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Ring of The Dragon One-Shot Adventure-2-1
Ring of The Dragon One-Shot Adventure-2-1
content warning
There is violence, and violent themes contained within this adventure.
The level of the violence depicted is up to the Guide, and should be
established with consent by the party.
spoiler warning
This manual is meant to be used by The Guide to help narrate the
story. If you are playing as one of the story’s main characters, don’t
read further—you may spoil the game for yourself and your friends.
setup
The Quest Game Book is required to play this adventure. You can use
the standard character creation process to help players create their
characters. If your group decides to create characters during the play
session, you should expect to add up to an hour to the session for
setup. You can reduce this setup time by having the players create their
characters before you meet.
As The Guide, you should read this manual before meeting to play.
Reading it in advance will help you run the adventure more smoothly.
2
introduction
premise
The village of Gaulburg has a dragon problem, or at least that is what
the adventurers have been led to believe. A magical ring turns the
wearer into a powerful dragon, and leaves them trapped in that form
until someone removes the ring. Rumours of the ring, and the dragon
have been around for centuries, but recently a group of miners from
Gaulburg unearthed a chamber that led to a dragon with a gold band
around one of it’s talon’s. Several people have set out to reclaim the
ring, and all have come back to Gaulburg nursing wounds.
The individual currently wearing the ring of the dragon is named Fiora,
and wants to be freed from wearing the ring, but one of the powers of a
dragon is mind reading, and Fiora does not want the power of being a
dragon to go to someone who will do evil with that power. Each time
someone comes to acquire the ring Fiora asks them what they intend
to do with the ring, and tells them that if their intentions are pure she
will let them take it. She then reads their mind, and senses their intent,
if they intend to do evil with the ring, or use it for their own gain she
chases them off.
A brother and sister merchant duo, Lacey and Thompson have heard
about the ring, and want it for their own purposes. Thompson wants to
sell the ring, and make a large fortune in doing so. Lacey wants the
power of being a dragon. The duo have heard about the question the
dragon asks, and have decided to hire good-hearted adventurers telling
them that they need to save the village by retrieving the ring of the
dragon.
For a more serious adventure the Guide can have Fiora the dragon
having killed those who went to retrieve the ring, rather than simply
injuring them.
3
summary
Adventurers will begin in the village of Gaulburg in the general store
where they will meet their employers, Lacey and Thompson. After
being briefed they will head into the mines, and work their way
through various challenges to confront the dragon. Either through
combat, or through conversation the players will obtain the ring, and
be faced with the choice of what to do with the ring, and then deal with
the consequences of that choice.
adventure hooks
The players have been hired by a merchant duo to deal with a dragon
that is troubling the village of Gaulburg. Invite the players to describe
how they received the job offer. Potential ideas are a town notice board,
a traveling minstrel, or a letter addressed to the adventurers.
music
The team at Roll for Friendship Podcast, have created music to add to
the atmosphere of the adventure. You can find the full playlist on
soundcloud here. At the start of each section that the music has been
designed for, there is a link to that particular track.
4
15–20 minutes
In this scene players will meet the merchants who have hired them,
and prepare to deal with the dragon.
The air feels heavy with the tension, and the bell that hangs
above the door of Gaulburg’s general store is startlingly
loud as you enter. Goods of all kinds line the walls, and
cabinets of the store. A large glass display cabinet stands in
the centre of the store and behind it are two figures who
wave and smile warmly as you approach.
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Lacey: “Hello, I’m going to be presumptuous and take a
guess that you might be adventurers here to take up our job
offer.”
If the party asks questions of Lacey and Thompson, they do not know
much more than what they have told the adventurers. The merchants
will be willing to equip the party, and give each party member one
uncommon item to help them on their adventure. They will also
promise the party one rare item each for fulfilling the quest, but insist
that the item can not be the group’s motivation, or they will be doomed
to fail. The guide should decide ahead of time what equipment the
merchants might have stocked.
If they want to talk to someone in town who ventured into the tunnels,
or to one of the miners the guide should have that individual tell them
about the first trap that they will face.
7
5-15 minutes
Players will begin making their way into the mine, and one way or
another will need to deal with a pack of goblins.
For the Guide to read aloud:
The path out of the village leads you up a winding track up
the mountain. At first the path is steep, though well worn,
but as you near the entrance the path flattens out. A large
flat expanse of well trodden dirt and rocks is outside the
cavernous entrance to the Gaulburg mine. Tools,
lunchboxes, and even the odd piece of clothing lay
abandoned marking the hasty exit of the miners. Voices
echo out from inside of the mine, and you can hear at least
three high-pitched and raspy voices arguing with each
other. They have not noticed you yet.
The goblins belong to a gang of goblins who are after the horde of gold
that they believe the dragon is protecting. There is no gold, but the
goblins do not know this. These three goblins have been posted at the
entrance to deter anyone else from entering the mine and interfering
with their attempts to steal the dragon’s gold.
Combat is not essential, but the goblins will try and prevent the
adventurers from entering unless they agree to deal with the dragon,
and let the goblins have the treasure. The goblins are too greedy, and
focussed on the gold to suggest this themselves, but if the players
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suggest it they will leap at this option. They also will not communicate
this alliance to the other goblins in the mine, unless they are convinced
to accompany the players. If players convince the goblins to join them,
make the goblins roll to navigate the traps as well, and don’t be afraid
to dispatch them especially if you are playing with a darker setting.
Goblin
4 hp — 2 atk
Regeneration
9
15-30 minutes
Inside the mine you can see several tunnels leading off in
different directions, and a set of two minecart tracks leading
deeper into the mine. Both tracks have rickety looking
minecarts parked upon them. Down the tunnel that the cart
tracks lead you catch glimpses of more hastily abandoned
gear marking the direction the miners fled from.
The mine carts have a brake and a T-bar type lever at the rear and front
that can be pumped up and down to either help the cart move up or
down the track. The cart will also move down the track without using
the pump if the brake is lifted, but speed can be added with the pump.
Trial
Use the rules for Trials to run this scene. The players will be
challenged to travel through this section of tunnels, either
via the minecart, or walking.
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Remember that in a Trial, the players can do almost
anything to deal with the challenge as long as it makes
sense. Use what the players decide to do to help build on the
scene. For example, if a player fails a roll and snaps off the
brake of the minecart, another player can use their turn to
roll to see if they can fashion another way to slow the cart’s
progress.
In a Trial, the players must roll the die during their turn no
matter what they decide to do. If they decide to use an
ability, you can ignore the typical outcomes for that ability
and instead think about how it applies to what the player is
trying to do in the Trial.
Suggested challenges
If the players pass the Trial, they make it safely to the end of
this tunnel, and reach the long and trap filled passage that
leads to the dragon’s cavern. If they fail the trial, have each
player roll the die. The player who rolls the lowest number
loses a random treasure in the journey.
12
30-45 minutes
The adventurers will be faced with the two passages, one blocked, and
one open, but trap-filled. Navigating through the traps the adventurers
will find themselves near the cavern with the dragon.
For the Guide to read aloud:
If players step on the panel they will trigger the trap, and axes will
swing down from the gaps in the walls, and players will have to avoid
them. If players trigger the trap, have them roll to navigate past the
axes. The axes will continue to swing back and forth for several
minutes.
Trap #2
Optional music track to accompany the scene. (In the Shadow of the
Tower.)
For the Guide to read aloud:
Having made it past the first trap, you travel for a while
uninterrupted, before once again finding an end to the dark
blue bricks. This time they are replaced by a 5 by 10 grid of
large red paving stones. Each paving stone is just big
enough for one person to stand on with both feet.
This trap will trigger if players step on the wrong square. When the
trap triggers the square stepped on will drop away into a pit, and a
horizontal bar will sweep down from the roof moving at waist height
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across the length of the trap, before returning to the roof ready to
sweep again. Upon triggering the trap players will need to respond to
both the dropping square, and the swinging beam.
In order to successfully navigate the trap players will need to start at
the leftmost square, and move diagonally forward 5 squares until they
reach the wall, and then move diagonally back the remaining 5
squares. If players look around for any clues they spot a crude drawing
scratched on a wall that marks the first 5 safe squares.
Trap #3
For the Guide to read aloud:
This trap triggers no matter what the players do. You can either have
players simply navigate through this section, or run it as another Trial.
If a player successfully navigates part of the cavern you can have the
rest of the players succeed in following in their footsteps, rather than
requiring everyone to roll for the same section.
15
Trial
Use the rules for Trials to run this scene. The players will be
challenged to travel through this section of tunnel with a
giant boulder chasing them.
Remember that in a Trial, the players can do almost
anything to deal with the challenge as long as it makes
sense.
In a Trial, the players must roll the die during their turn no
matter what they decide to do. If they decide to use an
ability, you can ignore the typical outcomes for that ability
and instead think about how it applies to what the player is
trying to do in the Trial.
Suggested challenges
A gap too large to jump hangs before you, and the boulder is
quickly catching up.
Outcomes
If the players pass the Trial, they make it safely to the end of
this tunnel, and reach an empty doorway built into a large
stone slab which the boulder will crash into, and be stopped
by. If they fail the trial, have each player roll the die. The
player who rolls the lowest number loses a random treasure
in the journey.
The boulder slams into the wall behind you, causing the
whole passage to shake. Dirt and dust falls around you. You
are in a large clearing. A blocked passageway shows where
the short tunnel would have led you. Strewn about the
clearing are bedrolls, discarded food items, and make shift
chairs. This was likely a place miners rested before moving
on and discovering the dragon. Two ornate and massive
steel doors mark the entrance to the dragon’s cavern.
If the adventurers are not doing well health-wise this is a good place to
suggest they rest before moving on to confront the dragon.
17
5-40 minutes
The adventurers will find themselves confronting the dragon Fiora. If
they have pure motives she will gift them with the ring, but if their
motives are not pure she will attack them.
Fiora has been a dragon for several centuries now, and is eager to give
up the ring, but only wants to entrust the ring to someone who will not
use the ring for ill intent. Fiora has a wry wit, a booming voice, and is
quite friendly.
An option for playing this scene is to instruct the players to not only
communicate what their characters are saying, but also what their
character is thinking, because Fiora can read their minds.
If at least one player’s motives are pure Fiora will take off the ring and
you can go to Part 5B, if all players have questionable motives, or attack
18
Fiora use the stat block below to have them fight her, and towards the
end of the fight Lacey, Thompson, and two bodyguards will join, and
assist in fighting the dragon, but try to take the ring as soon as she is
slain.
Red Dragon
50 hp — 4 atk (Claws/Bite) - 6atk (Fire
Breathing)
Colossal, extra attack
19
30-45 minutes
Fiora determining the motives of the characters are pure will remove
the ring, and hand it over to the party, at this point she will vanish, and
the players will find themselves faced with Lacey, Thompson, some
body-guards, and potentially goblins.
Optional music track to accompany the scene. (Confrontation.)
If an adventurer puts on the ring have them flip a coin at the beginning
of each turn. If they call the coin flip correctly they are in control of
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themselves, but if they do not call it correctly they are overwhelmed by
the power of the ring, and the guide will get to determine their actions
for that turn.
If it doesn’t look like players want to use the ring, and you are pushing
them towards it, you could have a group of goblins join the fight, or
increase Thompson, or Lacey’s health.
The roof and pillars are metal, so if fire starts getting thrown around in
this fight molten metal might begin to drip down towards the
combatants.
Thompson
10 hp — 4 atk
Fireball, Freeze
Lacey
10 hp — 4 atk
Lifetap
Bodyguard
4 hp — 2 atk
When the fight is complete adventurers can exit through the wooden
door at the back of the chamber, and it will take them through a short
hidden passage that leads out near the village of Gaulburg.
This can be used as a starting hook for an adventure in a few ways. If
players have ended up with the ring, word may get out, and there may
21
be many people trying to take it from them. Alternatively if Lacey or
Thompson wound up with the ring, they may cause havoc and the
players will be forced to go and clean up their mess, and try to take
down the dragon.
22
credits
quest
This work uses material from the Quest Creators Resource. The Quest
Creators Resource by The Adventure Guild, LLC is licensed under CC
BY 4.0. For more information about Quest, please visit
www.adventure.game. Additionally, please read Quest’s Community
Guidelines to help create experiences that are positive and fun.
acknowledgements
editor: Jon Pass
playtesters: Roll for Friendship (Jesse Pass, Jon Pass, Dan Bickham)
author
Jim McIntyre is a counsellor, coach, podcaster, and voracious reader.
You can find him on Twitter at @jimmcintyre, or on The Suggestive
Podcast or Roll for Friendship.