The Dragon of Najkir
- An adventure for Level 7 characters.
- This adventure is designed to fill one or two sessions of play.
- It can take place anywhere there are small islands.
Key Plot Points
The following information is key to the adventure's story:
- Dragon's Island. The adventurers are hired to travel by ship to a monastery on the island of Najkir in search of three shipwreck survivors, one of whom is the friend of a friend. The missing person—a priest named Devi—used Sending Stones to share that a dragon sank the ship.
- Monastery. After the dragon Skalanthas tries to sink the characters' ship, the characters arrive at the monastery. There they encounter friendly monks and find the shipwreck survivors alive and well. These NPCs explain that the dragon has been threatening ships that try to approach or leave the island.
- Serpent in the Monastery. Living among the monks is Ronnom Daamos, an assassin who came to Najkir to avoid punishment for his crimes. Ronnom is the son of the knight Skalanthas once served, and the dragon feels beholden to him. The characters must expose Ronnom's crimes so Skalanthas will allow ships to leave the island.
Preparation
Before running the adventure, prepare as follows:
- Step 1. If you're running it for a single character, read the x" section.
- Step 2. Read "x" and "x" for more context. Familiarize yourself with the Key NPCs table, which lists individuals the characters will interact with throughout the adventure.
- Step 3. Familiarize yourself with the Ship map in the Dungeon Master's Guide or on D&D Beyond and the game statistics for Sailing Ships and Rowboats in the Player's Handbook or on D&D Beyond.
- Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:
Key NPCs
| Name | Role | Stat Block | Location |
|---|---|---|---|
| Anish | Aasimar monastery leader | Commoner (Medium, Lawful Neutral) | x–x |
| Ashlyn Maranta | Elf shipwreck survivor | Scout (Medium, Chaotic Good) | x |
| Devi Talzar | Human shipwreck survivor | Priest (Medium, Neutral Good) | x |
| Eko and Mok | Ronnom's shape-shifted bodyguards | Doppelganger | x |
| Kranine Orso | Tiefling captain of characters' ship | Noble (Medium, Chaotic Good) | "x" |
| Mirel Astafar | Human friend and quest giver | Noble (Medium, Neutral Good) | "x" |
| Ronnom Daamos | Fugitive human assassin | Assassin (Medium, Neutral Evil) | x |
| Skalanthas | Protector of the island | Young Bronze Dragon | x |
| Treef Lameer | Human shipwreck survivor | Noble (Medium, Chaotic Neutral) | x |
| Veen | Ronnom's friend | Oni | x |
Running for One Character
You can run this adventure for a single character of level 7. Ideally, that character should have proficiency in at least two of the following skills:
The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions.
Adventure Background
The bronze dragon Skalanthas was raised by House Daamos, a human noble family. When he was a wyrmling, a valorous human knight named Ishyllia Daamos trained him to fight by her side. After he grew, Skalanthas served as her mount. When Ishyllia died in battle fifteen years ago, the distraught Skalanthas fled House Daamos in his grief.
Skalanthas found solace at a monastery on the island of Najkir, where Ishyllia once liked to go to escape the politics and violence of her homeland. There, Skalanthas struck up a friendship with the monks that has lasted for years. The dragon laid claim to a cave complex under the monastery and plundered treasure-laden shipwrecks amid the island's vast coral reefs. The monks felt grateful for the dragon's company and protection.
Six months ago, a ship delivered Ronnom Daamos—Ishyllia Daamos's son—to the monastery. Ronnom had grown up listening to his mother's stories about Najkir and told the monks he needed to hide from his family's enemies. The monks offered to shelter him and his bodyguards as long as they needed it. Ronnom was delighted to learn that Skalanthas, his mother's long-lost dragon companion, also lived on the island. It didn't take long for Ronnom to become the dragon's friend and confidant.
A Sordid Past
Neither Skalanthas nor the monks know that until recently, Ronnom led an assassins' guild that carried out political killings for profit. Rival factions banded together to destroy the guild, killing most of the guild's assassins, but Ronnom and his bodyguards escaped and fled to Najkir.
Under Ronnom's influence, Skalanthas has grown territorial, threatening ships that get too close to the island. Six days ago, Skalanthas sank a ship that sailed too close to Najkir for the dragon's comfort. Three survivors swam ashore and followed a trail to the monastery.
The monks fed and sheltered the survivors. One survivor saw Ronnom, recognized him as a wanted criminal, and told the others. A monk witnessed the conversation and told Anish, the monastery's hierarch. Hierarch Anish met with Ronnom privately and asked him to leave Najkir peacefully. Ronnom refused.
Beginning the Adventure
The adventure begins on a large island named Rakfir in a seaside tavern called the Smiling Fish. The characters are meeting with their longtime friend Mirel Astafar, a well-dressed, wealthy human merchant (Medium, Neutral Good Noble).
Read or paraphrase the following aloud to begin the adventure:
If the characters refuse the quest, Mirel sweetens the reward by offering them free passage on any of her ships whenever it suits them. If that's still not enough, she gives them a silver necklace with a jade pendant (worth 250 GP) as an advance.
Once the characters accept the quest, they can leave at once for Najkir. Before they depart, Mirel gives them additional information that Devi just imparted to her via the Sending Stones:
The Wavemount is a Sailing Ship with a tiefling captain named Kranine Orso (Medium, Chaotic Good Noble) and a crew of nineteen Chaotic Good sailors of various species (Commoners). Captain Orso and her crew are all Friendly toward the characters.
A latched, unlocked trunk stored in the captain's cabin contains 1,000 GP, which Captain Orso is authorized to use to bribe the dragon if it threatens the ship. The trunk and its contents weigh 45 pounds.
When the characters are ready to get underway, the Wavemount sets sail for Najkir.
Skalanthas Strikes!
The voyage to Najkir is uneventful until the ship comes within a mile of the island. When that happens, read or paraphrase the following aloud:
The Young Bronze Dragon is Skalanthas. He was scouring old shipwrecks when he saw the Wavemount from beneath the sea. Skalanthas no longer permits strange ships to venture this close to his island, and he is Hostile, uncommunicative, and unwilling to accept bribes.
Running the Encounter
Have Skalanthas, the characters, and Captain Orso roll Initiative. The crew acts immediately after Captain Orso in the Initiative order. These sailors take the Hide action while Orso tries to bribe the dragon—to no avail.
Use the Ship map in the Dungeon Master's Guide to represent the Wavemount. Stored in the ship's cargo hold are two Rowboats. See the Player's Handbook for Sailing Ship and Rowboat game statistics.
Skalanthas is 80 feet above the ship at the start of the encounter. He swoops to within 30 feet of the ship and uses his Repulsion Breath to push the ship's crew and passengers into the ocean. If he lacks clear targets for his Repulsion Breath, Skalanthas seeks to damage the ship; he avoids harming creatures whenever possible. Skalanthas continues his assault until he is Bloodied or the ship is destroyed, at which point he dives underwater and swims back to his lair on the island (area x).
Fate of the Wavemount
The encounter ends with the Wavemount surviving or sinking, as described below.
The Ship Is Saved
If Skalanthas fails to sink the Wavemount, Captain Orso gives the characters a Rowboat they can use to reach the island. Meanwhile, she maneuvers her ship into a fog bank and hides there until they return.
As an Influence action, a character can try to convince Captain Orso to part with the coin-filled trunk by making a DC 20 Charisma (Intimidation or Persuasion) check. On a success, Orso reluctantly hands it over, hoping it will aid in the characters' next encounter with the dragon.
The Ship Is Sunk
If the Wavemount is reduced to 0 Hit Points, it sinks. Captain Orso abandons the coin-filled trunk as she and her sailors cling to pieces of flotsam and paddle toward the island. The characters can do the same.
Deprived of their ship, Captain Orso and her sailors aren't eager to face the dragon again, so they head to the monastery with the characters.
Najkir Monastery
[image: The Island Najkir]
The island Najkir is a rugged, egg-shaped island 6 miles wide and 10 miles long. Persistent fog shrouds much of the island, which has a black pebble beach to the north and white cliffs to the south. The island has a large population of goats and sheep, and the surrounding reefs are home to plenty of fish.
The only permanent structure on the island is the Najkir Monastery, which is tucked inside a sea cave on the south side of the island. A worn path hugs the cliffside, descending from the top of the cliff to a few feet above sea level before entering the cave and climbing to the monastery's entrance. A pier allows small boats to dock near the entrance.
The monastery has long been a retreat for folk seeking enlightenment. The monks who reside here are peaceful.
The Monks
Thirteen monks of various species dwell in the x, including Hierarch Anish, who is an aasimar. All monks are Lawful Neutral Commoners and Friendly toward visitors. They wear wool robes and wooden clogs.
Monk Names
If you need a name for a monk, make one up or choose a name from the following list:
| 1d12 | Name |
|---|---|
| 1 | Avishal |
| 2 | Beltumil |
| 3 | Cayem |
| 4 | Fenlah |
| 5 | Garu |
| 6 | Huett |
| 7 | Jeneira |
| 8 | Lukai |
| 9 | Nezlen |
| 10 | Penth |
| 11 | Symus |
| 12 | Vaara |
Survivors of the Naiad
When the Naiad sank, two sailors and a priest sought refuge at the monastery. The priest is Devi Talzar; the sailors are Ashlyn Maranta and Treef Lameer. Between meals, they rest in guest cells (area x).
What the Residents Know
Characters who strike up a conversation with any of the monastery's residents can learn what they know about the following topics.
Dead Falcons
The monks use trained falcons to communicate with the outside world. Shortly before the characters' arrival, someone killed all the falcons by feeding them poisoned meat.
Getting off the Island
The monks have a small boat they use for fishing, but it's not a practical seagoing vessel. There are no other ships (or settlements) on the island.
Leader
The monks' leader is Hierarch Anish, an older aasimar man with a gentle disposition.
Monastery
The x has long served as a retreat for monks and visitors seeking enlightenment. Visitors may freely explore the monastery but are urged not to enter the flooded caves on the lower level (see "x" below).
Ronnom Daamos
Ronnom, a noble, arrived by ship six months ago with his three bodyguards, whom the monks know as the brothers Eko and Mok and a woman named Veen. Ronnom is the son of Ishyllia Daamos, a knight who was a frequent guest at the monastery before her death. Recently it has come to light that Ronnom is a wanted man whose crimes include numerous assassinations. The monks have no interest in politics and no wish to harbor assassins, but Ronnom refuses to leave. He and his bodyguards have private quarters on the lower level.
Shipwreck Survivors
Six days ago, Skalanthas sank a ship called the Naiad that sailed close to the island. Three survivors swam ashore and found the monastery. The monks are happy to give them food, drink, and shelter until rescuers arrive.
Skalanthas the Dragon
The bronze dragon Skalanthas came to Najkir fifteen years ago, after the death of his adoptive human mother—a knight named Ishyllia Daamos. Skalanthas lives in the sea caves below the monastery and feeds on fish, goats, and sheep. In the past six months, Skalanthas has become increasingly territorial, threatening and sinking ships that approach the island. The monks began noticing Skalanthas's change in demeanor shortly after Ronnom's arrival.
Monastery Features
The x is hewn out of solid rock, its walls carved to resemble bricks, and its floor carved to resemble tiles. Because the monks encourage inhabitants to focus on inner peace rather than outer beauty, the monastery's construction is simple and its interior decoration sparse. Other features are described below unless otherwise noted.
Caves
Natural caves vary in height and water depth; see their descriptions (x–x, x–x, and x–x) for more information. In flooded caves, the murky water limits visibility to 20 feet. The tides' effect on water depth is negligible.
Ceilings
All corridors in the monastery are 10 feet high with arched ceilings. Rooms on the upper floor have 15-foot vaulted ceilings; rooms on the lower floor have flat, 10-foot ceilings.
Doors
Most doors are made of wood with iron handles and hinges.
Lighting
Hooded Lanterns hanging from the ceiling by iron chains cast Bright Light in interior rooms. Sunlight entering the cave mouth during the day casts Dim Light through cave areas in the upper level. Caves in the lower level are in Darkness; descriptions assume the characters have a way of seeing in the dark.
Windows
Some western rooms on the monastery's upper level (areas x–x and x–x) have narrow stained-glass windows that a character can swing open from the inside. These windows can't be opened from the outside but break easily (AC 11, HP 2, Vulnerability to Bludgeoning damage, Immunity to Poison and Psychic damage). A character can easily climb through an open window.
Upper Level Locations
The following locations are keyed to Map: Monastery Upper Level.
M1: Cliffside Walkway
This stone path extends from the top of a 100-foot-high cliff southeast of the area shown on the map to the mouth of a sea cave (area x), ending at the monastery's entrance (area x). Goats often wander the walkway.
M2: Sea Cave
The water in this cave is 20 feet deep. The uneven ceiling rises roughly 30 feet above water level.
The dock and Rowboat are described in area x. The monastery's entrance is described in area x.
Ledges
Along the west wall are two rocky ledges with nothing on them. The northern ledge is 10 feet above the water, and the southern ledge a more accessible 5 feet above it.
Underwater Tunnel
At the north end of the cave is a completely submerged, 10-foot-diameter tunnel blocked by boulders (see area x for details).
M3: Dock
Stone posts support this wooden dock from below (see area x). Tied to the dock is a Rowboat, which the monks primarily use for fishing. The boat's oars are kept in the storeroom (area x). East of the dock, a stone staircase ascends to a cross-shaped hallway with three doors at the opposite end.
M4: Barred Entrance
If the characters approach the monastery via the walkway (area x), describe the entrance as follows:
Close inspection of the door reveals a tiny peephole situated above the knocker (for tall monks) and another one situated below the knocker (for short monks). The door is barred from the inside. The size and weight of the door raises the DC to force it open to 20.
Monk's Welcome
If one or more characters bang on the door, use the knocker, or otherwise signal their arrival, a human monk arrives within a minute, peers through one of the peepholes, unbars the door, and welcomes the new arrivals. The monk leads them to a large hall (area x), where Hierarch Anish is engaged in discussions with others of the order.
M5: Aviary
Each birdcage weighs 20 pounds. The first time the characters visit the aviary, the monk is removing the remains of dead falcons from the cages and depositing them in a basket on the floor. A character who takes a Search action and examines the falcons can make a DC 15 Wisdom (Medicine) check. On a success, the character ascertains that the falcons died after ingesting some kind of poison within the past 12 hours.
The monk can confirm that the birds were well yesterday. He believes they died from eating poisoned meat but doesn't know who fed it to them. He explains that these falcons were trained to deliver messages to and from the monastery. (Ronnom fed the birds poisoned meat to stop the monks from communicating the secret of his identity to the outside world.)
The monk then suggests the characters speak immediately with the head of his order, Hierarch Anish. If they're not accompanied by another monk, he leads them to a large hall (area x), where Anish is consulting with the rest of the monks.
M6: Scriptorium
The monks communicate with the outside world by writing letters and using trained falcons (see area x) to deliver them to faraway cities. The letters are written using the supplies stored in the desks.
Characters who search the desks' drawers find four wooden scroll tubes (each small enough to be tied to a falcon's leg), two sets of Calligrapher's Supplies, and two Candles.
M7: Hospital
Characters who examine the contents of the room find the following items:
- Ten Blankets
- Ten empty Glass Bottles
- Twelve Healer's Kits
- Two Hooded Lanterns (hanging above the table)
- One jar of Keoghtom's Ointment
M8: Recovery Room
The sick and the wounded come here to rest and recuperate. Under each bed sits an empty chamber pot.
M9: Library
The broom is nonmagical.
Books
Hundreds of nonmagical books are stored here and organized by topic. A character who spends 8 hours conducting research in this library gains Advantage on ability checks tied to one skill—History, Medicine, or Nature—for the next 24 hours.
Spellbook
Any character who spends at least 10 minutes examining the books in this library finds an old Spellbook that belonged to a dwarf magic-user named Xantarn, who died in the monastery eight years ago. The book contains the following spells: Arcane Lock, Color Spray, Counterspell, Darkvision, Detect Magic, Feather Fall, Invisibility, Mage Armor, Magic Missile, Melf's Acid Arrow, Phantasmal Force, Sending, Speak with Dead, Unseen Servant, and Vampiric Touch.
M10: Kitchen
The two human monks (Medium Commoners) pay little heed to visitors as they prepare batches of fish stew.
Characters who loot the kitchen can gather enough supplies to create two sets of Cook's Utensils.
M11: Guest Quarters
These cells, set aside for visitors, each contain a wooden bed, a chamber pot, and hooks on the walls for hanging clothes. Under each bed is a shelf for storing personal effects.
The survivors from the Naiad are resting in three cells: Ashlyn in x, Devi in x, and Treef in x. Each survivor is described further below.
The remaining cells are unoccupied, unless the characters or any Wavemount crew are staying at the monastery. If they are, the characters and crew share the remaining cells as the players see fit.
Ashlyn Maranta
Ashlyn is an elf (Medium, Chaotic Good Scout) with pale blue skin who can breathe both air and water. She was close to the Naiad's late captain, a human named Jeressa Lameer. When the Naiad sank, Ashlyn helped Devi and Treef swim to Najkir. She is brave but saddened by the loss of her captain and other shipmates.
Devi Talzar
Devi is a middle-aged human (Medium, Neutral Good Priest) with a kind face who serves a god of the stars and wanderers. Devi carries a Sending Stone, which she uses to communicate with her good friend Mirel Astafar. Devi is cautious, patient, and brave but doesn't take unnecessary risks.
Treef Lameer
Treef is a fifteen-year-old human (Medium, Chaotic Neutral Noble) born into a privileged and politically powerful family. He is also the nephew of the Naiad's late captain, Jeressa Lameer. He recognized Ronnom Daamos at once. Although he hopes for rescue, Treef thinks Ronnom ordered the dragon to sink the Naiad and wants revenge. He won't leave the monastery until Ronnom is, as he says, "properly dealt with."
M12: Monks' Dormitory
This room has east and west wings. Each wing contains three bunk beds (so there are twelve beds in all), three trunks for personal storage, and a cabinet holding towels and clean linens.
At night, all the monks except Hierarch Anish sleep here.
M13: Dining Hall
The monks gather here twice per day—once for breakfast at sunrise and once for dinner at sunset. Guests are welcome to join them as space allows. Hierarch Anish never dines here and instead receives his meals in his office (area x).
M14: Privy and Bathroom
Below the trapdoor, a shallow trench carries waste away from the monastery.
M15: Hierarch's Office
When he's not elsewhere, Hierarch Anish (Medium, Lawful Neutral Commoner) oversees the affairs of the monastery from this office.
Desk
Characters who search the desk's drawers find the following items:
Wall Carving
The carving on the eastern wall is symbolic: the goats represent unity of purpose, and their steady climb represents the spiritual journey one must take to achieve enlightenment and the heights of tranquility. A character who examines the carving and takes a Study action can make a DC 10 Intelligence (Religion) check. On a success, the character recognizes its meaning.
M16: Hierarch's Quarters
The hierarch's bedroom is private but no fancier than the other monks' quarters. It contains a short, neatly made bed, a nightstand, a chest of drawers with a washbasin, and a tall cabinet holding a few spare garments.
M17: Meeting and Meditation Hall
The aasimar is Hierarch Anish (see x). He and eleven monks (a mix of Small and Medium Commoners) are gathered here to discuss what to do about Ronnom Daamos and his bodyguards. Anish's cane is a Staff of the Python.
If the characters were led here by a monk (see areas x–x), that monk joins the others. The members of the order are upset about the poisoning of the falcons. They've ruled out the shipwreck survivors as suspects, concluding that the falcons were killed on Ronnom's orders. The monks don't know how to proceed, given that Ronnom refuses to leave, and they can't force him to do so. Anish believes the characters' arrival is a gift.
After inquiring about the characters' business at the monastery, Anish tells them he'd like to make a request of them. If the characters are interested, read or paraphrase the following:
In response to the characters' questions, the monks share information (see "x") and ask the characters to end the threat posed by Ronnom Daamos and his bodyguards without incurring the wrath of Skalanthas. If the characters tell the hierarch that Skalanthas has been sinking ships that sail near the island, the hierarch shakes his head sadly and suggests that if Skalanthas knew about Ronnom's crimes, the dragon surely would act differently.
Quest Accepted
Should the characters agree to help, Anish tells them that Ronnom and his bodyguards reside on the lower level. If the characters don't know how to get there, Anish asks one of the monks to lead them to the north stairs (area x). Anish also gives them a key that unlocks the door to a dungeon cell on the lower level (area x), should the characters wish to use it to lock up prisoners.
Quest Declined
If the characters decline to help, Anish warns them that Skalanthas protects Ronnom's secret by preventing anyone from leaving the island. Anish thinks Skalanthas knows nothing about the man's crimes and serves him out of loyalty to House Daamos.
Accommodation
Regardless of whether the characters accept the quest, if they or any Wavemount crew wish to stay at the monastery, the monks direct them to the guest quarters (area x), where they can stay as long as they like.
M18: Crypt
After a hierarch's death, a clay urn containing the deceased's ashes is stored here under a portrait the monks have painted of the deceased. Each clay urn is etched with the name of the hierarch whose ashes it contains. (Examples include Abul-Zaar, Jaltus, Larai, Sersiah, and Tymorn.)
Bypassing Maze Traps
The rituals performed in area x have imbued each urn with magic that allows a person who touches it to bypass the traps in area x. As a Magic action, a character can touch an urn and focus on the name etched on its lid. For the next 24 hours, the traps in area x don't affect that character. The character understands that this magic protects them from traps, but this action does not reveal the traps' location.
M19: Weavers' Room
Using wool collected from island sheep, the monks weave their own garments. Characters searching the room can combine the supplies to make two sets of Weaver's Tools.
M20: Potters' Room
The monks use this facility to make clay urns (like the ones in area x) and dishes. Characters searching the room can combine the supplies to make two sets of Potter's Tools.
M21: Ritual Chamber
Darkness envelops this room. If the characters have a way of seeing in the dark, read or paraphrase the following:
A character who examines the chamber and takes a Study action can make a DC 10 Intelligence (Religion) check. On a success, the character concludes the room is used for rituals, though their exact nature is unclear.
When a hierarch dies, the monks gather here to meditate on the spirit of the hierarch near an urn containing the leader's ashes. This ritual imbues the urn with magic that enables creatures to bypass the traps in area x; see the crypt (area x) for details.
Cabinet
The cabinet against the east wall is unlocked and contains the following supplies:
- Three Bells (used in ceremonies)
- One Tinderbox
- Twelve Torches
- Spell Scrolls of Bless, Detect Magic, False Life, Protection from Evil and Good
Secret Door
Any character who looks for secret doors and takes a Search action can make a DC 15 Wisdom (Perception) check. On a success, the character finds a secret door in the north wall, which is locked. If the characters place three lit torches in the statues' sconces, the secret door unlocks. The door silently locks again if one or more of the torches go out or are removed from their sconces. A Knock spell also unlocks the secret door. It otherwise can't be opened.
Pushing on the door when it's unlocked causes it to swing open into the maze vault (area x).
M22: Maze Vault
This area is in Darkness. If the characters have a way of seeing in the dark, read or paraphrase the following:
The monks hide the monastery's wealth in this small labyrinth. The secret door leading to the vault can be pulled open from the inside even if it's locked from the outside.
Chalk Figure
Any character who has met Hierarch Anish can ascertain that the chalk figure drawn on the wall represents Anish and his Staff of the Python. This drawing is a clue for bypassing the maze's traps (see "Traps" below).
Statue
At the end of one passage stands a Medium stone statue of a pig. The statue is magical and has a coin slot in the middle of its back.
Like a piggy bank, the statue is hollow. It holds the monastery's monetary wealth. If a creature speaks the command phrase "oink, oink, oink" while touching the statue, the pig's mouth magically opens, and all the statue's contents spill onto the floor.
The statue contains 4,660 GP, 2,752 SP, and 1,351 CP when the characters discover it. Most of this money was donated to the monastery. Casting an Identify spell on the statue reveals the command phrase, which otherwise only Hierarch Anish knows.
Breaking the statue also causes its contents to spill out. The statue has AC 17, HP 18, and Immunity to all damage except Bludgeoning and Force.
Traps
The maze contains five identical, magical traps, each marked with a T on Map: Monastery Upper Level. A character who carries Hierarch Anish's Staff of the Python or who has touched an urn in the crypt (see area x) can pass through these areas safely. Otherwise, whenever a creature enters one of these 5-foot-square areas, the creature makes a DC 15 Constitution saving throw, taking 10 (3d6) Lightning damage on a failed save or half as much damage on a successful one.
Lower Level Locations
The following locations are keyed to Map: Monastery Lower Level.
M23: North Stairs
This stairway connects the upper and lower levels of the monastery. Where the staircase bends, a hanging lantern lights a 5-foot-square landing.
M24: South Stairs
This stairway connects the kitchen (area x) on the upper level with the storeroom (area x) on the lower level. Where the staircase bends, a hanging lantern lights a 5-foot-square landing.
M25: Bodyguards' Quarters
Eko and Mok are shape-shifted Doppelgangers and Ronnom's loyal servants. They obey Ronnom's orders without question, fighting the characters if he commands them to. If the characters say they're looking for Ronnom, Eko and Mok offer to lead them to him (see area x).
Other than their three-dragon ante Gaming Set, the doppelgangers carry nothing of value. The drawers are empty.
M26: Ronnom's Quarters
This area contains two hidden foes.
Ronnom Daamos
Aware of the trouble he's caused, Ronnom (Medium, Neutral Evil Assassin) is hiding in the Dim Light of the hallway to the east. Until the human man moves or speaks, noticing him requires taking a Search action and making a successful DC 20 Wisdom (Perception) check. If Eko and Mok lead the characters here (see area x), or if the characters arrive here from the east (area x), Ronnom emerges from the shadows to parley with them. Otherwise, he tries to remain hidden.
Ronnom doesn't put himself in harm's way if he can help it. When confronted by one or more unfamiliar foes, he flees to Skalanthas's lair (area x). If all routes to the lair are cut off, Ronnom tries to bribe enemies with the contents of his top drawer (see "Treasure" below). He fights as a last resort and surrenders if reduced to 20 Hit Points or fewer and unable to flee.
Veen
Veen is an Oni that has cast Invisibility on herself. Veen kidnapped Ronnom when he was a child. When the oni perceived the boy's malevolent nature, she befriended Ronnom, and the two remain allies to this day. Using her shape-shifting ability, Veen presents herself as a tall, red-haired, human woman with jade-green eyes. If the characters combat Ronnom, Veen fights to the death to defend him.
Chest of Drawers
The top drawer is unlocked and contains three satchels (see "Treasure") and four empty Vials. A character who examines the Vials as a Study action can make a DC 15 Intelligence (Investigation) check or an Intelligence check using Glassblower's Tools. On a success, the character detects poison residue inside each one. This poison killed the falcons in the aviary (area x). The other drawers are empty.
Treasure
The first satchel in the chest of drawers contains 60 PP. The second satchel contains four pearls worth 100 GP each. The third satchel is empty but used to contain a bejeweled necklace that Ronnom gave to Skalanthas as a gift (see area x).
M27: Storeroom
Each barrel contains 2d20 gallons of fresh water, and each crate holds 3d10 flasks of Oil. The oars are for the Rowboat at the dock (area x). The fishing poles are nonmagical.
Treasure
The spear is a Silvered Weapon (Spear). The monks use it as a harpoon while fishing.
M28: Pantry
The cabinets are unlocked and the pantry holds the following items:
- Brewer's Supplies
- Thirty Candles
- One hundred Rations
- Ten loaves of Bread
- Ten wedges of Cheese
M29: Wine Cellar
Each barrel contains forty gallons of wine.
M30: Dungeon Cell
The door to this room is locked. Opening the door requires the proper key (typically in Hierarch Anish's possession), Thieves' Tools, or a Knock spell. The lock is simple (requiring 1 action to pick) and of good quality (DC 15).
The cell contains nothing of interest.
M31: Workroom
Characters who search the room find the following tools and supplies:
- One set of Cobbler's Tools
- One set of Mason's Tools
- One set of Painter's Supplies
- Two sets of Woodcarver's Tools
M32: Dock Posts
The light in this submerged cavern filters down from the cave above (area x): Dim Light during the day, Darkness at night.
Because the posts are so narrowly spaced, Skalanthas prefers to swim around them. They are Difficult Terrain for him to swim through.
M33: Blocked and Submerged Tunnel
This 10-foot-diameter tunnel is completely submerged and blocked by heavy boulders.
As Skalanthas comes and goes from his lair, the dragon moves the boulders aside to clear the passage for himself, then moves them back to discourage others from using the tunnel. A Small creature can squirm between the boulders with a successful DC 20 Dexterity (Acrobatics) check, treating the boulders as Difficult Terrain. A Medium character can do the same but has Disadvantage on the check. Moving boulders aside to create a wider opening through which Medium and Small creatures can pass without making a check requires 10 minutes of work and a successful DC 20 Strength (Athletics) check.
M34: Partially Flooded Cave
The water is 20 feet deep in the western half of the area and 15 feet deep otherwise. The uneven ceiling is roughly 20 feet above water level.
M35: Damp Stairs
A flight of damp, rough-hewn stairs leads down from the bodyguards' quarters (area x) to a dark, partially flooded cave (area x). The tunnel containing these stairs is in Darkness.
M36: Trip Wire Trap
These damp, rough-hewn stairs lead down from the lower level of the monastery to a partially flooded cave (area x). At the midpoint of the staircase, a shallow niche in the south wall contains a wooden box that is actually a Folding Boat and a lit Hooded Lantern. Ronnom Daamos leaves these items here to help him reach Skalanthas's lair (area x) when he wants to speak to the dragon.
Trip Wire
Ronnom has rigged a trip wire across the top of the staircase. If forced to flee from his quarters (area x), he steps over the wire to avoid it and takes the lantern and Folding Boat.
A character can take a Search action to inspect the staircase for traps and make a DC 15 Wisdom (Perception) check. On a success, the character finds the trip wire. Once detected, the wire is easily avoided or cut.
A character using the stairs who fails to detect the wire snags on it, has the Prone condition, and takes 3 (1d6) Bludgeoning damage from the fall.
M37: Partially Flooded Tunnel
The water in this tunnel is 15 feet deep, and the uneven ceiling rises 15 feet above water level.
M38: Skalanthas's Lair
The water in the northwest part of this area is 10 feet deep. The ceiling throughout the area is 20 feet above water level.
Skalanthas the Young Bronze Dragon occupies the section of the cave that's above water, using the natural pillar of rock for cover. He is initially Hostile toward interlopers.
Roleplaying Skalanthas
The dragon values his own life; if reduced to 30 Hit Points or fewer, Skalanthas dives underwater, flees via the sea caves, and takes refuge somewhere else on the island.
Should Ronnom retreat to this cave, he urges Skalanthas to prepare for the characters' arrival. The dragon fights Ronnom's enemies on sight; meanwhile, Ronnom tries to stay hidden and out of harm's way, entering combat only if the risk to himself is minimal.
If Ronnom isn't present, characters can shift Skalanthas's attitude from Hostile to Indifferent by apologizing for the intrusion and claiming to be acting on behalf of the monks. Skalanthas's attitude reverts to Hostile if a character threatens or belittles him, tries to drive a wedge between him and Ronnom, or heads toward Skalanthas's hoard (area x).
If a character asks Skalanthas why he sinks ships, the dragon explains that drastic actions are necessary to protect Ronnom from enemies who seek to destroy him and House Daamos.
Convincing Skalanthas of Ronnom's villainy is difficult, given the dragon's fondness for Ronnom's mother and history with House Daamos. The dragon is far more inclined to believe the son of Ishyllia Daamos than the words of a stranger.
However, if Ronnom is reduced to 20 Hit Points or fewer, the characters can compel Ronnom to confess his crimes in exchange for his life. If Skalanthas witnesses this confession, the dragon feels betrayed and enforces any agreement Ronnom is forced to make with the characters.
See "x" for ways in which the characters can come to terms with the dragon.
M39: Dead-End Cave and Sunken Hoard
The water in this cave is 20 feet deep, and the damp ceiling is only 10 feet above the water.
Treasure
Lying on the floor of this cave is the sunken, barnacle-encrusted wreck of a Rowboat piled high with items Skalanthas recovered from shipwrecks amid the reefs around Najkir:
- Chest without a lid containing 450 GP, a bejeweled necklace (worth 750 GP), two electrum bracelets inlaid with gold (worth 250 GP each), and four silver rings (worth 25 GP each)
- Closed, unlocked Chest that contains 5,000 SP and twenty spools of gold thread (worth 25 GP each)
- Spyglass
- Jade crown (worth 2,500 GP)
- 2-foot-tall alabaster statue of a knight on a horse (worth 250 GP and weighing 25 pounds)
- Latched wooden box inlaid with mother-of pearl (worth 25 GP), inside which are six Beads of Nourishment and six Beads of Refreshment
- Moon-Touched Sword (Rapier)
- Rusty anchor (worthless, but necessary to keep the boat from drifting)
Conclusion
The adventure can end in one of several ways. Likely endings are discussed below.
If the characters completed the quest Mirel Astafar gave them, she rewards them as promised.
Skalanthas Retreats
Should the party force Skalanthas to flee, he flies to a quiet corner of the island and takes a Long Rest there before returning to reclaim his lair. If Ronnom is nearby when Skalanthas flees and is still on good terms with him, Ronnom mounts the dragon, and the two of them return to the monastery together.
Until the dragon is fully rested, ships can come and go from the island without danger.
Ronnom Is Slain
If Ronnom dies, his surviving bodyguards try to exact revenge by killing those responsible.
When Skalanthas learns of Ronnom's death, the dragon is furious but stops threatening ships traveling to and from Najkir.
Rewards
If the characters take Ronnom's corpse with them to the mainland, they discover local authorities are offering a 2,500 GP reward for his remains, payable upon delivery.
Ronnom Is Captured
If Ronnom is taken into custody, the monks recommend confining him to the dungeon cell (area x) until he can be transported to the mainland.
If the characters no longer have a ship to transport them back to the mainland, Devi can use her Sending Stone to contact Mirel Astafar, who sends another ship to the island. However, the characters must stop Skalanthas from sinking the ship. Skalanthas won't sink a ship if he knows Ronnom is aboard.
Should Ronnom confess his crimes in Skalanthas's presence, the dragon is dismayed and chastises Ronnom for dishonoring House Daamos. Skalanthas ends his friendship with Ronnom and stops threatening ships traveling to and from Najkir. Furthermore, if the characters explain that they're stranded on the island, the dragon gives them the Folding Boat he previously loaned to Ronnom (see area x) to help them get home and deliver Ronnom to the authorities.
Rewards
If the characters take Ronnom to the mainland to answer for his crimes, they discover there's a 5,000 GP reward for capturing him alive. The characters need only hand him over to local authorities to collect the reward.
History of Bronze Dragons
AUJIR DARASTRIX
[image: Dragons of Faith (1986)]
[image: Monstrous Manual (1993)]
[image: Monster Manual (1977)]
[image: Draconomicon (2003)]
[image: Draconomicon (2003)]
[image: Commander Legends: Battle for Baldur's Gate (2022)]
[image: Draconomicon 2 (2009)]
[image: Monster Manual (2014)]
[image: Concept Art (2023)]
[image: Monster Manual (2025)]