (such as random action) could cause her demise. 
  Or perhaps a careless PC with a fireball did her in. 
  Either way, if her body is returned to the village 
  (either by the PCs or by the scouts) then it is sent 
  to Innspa for resurrection. 
   
  This means there no are clerics left in the 
  village to cast spells on the PCs. Though the 
  attendant of the Beer Hall of Wenta still offers up 
  the four potions of lesser restoration, should any of 
  the PCs be in desperate need of such.  
   
  Should Tandlee die in any way or for any 
  reason, the PCs are docked xp at all APLs except 
  APL 2. 
   
  The Brown Dragon’s Revenge! 
  It is very possible that either the PCs were forced 
  to flee from the powerful wyvern, or that they 
  rescued Tandlee and decided it best to not tempt 
  fate with a fight. In this situation, that is the wrong 
  choice.  
   
  One hour after the PCs leave the wyvern, he 
  takes 
  flight 
  and 
  travel 
  (rather 
  quickly) 
  to 
  Downslope and proceed to wipe out most of the 
  village. Then he flies off back to the lair – all in the 
  time it takes the PCs to travel back to the village. 
   
  If this is the case, then the welcoming is rather 
  bitter-sweet. Yeoman Sties is dead, along with all 
  but three of the militia. Half the non-combatants of 
  the village (women and children) have either been 
  killed, or fled out right, lost to the dangers of the 
  Flinty Hills, never to return. If the PCs managed to 
  bring back Tandlee alive, then they are still 
  welcome to stay in the village as before, but if 
  Tandlee was never rescued, then the villagers are 
  rather upset with the PCs and have their new 
  spokesmen, Froe, ask the PCs to leave in the 
  morning. 
   
  The only way for the PCs to redeem 
  themselves with the village is to go back and slay 
  the brown dragon once and for all.  
   
  Treasure: 
  APL 2: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  APL 4: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  APL 6: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  APL 8: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  APL 10: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  APL 12: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
   
  The Wyvern 
   
  Page 11 
  
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then 
  assign the experience award. Award the total value 
  (objectives plus roleplaying) to each character. 
   
  Encounter Two: Lair of the Brown Dragon 
  Defeating the wyvern: 
  APL 2 (EL 6)  
   
   
   
  180 XP 
  APL 4 (EL 8)  
   
   
   
  240 XP 
  APL 6 (EL 10)  
   
   
  300 XP 
  APL 8 (EL 12)  
   
   
  360 XP 
  APL 10 (EL 14)  
   
   
  420 XP 
  APL 12 (EL 16)  
   
   
  480 XP 
   
  Encounter Two: Lair of the Brown Dragon 
  Saving Mistress Tandlee: 
  APL 2 
   
   
   
   
  --- 
  APL 4 (EL 1)  
   
   
   
  30 XP 
  APL 6 (EL 2)  
   
   
   
  60 XP 
  APL 8 (EL 3)  
   
   
   
  90 XP 
  APL 10 (EL 4)  
   
   
  120 XP 
  APL 12 (EL 5)  
   
   
  150 XP 
   
  Discretionary Role-playing Awards: 
  APL 2  
   
   
   
  45 XP 
  APL 4  
   
   
   
  67 XP 
  APL 6  
   
   
   
  90 XP 
  APL 8  
   
   
   
  112 XP 
  APL 10  
   
   
   
  135 XP 
  APL 12  
   
   
   
  157 XP 
   
  Total Experience Possible: 
  APL 2  
   
   
   
  225 XP 
  APL 4  
   
   
   
  337 XP 
  APL 6  
   
   
   
  450 XP 
  APL 8  
   
   
   
  562 XP 
  APL 10 
   
   
   
   
  675 XP 
  APL 12 
   
   
   
   
  787 XP 
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to activate 
  it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  Encounter One: Bait and Switch 
  APL 2: L - 25 gp; C - 75 gp; M - 0 gp 
   
  APL 4: L - 25 gp; C - 100 gp; M - 0 gp 
   
  APL 6: L - 25 gp; C - 150 gp; M - 0 gp 
   
  APL 8: L - 25 gp; C - 250 gp; M - 0 gp 
  APL 10: L - 25 gp - C: 550 gp; M - 0 gp  
  APL 12: L - 25 gp; C - 800 gp; M - 0 gp  
   
  Encounter Two: Lair of the Brown Dragon 
  APL 2: L - 0 gp; C - 0 gp; M - potion of neutralize 
  poison (98 gp per character) 
  APL 4: L - 0 gp; C - 100 gp; M - potion of 
  neutralize poison (98 gp per character) 
  APL 6: L - 0 gp; C - 150 gp; M - potion of 
  neutralize poison (98 gp per character) 
  APL 8: L - 0 gp; C - 250 gp; M - potion of 
  neutralize poison (98 gp per character) 
  APL 10: L - 0 gp; C - 450 gp; M - potion of 
  neutralize poison (98 gp per character) 
  APL 12: L - 0 gp; C - 700 gp; M - potion of 
  neutralize poison (98 gp per character) 
   
  Encounter Three: Party at Downslope! 
  APL 2: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  APL 4: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  APL 6: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  APL 8: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  The Wyvern 
   
  Page 12 
  
  APL 10: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
  APL 12: L – 0 gp; C - 0 gp; M - 4 potions of lesser 
  restoration (38 gp per character); 
   
  Total Possible Treasure 
  APL 2: Loot: 25 gp; Coin: 75 gp; Magic: 136 gp - 
  Total: 236 gp [capped at 225 gp] 
  APL 4: Loot: 25 gp; Coin: 200 gp; Magic: 136 gp - 
  Total: 361 gp [capped at 325 gp] 
  APL 6: Loot: 25 gp; Coin: 300 gp; Magic: 136 gp - 
  Total: 461 gp [capped at 450 gp] 
  APL 8: Loot: 25 gp; Coin: 500 gp; Magic: 136 gp - 
  Total: 661 gp [capped at 650 gp] 
  APL 10: Loot: 25 gp; Coin: 1000 gp; Magic: 136 gp 
  - Total: 1161 gp [capped at 1150 gp] 
  APL 12: Loot: 25 gp; Coin: 1500 gp; Magic: 136 gp 
  - Total: 1661 gp [capped at 1650 gp] 
  The Wyvern 
   
  Page 13 
  
  Appendix A: NPCs 
   
  Frick and Frack (Scouts): Male human Rgr 1; CR 
  1; medium humanoid; HD 1d8+1; hp 9 Init +1; Spd 
  30 ft; AC 14 (touch 11, flat-footed 13) [Dex+1, 
  studded leather+3]; Atk +1 melee (shortsword 
  1d6+2 crit x3, melee), +1 melee (shortsword 1d6+1 
  crit x3, melee); or +4 ranged (longbow 1d8 crit x3 
  Range 100, Piercing; SR 0; AL N; SV Fort +3, Ref 
  +3, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Climb +6, Profession (Guide) 
  +5, Handle Animal +3, Hide +7, Move Silently +7 
  Survival +5; Favored Enemy: orcs, Point-Blank 
  Short, Precise Shot, Track, Wild Empathy 
   
  Possessions: shortswords (2), studded leather, 
  dagger, longbow, 20 arrows, misc. gear 
   
  Yoeman Sties: Male human Ftr 3/Rgr 1; CR 4; 
  Medium Humanoid; HD 3d10+6 + 1d8+2; hp 32; Init 
  +5; Spd 30 ft.; AC 15 (touch 14, flat-footed 11) 
  [Chainshirt +4, Dex+1]; Atk +6 melee (shortsword 
  1d6+3 
  crit 
  19-20, 
  Piercing), 
  Atk 
  +6 
  melee 
  (shortsword 1d6+2 crit 19-20, Piercing) or +5 
  ranged (Longbow 1d8 crit x3, Piercing; AL CG; SV 
  Fort +6, Ref +2, Will +2; Str 14, Dex 12, Con 14, Int 
  10, Wis 12, Cha 14. 
   
  Skills and Feats: Animal Empathy +4, Climb+1, 
  Profession (Farming)+3, Diplomacy +4, Handle 
  Animal +7, Ride +6, Swim –6, Wilderness Lore +4; 
  Combat Reflexes, Favoured Enemy: dragons, 
  Improved Initiative, Mounted Combat, Point Blank 
  Shot, Track, Weapon Focus: Shortsword, Wild 
  Empathy 
   
  Possessions: chain shirt, +1 shortsword (2), 
  longbow, misc. gear 
   
   
  Militia (20): Male human Com 1; CR 1/2; medium 
  humanoid; HD 1d4+1; hp 5 Init +1; Spd 30 ft; AC 14 
  (touch 
  11, 
  flat-footed 
  13) 
  [Dex+1, 
  studded 
  leather+3]; Atk +3 melee (shortspear 1d8+2 crit x3, 
  melee) or +2 ranged (Longbow 1d8 crit x3 Range 
  100, Piercing; SR 0; AL N; SV Fort +3, Ref +1, Will 
  +0; Str 14, Dex 12, Con 12, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Profession (Farming) +3, 
  Handle Animal +3, Swim +6; Martial Weapon: 
  Longbow, Armour Profiency: Light 
   
  Possessions: 
  shortspear, 
  studded 
  leather, 
  dagger, longbow, misc. gear; 
   
  Mistress Tandlee: Female human Clr 3 (Wenta); 
  CR 3; medium humanoid; HD 3d8+3; hp 20; Init +2; 
  Spd 30 ft; AC 16 (touch 12, flat-footed 14) [Dex+2, 
  chain shirt+4]; Atk +4 melee (club 1d6 19-20 crit x2, 
  bludgeoning) or +4 ranged (dagger 1d4 19-20 crit 
  x2, slashing); SR 0; AL CG; SV Fort +3, Ref +3, Will 
  +6; Str 10, Dex 14, Con 12, Int 12, Wis 16, Cha 12. 
   
  Skills and Feats:, Climb +2, Concentration +3, 
  Craft (Brewing) +7, Knowledge (Arcana) +3, 
  Knowledge (Religion) +3, Spellcraft +3; Dodge, 
  Weapon Finesse (Club), Brew Potion 
   
  Possessions: club, spell components pouch, 
  MW chainshirt, beer-mug holy symbol 
   
  Physical 
  Description: 
  Big-boned 
  Oeridian 
  women always with a mug of beer nearby 
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—Detect Magic, Light(2), Mending; 1st—
  Bless, Comprehend Languages, Protection from 
  Law*, Shield of Faith; 2nd—Barkskin*, Bear's 
  Endurance, Lesser Restoration. 
   
  *Domain spell. Chaos: Domain (all chaos spells 
  at +1 CL); Plant: (turn/rebuke plant creatures as if 
  undead). 
   
  Runs Fast: Male human Drd 3 (Beory); CR 3; 
  medium humanoid; HD 3d8; hp 17; Init +2; Spd 20 
  ft; AC 16* (touch 13, flat-footed 13) [Dex+2, 
  Dodge+1*, hide armour+3 ]; Atk +5 melee (club 1d6 
  19-20 crit x2, bludgeoning) or +3 ranged (Sling 1d4 
  crit x2, bludgeoning); SR 0; AL N; SV Fort +3, Ref 
  +3, Will +6; Str 14, Dex 14, Con 10, Int 10, Wis 16, 
  Cha 12. 
   
  Skills and Feats: Concentration +5, Handle 
  Animal +6, Intuit Direction +8, Knowledge (Nature) 
  +5, Spellcraft +3, Survival +8, Swim +4*; Dodge, 
  Weapon Focus Club, Track. 
   
  Possessions: hide armour, wooden club, stone 
  dagger, sling 
   
  Spells Prepared (4/3/2; base DC = 13 + spell 
  level): 0—Create Water, Detect Magic, Detect 
  Posion, 
  Mending; 
  1st—Cure 
  Light 
  Wounds, 
  Entangle, Summon Nature's Ally I; 2nd— Barkskin, 
  Summon Nature’s Ally II. 
  The Wyvern 
   
  Page 14 
  
  Appendix B: The Wyvern 
   
  APL 2 
  Wyvern: CR 6; Large Dragon; HD 7d12+14; hp 54 
  (of 59); Init +1; Spd 20 ft., fly 60 ft. (poor); AC 18 
  (touch 10, flat-footed 17) [-1 size, +1 Dex, +8 
  natural]; Base Atk +7; Grp +15; Atk +10 melee 
  (1d6+4 plus poison, sting) or +10 melee (2d6+4, 
  talon) or +10 melee (2d8+4, bite); Full Atk +10 
  melee (1d6+4 plus poison, sting) and +10 melee 
  (2d6+4, talon) and +10 melee (2d8+4, bite); 
  Space/Reach 10 ft./5 ft.; SA Poison, improved grab; 
  SQ Darkvision 60 ft., immunity to sleep and 
  paralysis, low-light vision, scent; AL NE; SV Fort +7, 
  Ref +6, Will +6; Str 19, Dex 12, Con 15, Int 8, Wis 
  12, Cha 9. 
   
  Skills and Feats: Hide +7, Listen +13, Move 
  Silently +11, Spot +16; Ability Focus (poison), 
  Alertness, Flyby Attack, MultiattackB. 
   
  Possessions: Brother’s Holy Symbol (cursed). 
   
  Improved grab (Ex): To use this ability, the wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and stings. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 2d6 Constitution. The save DC 
  is Constitution-based. 
   
  APL 4 
  Wyvern, Advanced: CR 8; Gargantuan Dragon; 
  HD 11d12+66 hp 123 (of 137); Init +0; Spd 20 ft., fly 
  60 ft. (poor); AC 21 (touch 10, flat-footed 21) [-4 
  size, +15 natural]; Base Atk +19; Grp +27; Atk +19 
  melee (1d10+12 plus poison, sting) or +19 melee 
  (3d8+12, talon) or +19 melee (3d8+12, bite); Full 
  Atk +19 melee (1d10+12 plus poison, sting) and 
  +19 melee (3d8+12, talon) and +19 melee (3d8+12, 
  bite); Space/Reach 10 ft./5 ft.; SA Poison, improved 
  grab; SQ Darkvision 60 ft., immunity to sleep and 
  paralysis, low-light vision, scent; AL NE; SV Fort 
  +13, Ref +7 Will +10; Str 35, Dex 11, Con 23, Int 8, 
  Wis 12, Cha 9. 
   
  Skills and Feats: Hide +7, Listen +13, Move 
  Silently +11, Spot +16; Ability Focus (poison), 
  Alertness, Flyby Attack, Iron Will, MultiattackB. 
   
  Possessions: Brother’s Holy Symbol (cursed). 
   
  Improved grab (Ex): To use this ability, the wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and stings. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 2d6 Constitution. The save DC 
  is Constitution-based. 
   
  APL 6 
  Wyvern, Advanced: CR 10; Gargantuan Dragon; 
  HD 15d12+90; hp 168 (of 187); Init +1; Spd 20 ft., 
  fly 60 ft. (poor); AC 22 (touch 10, flat-footed 21) [+1 
  Dex, -4 size, +15 natural]; Base Atk +23; Grp +31; 
  Atk +23 melee (1d10+12 plus poison, sting) or +23 
  melee (3d8+12, talon) or +23 melee (3d8+12, bite); 
  Full Atk +23 melee (1d10+12 plus poison, sting) and 
  +23 melee (3d8+12, talon) and +23 melee (3d8+12, 
  bite); Space/Reach 10 ft./5 ft.; SA Poison, improved 
  grab; SQ Darkvision 60 ft., immunity to sleep and 
  paralysis, low-light vision, scent; AL NE; SV Fort 
  +15, Ref +11, Will +12; Str 35, Dex 12, Con 23, Int 
  8, Wis 12, Cha 9. 
   
  Skills and Feats: Hide +7, Listen +13, Move 
  Silently +11, Spot +16; Ability Focus (poison), 
  Alertness, 
  Flyby 
  Attack, 
  Iron 
  Will, 
  Lightning 
  Reflexes, MultiattackB. 
   
  Possessions: Brother’s Holy Symbol (cursed). 
   
  Improved grab (Ex): To use this ability, the wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and stings. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 2d6 Constitution. The save DC 
  is constitution-based. 
   
  APL 8 
  Wyvern, Advanced: CR 12; Gargantuan Dragon; 
  HD 19d12+114; hp 213 (of 237); Init +5; Spd 20 ft., 
  fly 60 ft. (poor); AC 22 (touch 10, flat-footed 21) [+1 
  Dex, -4 size, +18 natural]; Base Atk +27; Grp +35; 
  Atk +27 melee (1d10+12 plus poison, sting) or +27 
  melee (3d8+12, talon) or +27 melee (3d8+12, bite); 
  Full Atk +27 melee (1d10+12 plus poison, sting) and 
  +27 melee (3d8+12, talon) and +27 melee (3d8+12, 
  bite); Space/Reach 10 ft./5 ft.; SA Poison, improved 
  grab; SQ Darkvision 60 ft., immunity to sleep and 
  paralysis, low-light vision, scent; AL NE; SV Fort 
  +17, Ref +13, Will +14; Str 35, Dex 13, Con 23, Int 
  8, Wis 12, Cha 9. 
   
  Skills and Feats: Hide +7, Listen +13, Move 
  Silently +11, Spot +16; Ability Focus (poison), 
  Alertness, Flyby Attack, Improved Initiative, Iron 
  Will, Lightning Reflexes, MultiattackB. 
   
  Possessions: Brother’s Holy Symbol (cursed). 
   
  Improved grab (Ex): To use this ability, the wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and stings. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 2d6 Constitution. The save DC 
  is Constitution-based. 
   
  APL 10 
  Fiendish Wyvern, Advanced (Extraplanar): CR 
  14; Gargantuan Dragon; HD 19d12+114; hp 213 (of 
  237); Init +5; Spd 20 ft., fly 60 ft. (poor); AC 22 
  (touch 10, flat-footed 21) [+1 Dex, -4 size, +18 
  The Wyvern 
   
  Page 15 
  
  natural]; Base Atk +27; Grp +35; Atk +27 melee 
  (1d10+12 plus poison, sting) or +27 melee (3d8+12, 
  talon) or +27 melee (3d8+12, bite); Full Atk +27 
  melee (1d10+12 plus poison, sting) and +27 melee 
  (3d8+12, talon) and +27 melee (3d8+12, bite); 
  Space/Reach 10 ft./5 ft.; SA Poison, improved grab, 
  smite good; SQ Darkvision 60 ft., damage reduction 
  +10/magic, immunity to sleep and paralysis, low-
  light vision, resistance to cold 10 and fire 10, scent 
  spell rsistance 24; AL NE; SV Fort +17, Ref +13, 
  Will +14; Str 35, Dex 13, Con 23, Int 8, Wis 12, Cha 
  9. 
   
  Skills and Feats: Hide +7, Listen +13, Move 
  Silently +11, Spot +16; Ability Focus (poison), 
  Alertness, Flyby Attack, Improved Initiative, Iron 
  Will, Lightning Reflexes, MultiattackB. 
   
  Possessions: Brother’s Holy Symbol (cursed). 
   
  Improved grab (Ex): To use this ability, the wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and stings. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 2d6 Constitution. The save DC 
  is Constitution-based. 
   
  Smite good (Su): Once per day the wyvern can 
  make a normal melee attack to deal extra damage 
  equal to its HD total against a good foe. 
   
  APL 12 
  Half-Fiend 
  Wyvern, 
  Advanced: 
  CR 
  16; 
  Gargantuan Outsider; HD 21d12+147; hp 255 (of 
  283); Init +5; Spd 20 ft., fly 60 ft. (average); AC 25 
  (touch 10, flat-footed 22) [+3 Dex, -4 size, +19 
  natural]; Base Atk +31; Grp +39; Atk +31 melee 
  (1d10+14 plus poison, sting) or +31 melee (3d8+14, 
  talon) or +31 melee (3d8+14, bite); Full Atk +31 
  melee (1d10+14 plus poison, sting) and +31 melee 
  (3d8+14, talon) and +31 melee (3d8+14, bite); 
  Space/Reach 10 ft./5 ft.; SA Poison, improved grab, 
  smite good, spell-like abilities; SQ Darkvision 60 ft., 
  damage reduction 10/magic, immunity to sleep and 
  paralysis, immunity to poison, low-light vision, 
  resistance to acid 10, cold 10, electricity 10, and fire 
  10, scent, spell-like abilities, spell resistance 31; AL 
  NE; SV Fort +19, Ref +16, Will +15; Str 39, Dex 17, 
  Con 25, Int 12, Wis 12, Cha 11. 
   
  Skills and Feats: Hide +7, Listen +13, Move 
  Silently +11, Spot +16; Ability Focus (poison), 
  Alertness, Flyby Attack, Improved Initiative, Iron 
  Will, Lightning Reflexes, MultiattackB. 
   
  Possessions: Brother’s Holy Symbol (cursed). 
   
  Improved grab (Ex): To use this ability, the wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and stings. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 2d6 Constitution. The save DC 
  is Constitution-based. 
   
  Smite good (Su): Once per day the wyvern can 
  make a normal melee attack to deal extra damage 
  equal to its HD total against a good foe. 
   
  Spell-like abilities: A half-fiend has spell-like 
  abilities depending on its Hit Dice. Unless otherwise 
  noted, an ability is usable once per day. Caster level 
  equals the creature's HD, and the save is 
  Charisma-based. 
   
  The wyvern may use the following spell-like 
  abilities: blasphemy, contagion, darkness 3/day, 
  desecrate, destruction, horrid wilting, poison 3/day, 
  summon monster IX (fiends only), unhallow, unholy 
  aura 2/day, unholy blight 
   
  The Wyvern 
   
  Page 16 
  
  Appendix C: Wyvern’s Lair 
   
   
   
  The Wyvern 
   
  Page 17 
  
  Appendix D: Adri/Innspa Regional Map 
   
   
  The Wyvern 
   
  Page 18 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Adri)/594/Special Missions/AHL SM4-01 - Dark Wings over Downslope (APL 2-12)/AHL SM4-01 - Dark Wings over Downslope.pdf