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1 on 1 Adventures #7
Eyes of the Dragon
By Matthew Carson
1 on 1 Adventures #7: Eyes of the Dragon
The sacred treasures of the monastery have been stolen! While simple greed could explain the theft
of the eyes of the dragon , the Grandmaster of the Dragon Path has sensed a more sinister motivation
for the theft that has come to pass. Far beyond the walls of the remote monetary, you must journey
into foreign lands and battle the will of an ancient foe to recover the eyes of the dragon .
An adventure designed for 1 GM and
1 player (Level 7-9 monk)
Requires the use of Dungeons & Dragons, Third Edition Core Books, published by
Wizards of the Coast, Inc.
WWW.XRPSHOP.CITYMAX.COM
This module includes 20 adventure-packed pages, complete with locations and maps,
forming a ready-made adventure. It has been crafted for one player and one GM so even
the smallest gaming group has adventures suitable to their needs with minimal preparation
time. With some minor scaling, Eyes of the Dragon is suitable for use with a traditional four-
player party.
If you enjoy this module, look for future releases in the One on One Adventures line from
Expeditious Retreat Press
Expeditious Retreat Press
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One on One Adventures #7
Eyes of the Dragon
By Matthew Carson
An Adventure for one Monk Level 7-9
Front Cover Artist: David Esbri
Back Cover Artist: Joan Guardiet
Internal Artist: Claudio Pozas
Credits
Author: Matthew Carson
Additional Writing, Editing, and Layout: Suzi Yee
Table of Contents
Adventure Background.................................................2
Adventure Overview.....................................................2
Adapting This Adventure.............................................2
Scene 1: The Adventure Begins....................................3
Scene 2: The Chosen One..............................................4
Scene 3: The Winding Road..........................................5
Scene 4: The Port of Darmane......................................5
Tracking Down Aedon...................................5
Location 1: The Lonesome Mermaid Tavern......6
What Kayla Knows..........................................7
Location 2: Market District....................................7
Location 3: The Government House....................8
Location 4: The Library of Amara........................9
The Scroll of the Dragon Saga........................9
The Book of Zaaz...........................................10
Location 5: The Docks..........................................11
Scene 5: Journey into the Burning Plains..................11
Scene 6: Shadow on the Dunes...................................11
Scene 7: The Warlord’s Encampment.......................12
Scene 8: The Temple of Xyrix.....................................13
Room 1: The Gallery ............................................14
Room 2: The Mausoleum.....................................14
Room 3: Empty Mausoleum................................14
Room 4: The Antechamber..................................14
Room 5: The Sanctuary........................................15
Scene 9: Face of the Ancient Enemy..........................16
Concluding the Adventure.........................................18
Sample PC.....................................................................18
Maps ..........................................................................18
Sanctuary of the Enlightened..............................18
Port of Darmane....................................................19
Temple of Xyrix.....................................................19
Legal Section.................................................................20
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Adventure Background
Long ago, the Netherworld Prince Xyrix found a way into the
world from the hellish planes beyond, seeking to dominate the
mortal realm. He brought pain, suffering and no small amount
of death with him, reveling in the tears and souls he caused to
fall like rain.
Little could be done under his tortuous yoke, until one day
a magnii cent celestial gold dragon came from heaven with
the i rst rays of the dawn. He made war against the minions
of Xyrix and none could withstand his holy wrath. He pressed
the dark followers until the dread tyrant himself arrived to
contest the righteous might of Zan-rei, the Ascendant Dragon.
The two fought like angry titans, laying waste to the land
around the demon lord’s largest temple. At length, Zan-
rei was able to defeat Xyrix, but the cost was terribly high.
For Zan-rei, the ultimate cost was the greater part of his life
essence. Even then, Xyrix was not fully destroyed but merely
banished from the plane of men and locked in a dimensional
prison. What remained of the Ascendant Dragon on this plane
was far diminished and soon to fade into nothingness. He
cried to the heavens for succor in his i nal hours.
And then the Ascendant Dragon’s siblings, Celestial Crane
and Perfect Tiger, arrived to help their wounded brother. They
committed the remainder of his life force into two emeralds
that would keep what remained of him preserved for eternity.
In time, they founded a monastery upon a lonely peak where
mortal monks could learn of their wise brother’s teachings.
They also added their own philosophies so that each monk
could choose to follow the Path of Dragon, Crane or Tiger.
Then they departed back to the heavens, entrusting the Eyes of
The Dragon to the care of their followers.
Ages passed and the stories became legendary. The
monks of Greenspire mountain, known as the Monks of the
Enlightened Way, protected the treasured artifacts, but after a
great i re that consumed much of their archives, the reasons
why became unclear with the passing of years. The three
i gures of Dragon, Crane and Tiger became more and more
abstract. While their respective Paths endured, they came to be
believed less as actual beings and more as philosophical icons.
What the monks could not have known was that Xyrix
was still watchful of the outside world from the coni nes of his
prison. He could still affect the dreams of mortals, i lling them
with fear, anger or delusions of grandeur. The keys to his release
were the very emeralds that held the life force of his binder.
Unfortunately, their protectors now believed that the true story
bordered more on myth and faerie tale. There in solitude, Xyrix
waits until the day he can once again bring i re and havoc down
upon the mortal realm. That day is close is hand…
Adventure Overview
Sacred relics of the monastery, the eyes of the dragon , are stolen
from their rightful place in the eyes of the Ascendant Dragon
statue. The elders choose one from among their ranks to go and
retrieve these two, i st-sized emeralds and bring them home.
The visions of the elders direct the PC to the nearby pirate
port of Darmane. After an eye-opening and uncomfortable
urban experience in the seedy port, the PC i nally catches the
scent of the thief. He catches up to Aedon the Serpent, the foul
culprit of the theft.
Unfortunately, the thief has already handed the eyes over
to his employer. The employer in question turns out to be
none other than a warlord that is looking to expand his own
personal power through the use of the eyes .
Things become even more serious, however, when a trip
to a musty library leads to a discovery that the eyes are actually
a key of sorts, able to free a powerful demon from his age-long
prison. The warlord wishes to bind this demon to his will,
forcing it to grant him enormous power. While this is a fool’s
errand, the warlord is dead set on carrying it through.
The PC must procure passage across the sea to the Desert
of Rakhan and then journey to a forgotten ruin where the
dark ritual is to take place. Once there, the PC deals with the
warlord personally. With any luck, the PC will get there in
time to stop the dark ritual. If the dark ritual is completed, the
Prince of the Netherworld will emerge, and the PC must face
the i endish foe before he can return the eyes of the dragon to
their rightful home.
Adapting This Adventure
This adventure can be easily modii ed to i t into an existing
campaign or game setting. The Monks of the Enlightened
Way keep to themselves and are pretty self-sufi cient, so there
is little need for them to leave the monastery proper. Thus,
they can be placed in just about any mountain chain that’s not
terribly far away from the sea. Similarly the action that takes
place in Darmane can be set in any seedy port. The desert of
Rakhan can be changed to any desert or desolate area that’s
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off the beaten path. If the PC is not from the monastery, or
does not have strong ties to them, the GM should have the eyes
place a powerful geas spell upon him (after borrowing their
strength in the i nal battle) to ensure their safe return. We are
talking about two, i st-sized emeralds after all…
This adventure can accommodate other martial types of
characters other than a monk. If such is the case, The Monks
of the Enlightened way can be modii ed where they are not
martial but meditative in nature. The PC may have been
invited to visit the monastery while on his way to someplace
else, or the PC can merely be passing by. When the eyes are
stolen, the monks turn to the PC for help. The GM should
modify the opening encounter sequence where appropriate.
Staring down at you is a i gure dressed in swirling dark
robes that seems poised and ready to strike like a cobra.
He wears a hideous red and white mask made in the
likeness of a snarling demonic lion, whose mouth looks
frozen in a perpetual scream.
If the PC proves resilient against the crossbow, Aedon will
enter into melee range and use his formidable unarmed skills,
which are made more dangerous with is possession of one eye
of the dragon . If Aedon engages in unarmed combat, allow the
PC a Wisdom Check (DC 10) to recognize that the mysterious
attacker is trained to i ght in the Black Serpent way, a style
that emphasizes the use of deceit, deadly strikes and poison,
and ancient rivals of his Order. Aedon will seek to stun or
incapacitate the PC so that he can procure the second eye and
teleport away using his mask. If Aedon already possesses both
gems, then he will engage the PC for a few rounds for sport,
but will teleport away if things start to get rough. If the PC is
Scene 1: The Adventure Begins
It is night, and the PC’s sleep is restless as visions of i re and
torment cascade through his mind in a seemingly endless
dreamscape of nightmare. A successful DC 15 Listen Check
will awaken the PC. The PC will recognize the monastery’s
alarm, realizing there is an intruder on the temple grounds!
If the PC fails his Listen check, a DC 12 Spot check
awakens the PC as the glow of many paper lanterns l itting
back and forth like i rel ies across his window as the monks
search for their unwelcome visitor.
As the PC is looking around outside, everything is quiet
except for the quiet gurgle of the traditional watercourse and
the distant voices of the other monks. Allow a Spot check (DC
15) to notice that the beautifully carved wooden doors of the
sanctuary stand slightly ajar. If the PC misses the check or
ignores the information, then Aedon may appear on the roof
of the sanctuary (an opposed roll between the PC’s Spot and
Aedon’s Hide skill). If the PC is alone, Adeon cannot resist
taking a shot with his favorite light crossbow and poisoned
barbed bolt. However, Aedon already has both eyes in his
possession and will use his mask to teleport away if other monks
teleport
starting to get the better of Aedon, he will immediately use the
telekinesis power to call the other eye , and then teleport away.
teleport
After 1d6+1 rounds of combat, the other monks will
arrive on the scene. One round before the monks actually
enter, allow Aedon a Listen check DC 10 to hear their hurried
footsteps outside the door and make his escape without being
seen by the more monks. If Aedon is still engaged in combat
when the monks arrive, he will secure the second gem using
the telekinesis power of the i rst and teleport away.
teleport away.
teleport away.
teleport
Once Aedon has left with both gems, the monks will
question the PC on what has transpired and see to any
wounds or ailments the PC might have incurred as a result
of the i ght. The PC is encouraged to rest and contemplate the
evening’s events.
Creatures: Aedon the Serpent (with one eye of the dragon ),
male human, monk 3, rogue 3; CR 6; Medium Humanoid
(human); HD 3d8 +3 plus 3d6 + 3; hp 30; Init +8; Spd 40 ft.; AC
22, touch 20, l at-footed 16; Base Atk +4; Grp +6; Atk or Full
Atk: unarmed +9 melee (1d6 + 2/x2) or l urry of blows +7/+7
melee (1d6+2/x2), or masterwork light crossbow +11 (1d8/19-
20 x2); SA Stunning Fist (x3 a day), poison (DC 16); SQ Cast
augury x 1 day, critical reduction 25%, evasion, fast healing 1,
i re & electricity resistance 5, l urry of blows, immune to stun,
sneak attack + 2d6, still mind, trapi nding, trap sense + 1; AL
LE; SV Fort + 5, Ref +12, Will +6; Str 14, Dex 22, Con 12, Int 10,
Wis 14, Cha 11.
Skills and Feats : Appraise +1, Balance +11, Bluff +5,
Climb +5, Diplomacy +2, Disable Device +8, Disguise +3 (+5
to act in character), Escape Artist +9, Hide +11, Intimidate + 2,
Jump +4, Listen +5, Move Silently +11, Open Lock +14, Search
+6, Sense Motive +2, Sleight of Hand +10, Spot +7, Tumble
+12; Combat Rel exes, Dodge, Improved Initiative, Improved
Unarmed Strike B , Quickdraw, Stunning Fist, Weapon Focus
(unarmed strike)
Languages: Common
Magic Possessions: Bracers of armor + 2, dust of
disappearance , potion of neutralize poison, potion of cure moderate
wounds (x3)
Mundane Possessions : Backpack, bedroll, black serpent
venom (x4), black serpent venom anti-toxin, 20 barbed bolts,
grappling hook, 2 masterwork daggers, masterwork light
crossbow, masterwork thief’s tools, 50ft rope (silk), 1 gem
(50gp), 390gp.
Poison: 1d4 Dex damage both as a primary and secondary;
DC 16 Fort Save.
teleport
arrive, seeking to remain unseen by most of the monastery.
If the PC investigates the sanctuary, either from a
successful Spot check or an instinct to protect the sacred
places of the monastery, he interrupts Aedon as he is stealing
the eyes . The thief will only have time to pry one loose before
the PC enters the room. If Aedon makes a successful DC 15
Listen Check, he will hear the PC make his approach over the
alarm and have 1 round to hide. Read the following.
As you enter the ancient sanctuary, feathery wisps of
incense spoke swirl ghostlike around the room. The statues
of the three patrons of the monastery stand before you. To
your left is the graceful i gure of Celestial Crane, to your
right is the fearsome image of Perfect Tiger. Directly in
front of you is the serpentine form of Ascendant Dragon.
A successful DC 17 Spot Check will reveal to the PC that
one of the eyes of the Ascendant Dragon is missing, and a
successful opposed Spot check vs. Aedon’s Hide check will
reveal Aedon’s presence. Aedon will wait a moment to see
what the PC does. Normally, it would be difi cult to pry one of
the Eyes from its stony socket (DC 19 Strength Check). As he
has monk levels, Aedon can use the telekinesis ability, freeing
the second eye from the stone i ttings effortlessly. However,
he wants to remain unseen and will not use that ability in
the sight of the PC if avoidable. If the PC comes near the
Ascendant Dragon Statue, Aedon will attack. Regardless of
how the PC meets him, Aedon’s opening gambit will be with
his poisoned barbed crossbow bolt. Once the PC is aware of
Aedon’s presence, read the following.
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keen eyes taking in every wicked barb and l etching. “I
have meditated through the night on the intruder, seeking
why the eyes were stolen. Though the greed and vice of
the outside world do not i nd a home within these walls,
we know it drives the hearts of many men. And yet, I
feel that the true purpose behind this act of desecration
transcends mere avarice.” His eyes look suddenly distant
for a moment, until they focus again on you.
“The Eyes of the Dragon have been in our keeping since
the founding of the order many centuries ago. We know
these sacred relics contain great magical power, but the
nature of that power remains unknown. Seven generations
ago a great i re in the monastery destroyed many of our
ancient scrolls, and sadly, much knowledge of the elder
days was lost to us. Our legends of Ascendant Dragon,
Celestial Crane and Perfect Tiger are but remnants of
what once was.” A deep sense of sadness is apparent in
his voice.
“During my contemplation, I was gifted with a vision
from the Ascendant Dragon. I beheld a distant place, older
than most realize, which I believe is the port of Darmane.
It is there the intruder has l ed with his prize. In this
vision, I was i lled with the knowledge that forgotten lore
of the eyes could be found there as well. In this I sense the
hand of destiny in these events.
“We three Grandmasters have spoken, and we agree
that one must be charged with bringing the Eyes of Dragon
safely home where they belong. We believe this Chosen
One should be you.”
You glance over his shoulder towards the vacant
statue of Ascendant Dragon, and your purpose becomes
crystal clear. Without you having to say a word,
Grandfather Dragon breaks into a rare smile. “I knew you
would accept.” He says proudly. “You will bring great
honor to your ancestors and name.”
Eyes of the Dragon
The
The Eyes of the Dragon contain the last vestiges of the
contain the last vestiges of the
Ascendant Dragon’s soul. They are both l awlessly cut
emeralds the size of a human i st. They radiate strong
magic i elds and merely having them on your person or
possession is enough to give the wielder a measure of
power if they possess knowledge of the monk ways (i.e.
monk levels). However, only those that follow the true
path of Zan-rei (monk AL LG) can achieve the benei ts of
having both eyes.
Possession of one eye (Must have monk levels):
• + 2 enlightened bonus to AC
• Constant cat’s grace
• Fast healing 1
• Fire & Electricity resistance 5
• Critical reduction 25%
• Cast augury x 1 day
• Wielder is immune to Stun
• As a move equivalent action, the Wielder can call
the other Eye of the Dragon (assuming it’s within eye sight)
to him via telekinesis.
Possession of both eyes (Must have monk levels and
alignment Lawful Good):
• Frightful Presence (DC is 10 + 2 wielder’s level +
Cha Modii er)
• Constant owl’s wisdom
• Constant freedom of movement
• Fast healing 2
• Critical Negation 50%
• Cast divination x 3 day
Lion Mask: Lent to Aedon by the warlord Kharzon,
Aedon can teleport away once he has both eyes .
Eye of the Dragon: If Aedon has one of the eyes , Aedon
can call the other eye to him via telekinesis.
Notes: Aedon got his start in the Disciples of the Black
Serpent, an underground order of evil monks that specialize
in deception, treachery and misdirection. Aedon became very
adept at their ways, but was never as serious about the art as his
brothers and sisters. Thus, he left their ranks and found a whole
world of vice and self-indulgence that his previous masters had
strenuously kept from him. Greed i lled the vacuum, made all
the worse when he found that he could make a lucrative career
as a thief and enforcer. He’s been “the serpent” for hire ever
since…with a long list of victims in his wake.
Before the PC leaves, Grandfather Dragon will remove an
ornate emerald amulet from around his neck and give it to
the PC along with a bag of 300gp to offset traveling expenses.
Upon putting it on, the PC will immediately know all of
its powers (see sidebox). Grandfather Dragon explains the
powers of the amulet, particularly that the emerald will
glow in the proximity of the eyes . He will also give the PC the
wickedly barbed bolt from Aedon’s crossbow in hopes such an
item will help in tracking the thief.
Talisman of the Dragon Guide
This amulet is made to resemble a golden sunburst. In
This amulet is made to resemble a golden sunburst. In
the center of the sun is a realistically carved dragon’s
face shown in proi le. In the eye of this image is a faceted,
thumb-nailed sized emerald. This talisman is traditionally
kept by the Grandmaster of the Dragon Path, known as
Grandfather Dragon. It grants certain bonuses and abilities
to the wearer. When the PC dons the amulet he gains the
following:
• The wearer can sense the presence of the Eyes of the
Dragon within 2 miles.
• +2 enlightened bonus to the wearer’s Wisdom score
• Cast divination x 1 day as the spell. Use the PC’s level
as the caster level.
• + 2 misc. bonus to Sense Motive, Balance &
Knowledge: Religion checks
Scene 2: The Chosen One
Shortly before dawn the next day, the PC receives a summons
to the main sanctuary to speak to the three Grand Masters of
the order. Read the following aloud.
As you enter the main sanctuary, the three Grand Masters
are assembled, waiting for you. Beneath the statue of the
Ascendant Dragon sits the venerable and wise form of
Grandfather Dragon who strokes his long silver mustache
in contemplation. To his left is Grandfather Crane, who
sits placid and unmoving. Opposite him is Grandmother
Tiger whose alert eyes seize you as you take your place
before them. Grandfather Dragon reaches into his robe
and produces the bolt that the attacker shot at you, his
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