The Eye Of The Sun.pdf

(406 KB) Pobierz
The Eye Of The Sun
The Eye of the Sun is a short D&D adventure for four
4th-level player characters (PCs). This scenario can be
incorporated into any style of campaign. It features a
temple that can be placed in any mountainous jungle
area in your campaign world.
OF THE SUN
THE EYE
PREPARATION
You (the DM) need the D&D core rulebooks, including
the Player ’s Handbook, the D UNGEON M ASTER ’s Guide, and the
Monster Manual. This adventure utilizes the v.3.5 rules, but
it can easily be used with the 3.0 rules as well.
You can place this adventure in any section of your
campaign world that features a mountainous jungle
where an isolated temple might exist. Adapt the mate-
rial given here as you see fit to make it work with your
campaign.
To get started, print out this adventure (including
the map). The Eye of the Sun uses a modified version of
the “ Temple and Surrounding Overview” map from the
Map-a-Week feature on the D&D website. The original
version of the map can be found at
<http://www.wizards.com/dnd/images/mapofweek/
templesurroundings_72dpi.jpg>
A Short Adventure for Four
4th-Level Player Characters
CREDITS
Design:
Eric Cagle
Editing:
Penny Williams
Typesetting:
Nancy Walker
Cartography:
Rob Lazzaretti
Web Production:
Julia Martin
Web Development:
Mark A. Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
Based on the original D UNGEONS & D RAGONS ® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D UNGEONS & D RAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
ADVENTURE
BACKGROUND
The background for this adventure begins in the distant
past, in a time before humans became the dominant
inhabitants of the world. During this period, the lizard-
folk were a widespread and capable people, particularly
in the world’s jungles.
D&D, D UNGEONS & D RAGONS , and D UNGEON M ASTER are registered trade-
marks owned by Wizards of the Coast, Inc. The d20 logo is a trademark
owned by Wizards of the Coast, Inc. All Wizards characters, character
names, and the distinctive likenesses thereof are trademarks owned by
Wizards of the Coast, Inc.
This material is protected under the copyright laws of the
United States of America. Any reproduction or
unauthorized use of the material or artwork contained
herein is prohibited without the express written permission
of Wizards of the Coast, Inc.
TIME OF THE SUN
In these ancient days, Ssh’rik was the mightiest lizard-
folk shaman of the Khud-Al Jungle. One day, he
received a vision from his deity, Semuanya, directing
him to raise a mighty temple. So the shaman taught his
people how to cut stone and assemble it into sturdy
walls, and together they crafted a temple worthy of
their deity. They named the structure the Ziggurat of
the Wrathful Sun.
Semuanya was pleased, and he blessed his people. The
lizardfolk’s population grew quickly, and they conquered
lands near and far to build a mighty empire that stretched
for hundreds of miles. The lizardfolk moved outward to
settle their new lands, leaving only a few of the most
devout worshipers to tend the temple of Semuanya.
The lizardfolk venerated the sun as an incarnation of
their deity, and many symbols were made in its honor.
Ssh’rik himself crafted a special representation of the
©2003 Wizards of the Coast, Inc. All rights reserved.
Made in the U.S.A.
This product is a work of fiction. Any similarity to actual people,
organizations, places, or events is purely coincidental.
This Wizards of the Coast game product contains no
Open Game Content. No portion of this work may be reproduced
in any form without written permission. To learn more about the
Open Gaming License and the d20 System License, please visit
www.wizards.com/d20 .
1
714616221.003.png 714616221.004.png
sun in the very top of the ziggurat—a series of mirrors
and lenses that magically trapped the sun’s rays and
provided light even in the dead of night. He called this
device the eye of the sun, and its power was so great that
it could focus the energy of the sun on a distant target
and set it afire. Several of the abandoned lizardfolk
villages near the temples were accidentally destroyed in
just this manner.
Humans and other humanoids who have built
villages along the outskirts of the Khud-Al Jungle gaze
in wonder at the strange light that emanates from a hill-
top in the distance. As the power of the eye grows, so
does its destructive capability. Several buildings in the
human village of Tooj-Reh have already been set ablaze
by its mysterious rays.
TIME OF THE BLACKENED MOON
As the lizardfolk’s empire grew, so did their pride. It is
said that Semuanya grew angry at their pretensions and
withdrew the blessing of the sun from the land, plung-
ing it into unending darkness. Another temple, called
the Temple of the Blackened Moon, was constructed
beside the first, and magic items were created there to
preserve the light as the eye of the sun dimmed, then
finally darkened for good. But the efforts were for
naught. The cold-blooded lizardfolk, so dependent on
the warmth of the sun for their energy, eventually had
to withdraw into a state of torpor.
The slaves that the lizardfolk had taken from the
conquered lands rose up in rebellion and slew all of
their former masters that they could find. Ssh’rik too
fell in this revolt, but the eye of the sun remained safe,
since the primitive slaves could not figure out how to
get inside its secret room at the top of the temple to
destroy it. In short order, the empire was gone. The few
remaining lizardfolk withdrew into the forest to wait
for the return of the sun.
ADVENTURE SYNOPSIS
The people of Tooj-Reh are desperate to discover the
source of these mysterious fires, which seem to occur
when the strange light is at its brightest. They have sent
expeditions into the jungle to investigate, but none have
returned. They ask the PCs to find the source of the glow-
ing light and ensure that it destroys no more of their town.
If they accept this mission, the PCs must venture
into the jungle, win their way past lizardfolk patrols,
and find the twin ziggurats. Once there, they must
defeat the lizardfolk who guard the towers, including
K’zzal himself, and take down the eye of the sun, so that it
can menace the town of Tooj-Reh no more.
ADVENTURE HOOKS
As DM, you know best how to involve your players and
their characters in an adventure. You can use the follow-
ing adventure hooks to spur your imagination, modify-
ing them as necessary to make them appropriate for the
characters’ interests.
TIME OF THE RISING SUN
Eventually the sun did return, bringing life back to the
land. But the lizardfolk had retreated too far into
barbarism to reinstate their empire. The descendents of
those original lizardfolk now lived like animals in the
jungle, gazing with superstitious awe at the sun that
their ancestors had worshiped.
But all things move in cycles, and at last Semuanya
sent another vision—this time to a lizardfolk shaman
named K’zzal who earnestly prayed on behalf of his
people. The vision instructed K’zzal to find the
Ziggurats of Ssh’rik and restore the eye of the sun . By its
guiding light, the lizardfolk could at last reclaim some
of what they had lost.
Guided by K’zzal, a contingent of lizardfolk located
the old temple, which was now overgrown with vegeta-
tion, and set about clearing access to it. Inside the
temple, K’zzal found the eye of the sun in a secret cham-
ber. Guided by his deity, he performed the rites that
would eventually restore it to its former glory. Now, as
the eye slowly flickers to life, it occasionally casts a bril-
liant ray of light that can be seen for miles around.
• While traveling through the Khud-Al Jungle, the PCs
smell smoke. They soon encounter a forest fire and
must flee to avoid a fiery death. Their flight takes
them into the town of Tooj-Reh.
• As a favor for a friend of theirs, the PCs must deliver
a package to a shaman named Siroo in the small fron-
tier town of Tooj-Reh.
• A cleric or druid asks the PCs to investigate a series of
mysterious forest fires in the vicinity of a town called
Tooj-Reh. The petitioner should be someone the PCs
know, or perhaps someone to whom they owe a favor.
• The PCs discover an old treasure map showing the Zig-
gurats of Ssh’rik. The path to the twin temples takes
them through the small frontier town of Tooj-Reh.
2
BEGINNING THE
ADVENTURE
This adventure consists of two freeform encounters (one
in Tooj-Reh and one in the jungle) and four placed
encounter areas (the ziggurat complex). The freeform
714616221.005.png
encounters should be run in the order they are
presented, but the specific timing and placement is up to
you as DM. The placed encounters are keyed to the map.
• Before the fires, a woodsman said that he caught sight
of some strange buildings on a high bluff, about
where the light usually came from.
TOOJ-REH
Tooj-Reh is a rough-hewn frontier town that sits on the
edge of the Khud-Al Jungle, a wild, untamed rainforest
that stretches for hundreds of miles through hilly
terrain. A few settlements have grown up around the
edges, but its depths have never been fully explored.
When the PCs arrive in town, read or paraphrase the
following aloud.
ENCOUNTER A: FIRE!
The next time the sun is out (which could be the same
day that the adventurers arrive), read or paraphrase the
following aloud at a time when the PCs and Siroo are
away from his house.
The combination of a merciless sun and humid air
forces the inhabitants of Tooj-Reh to move slowly
during the day. Just as you are about to enter an invit-
ing doorway, Siroo excitedly points to the south.
“ There it is!” he cries. “ That strange light I told you
about.” Sure enough, a spot of light, brighter than a
daystar, shines from a distant bluff. “It’s always in the
same location,” continues Siroo, “and it looks bright-
est on sunny days. We still have no idea what it is—
most of the scouts we have sent out to investigate it
have failed to return, and no one wants to risk head-
ing into the jungle anymore because of those
humanoids that have been sighted.”
A smoky scent begins to permeate the air, and
suddenly someone cries, “Fire! Fire!” People begin
rushing to the scene, and it’s soon clear that Siroo’s
hut is ablaze. Out of the confusion, a fire brigade is
quickly organized to battle the flames.
You arrive in the town of Tooj-Reh at the end of a
sudden rainstorm of the sort that seems to be
common in jungle lands. The town sits in a small
valley beside low mountains that are blanketed
with dense jungle. From the look of it, Tooj-Reh is
a rough, bustling, frontier town filled with self-re-
liant people. Indeed, they pay little attention to
you beyond a curt nod.
If the PCs have come to deliver a package to Siroo,
they can find him easily by asking anyone in town
where he lives. Otherwise, the shaman encounters
them in town and introduces himself. After chatting
with the characters for a while, he invites them to
supper at his home.
D NPC: Siroo (Male human Adept 3, CG) lives in a
small but comfortable thatched hut at the edge of town.
He invites the PCs to stay with him as long as they are
in Tooj-Reh, since the inn recently burned down.
Siroo is a chatty sort, and he reveals the following
information to the PCs during the course of their stay.
NPCs: Siroo and several of the townsfolk attempt to
put out the fire. The PCs are welcome to join in, hauling
buckets of water, if they wish. Each character may attempt
a Wisdom check (DC 15) while the townsfolk battle the
fire. Success allows the character to notice that the light
from the hilltop is very bright and steady throughout the
process—almost like a mirror caught in the sunlight.
Development: Unless the characters have some
special means of preventing it, Siroo’s hut and another
adjacent to it both burn down. The villagers appreciate
whatever assistance the PCs offered, and Siroo, though
saddened at his losses, thanks them profusely if they
helped. Read or paraphrase the following when the fire
brigade disperses.
• Four mysterious fires have occurred in the past two
months. No one has yet managed to discover the
cause—buildings simply go up in flames for no ap-
parent reason.
• A strange light has been seen coming from a hilltop
in the jungle, many miles away. The light can appear
at any time, night or day. Sometimes it pulses; other
times it is steady, and it varies considerably in inten-
sity. The only predictable aspect of it is that it seems
to come from a fixed location.
• Hunters have spotted humanoid figures lurking in
the dense jungle. Though they have been unable to
discern the exact nature of these creatures, they
appear reptilian and very fierce. The hunters have
limited their expeditions to the very edges of the
jungle for fear of intruding on the sacred grounds of
some primitive culture.
“ That’s the fifth time this has happened!” Siroo
laments. “We’ve lost nearly a dozen buildings in the
past few weeks.” He stops for a moment and shakes
his head, then fixes his gaze on you. “Perhaps you
can help us?” he says hopefully. “Will you go out
into the jungle and find out whether that light has
anything to do with these fires? I’ve done some
divinations, and they all point to that light.”
3
714616221.006.png
4
714616221.001.png
If the PCs agree to consider the matter, Siroo leaves to
convene with the town elders. They all approve his idea
and plead with the characters to investigate the strange
light. They are willing to offer the town’s entire treasury
(800 gp) to the PCs if they can actually eliminate the
problem.
Development: If the PCs agree to investigate the
mysterious fires, the townsfolk provide them with basic
supplies, as well as a map of the jungle trails in the first
half-mile or so of the Khud-Al. Unfortunately, the map
isn’t very detailed, but it’s sufficient to guide them in the
right direction. They also recommend that the PCs buy
some insect netting from the general store for 200 gp so
that they can sleep undisturbed in the jungle.
c Tooj-Reh (Small Town): Conventional; N;
800 gp limit; Assets 2,500 gp; Population 1,300 (96%
human, 2% halfling, 1% elf, 1% other races).
From this distance, the adventurers cannot determine
the source of the light, although it does serve as a point
of reference for their travels when they can see it. Once
they enter the jungle proper, however, they can no
longer see the light except when a rare break in the tree
canopy coincides with one of its flashes (about once
every 6 hours).
Every 2 hours of travel, the character in the lead
must attempt a Survival check (DC 15). Success indi-
cates that the party is on the right path; failure sends the
characters off course (see Getting Lost in Chapter 3:
Writing Adventures in the D UNGEON M ASTER ’s Guide ).
The characters can automatically find the proper direc-
tion again the next time they see the bright light.
B. LIZARDFOLK AMBUSH (EL 4)
Sometime after their first day of travel, the PCs
encounter a patrol of lizardfolk that has been tracking
them from a distance since they entered the jungle.
Concerned that the intruders are getting too close to
the Ziggurats of Ssh’rik, the lizardfolk have circled
ahead and set an ambush.
THE KHUD-AL JUNGLE
Despite the relative proximity of the ziggurats to the
town, it still takes the PCs three days of arduous travel
to reach them. The townsfolk are loath to send anyone
along as a guide, since they have already lost several
young people to searches for the light. Thus, the PCs
must rely on their own skills (and the townspeople’s
sketchy directions) to find the Ziggurat of the
Wrathful Sun.
Early in their first day of travel, the characters catch
a glimpse of the brilliant light about once every 10
minutes, coming from the direction they are heading.
The occasional thunderstorms have shown no
sign of abating. As you trudge through the mud
and tangled undergrowth, a sudden downpour
reduces your visibility to near zero. A strange hiss-
ing noise emanates from the canopy above, and
suddenly, the air is filled with javelins, coming
from all directions!
pqqqqrs
Terrain Features: The Khud-Al Jungle varies
from medium to dense forest, with light to heavy
undergrowth. In combat, this heavy vegetation
proves both an advantage and a hindrance, since
it provides soft cover for both the PCs and their
targets.
Creepy Crawlies: Billions of insects inhabit the
jungle. While they cause no damage, small insects
are terribly annoying because they get into clothing,
armor, food, and so on. Each night, every character
must make a successful Survival check (DC 10) to
ignore the effects of biting, crawling insects or be
fatigued the next day. A 10-foot-by-20-foot section of
insect netting (enough to fit four characters) may be
purchased in Tooj-Reh for 200 gp. (This item is one
that the townsfolk do not provide free of charge,
though they mention its utility.) Spending the night
under this netting negates the need for a Survival
check that night.
pqqqqrs
5
ADVENTURING IN THE JUNGLE
Moving through the dense forest and steep hills of
the Khud-Al Jungle in the oppressive heat that
reigns between thunderstorms is difficult work. The
following rules and suggestions should help you
play up the hardship of blazing a trail through the
jungle under these conditions. For more informa-
tion on terrain, see Chapter 3: Writing Adventures in
the D UNGEON M ASTER S Guide ).
Overland Movement: Since no real trail exists,
movement through the jungle is reduced by to
4
speed (see Chapter 9: Adventuring in the Player ’s
Handbook ).
Weather: This adventure takes place near the end
of the monsoon season, so thunderstorms can
occur without warning. For every 2 hours of travel,
roll on Table 3–23: Random Weather, adding +10%
to the roll. Replace any blizzard or tornado results
with downpour.
1
714616221.002.png
Zgłoś jeśli naruszono regulamin