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  THE EYE 
  OF THE SUN
  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 DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER 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.
  ©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.
  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.
  PREPARATION
  You (the DM) need the D&D core rulebooks, including
  the Player’s Handbook, the DUNGEON MASTER’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>
  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.
  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
  
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  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.
  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.
  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.
  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.
  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.
  • 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.
  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
  
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  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.
  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.
  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.
  • 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.
  • 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.
  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.
  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.
  “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.”
  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.
  
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  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).
  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.
  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 DUNGEON MASTER’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 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!
  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 DUNGEON MASTER’S Guide).
  Overland Movement: Since no real trail exists,
  movement through the jungle is reduced by to �1⁄4
  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.
  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.
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  Creatures: Four lizardfolk have been lying in wait
  to ambush the party.
  D Lizardfolk (4): hp 12, 11, 11, 10; see Monster
  Manual, page 141.
  Tactics: The lizardfolk are hiding in the canopy,
  which provides them with concealment (20% miss
  chance) and soft cover (+4 AC, no Reflex save bonus).
  Each throws one javelin before leaping down and
  engaging in melee. The rules for terrain cover apply
  here because of the dense trees (see the Adventuring in
  the Jungle sidebar).
  Development: If the PCs manage to capture any
  of the lizardfolk alive, the captives warn them in
  Draconic to “stay away from Ssh’rik, or the burning sun
  will seek its vengeance.” Any captured lizardfolk do
  their best to attack their captors or escape at the earliest
  opportunity.
  Treasure: In addition to a shield and weapons,
  each lizardfolk carries a pouch containing 25 gp.
  THE ZIGGURATS 
  OF SSH’RIK
  After three days of travel, the characters reach the
  Ziggurats of Ssh’rik. Read or paraphrase the following
  aloud when they first catch sight of the lizardfolk
  temples.
  The device is the eye of the sun, which is perched on top
  of the Ziggurat of the Wrathful Sun (see area 2, below).
  Most of the lizardfolk who tend the temple are resting
  at present, basking in the combined glow of the true
  sun and the eye of the sun. The remaining lizardfolk are
  out hunting in the jungle. You may choose to spring a
  random encounter with 1d4 lizardfolk on the PCs at
  any time they seem to be managing the situation at
  hand too easily. The hunters fight to the death.
  A successful Spot check (DC 20) reveals a figure
  (K’zzal, the lizardfolk shaman) perched on top of the
  northernmost ziggurat, next to the light. Several other
  lizardfolk are stationed near areas 2 and 3, but they are
  hidden from view (and cannot see the PCs) unless the
  characters move around the complex. Anytime the PCs
  would have line of sight to either of those areas, each
  lizardfolk there can attempt a Spot check to detect the
  characters’ presence. If the PCs are trying to hide, the
  Spot check is opposed by the lowest Hide check result
  among the characters. Otherwise, the DC is 0, and the
  standard penalty for distance applies to the roll (see the
  Spot skill description in the Player’s Handbook). Each PC
  can also attempt a Spot check (DC 10, standard penalty
  for distance applies) to see the lizardfolk.
  1. DAMAGED BRIDGE
  Read or paraphrase the following when the characters
  approach the bridge.
  Unless the PCs possess some means of flight, the only
  “safe” way across the gorge is the bridge. When the first
  character steps onto the planks, the ropes creak and
  groan ominously. Each character on the bridge must
  make a successful Balance check (DC 10) for every 10
  feet traversed or fall from the bridge. In addition, there
  is a 10% chance per character on the bridge each round
  that the ropes will break. Each character on the bridge
  when it collapses must attempt a Reflex save (DC 15) to
  grab onto one of the ropes; failure sends the character
  plummeting into the river below. Since the water is 20
  feet deep, the damage for any fall from the bridge is 2d6
  nonlethal and 1d6 lethal. Upon plunging into the water,
  the character must make a successful Swim check each
  round that he or she tries to move toward the riverbank,
  or be swept 30 feet downstream by the rushing water.
  An unconscious character automatically fails Swim
  checks.
  Alternatively, the PCs could decide to climb down
  the gorge wall and swim across the fast-moving river. A
  character attempting such a maneuver must make a
  The bridge is a crude affair that stretches 60 feet
  across the gorge. A churning river flows 50 feet
  below. Time and the elements have taken their toll
  on the bridge, doing severe damage to the wood
  planks that form the base and the ropes that hold
  it all together. Nevertheless, it looks as though a
  careful crossing should be possible.
  After a few days of tiring travel, you hear the
  sound of rushing water. The path you have been
  following opens onto the edge of an immense
  gorge that has been carved from the hills by a fast-
  moving river several hundred feet below.
  On the other side of the gorge, a complex of
  ancient-looking stone buildings is silhouetted
  against the jungle canopy. Two immense ziggurats
  frame some smaller structures in the center. To the
  south, a seriously damaged bridge spans the gorge.
  The source of the strange and brilliant light
  that you have seen many times in recent days is
  now apparent. It emanates from a device of some
  sort on top of the northernmost ziggurat. The
  device pulses with a white light that grows and
  dims in a rhythmic sequence, like the breathing of
  a living thing.
  
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  successful Climb check (DC 10) for each round spent
  climbing or fall from the height previously achieved. A
  successful Swim check (DC 15) is required for each
  round spent attempting to swim across the river. In
  addition to the chance of drowning, a character that
  fails a Swim check is swept 30 feet down river each
  round. The Climb check DC is 15 for scaling the gorge
  on the other side, where the slope is steeper and the
  rock wall is smoother.
  The lizardfolk at the ziggurats are not actively
  watching the bridge, so the PCs’ actions here go unob-
  served unless the bridge collapses, or they do some-
  thing to draw attention to themselves. In this case, the
  lizardfolk at area 3 (see below) release the monitor
  lizards to attack anyone who makes it to the other side
  of the gorge.
  2. ZIGGURAT OF THE WRATHFUL SUN
  (EL 4)
  The lizardfolk that built the ziggurats called the north-
  ernmost one the Ziggurat of the Wrathful Sun. It rises
  nearly 300 feet, providing anyone standing atop it with
  a clear view of the jungle valley below—including the
  town of Tooj-Reh.
  The ziggurat has five different graduated levels, each
  60 feet high, forming a sort of giant-sized staircase on all
  four sides. On the south side, facing the monitor lizard
  pens (see below), is a normal staircase. No Climb check
  is required to use this stairway, but anyone attempting
  to scale the edifice from any other angle must make a
  successful DC 10 Climb check for each round spent
  ascending or fall from the height previously achieved
  down to the next level.
  The eye of the sun is mounted atop a small build-
  ing that sits at the apex of the ziggurat. This struc-
  ture has no obvious doors, but a successful Search
  check (DC 20) reveals a switch that opens a secret
  door leading into K’zzal’s chamber (see Treasure,
  below).
  Creatures: K’zall is up here, soaking up the sun
  while he meditates. He is deep in thought and does not
  notice the PCs approaching unless the bridge collapses,
  or they make a loud noise, or combat ensues within the
  complex. K’zall cannot leave the confines of the
  Ziggurat of the Wrathful Sun because of a vow he made
  to his deity, Semuanya. 
  Another lizardfolk lies stretched out on the southern
  side of the small building. Should invaders arrive, he
  tries to protect K’zall and the eye of the sun to the best of
  his ability.
  D K’zzal: Male lizardfolk Cleric 2; CR 3; Medium
  humanoid (reptilian); HD 2d8+2 plus 2d8+2; hp 22; Init
  +0; Spd 30 ft.; AC 17, touch 10, flat-footed 17; Base Atk
  +2; Grp +3; Atk +3 melee (1d4+1, claw) or +4 melee
  (1d6+1, masterwork club); Full Atk +3 melee (1d4+1, 2
  claws) and +1 melee (1d4, bite) or +4 melee (1d6+1,
  masterwork club) and +1 melee (1d4, bite); SQ hold
  breath 52 rounds; AL N; SV Fort +4, Ref +3, Will +7; Str
  12, Dex 10, Con 13, Int 9, Wis 15, Cha 14.  
  Skills and Feats: Balance +4, Jump +5, Knowledge (reli-
  gion) +1, Swim +2; Iron Will, Multiattack.
  Hold Breath (Ex): K’zzal can hold his breath for 52
  rounds before he risks drowning.
  Cleric Spells Prepared (4/4; save DC 12 + spell
  level): 0—detect magic, light, resistance, virtue; 1st—bane,
  cause fear, doom, endure elements*. 
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  THE EYE OF THE SUN
  The eye of the sun is an ancient device built by the
  lizardfolk shaman Ssh’rik untold eons ago. It captures
  the rays of the sun, producing a brilliant light that illu-
  minates the Ziggurats of Ssh’rik. Though it was once
  immensely powerful, the eye of the sun now produces
  a comparatively feeble effect. With another few years
  of full exposure to the sun, however, it will once again
  be a truly devastating item.
  The eye of the sun is a series of brass tripods,
  lenses, and crystal orbs that move with the sun,
  capturing its energy. It continually produces an effect
  identical to that of the daylight spell, except that it
  extends to a 600-foot radius.
  A user who makes a successful Knowledge
  (arcana) check (DC 15) can gaze through a lens and
  clearly see objects up to 15 miles away. (The town of
  Tooj-Reh falls well within this range.) In addition,
  such a user can command the eye of the sun to
  release a ray of sunlight as intense as that of a
  sunbeam spell, though it does not affect creatures.
  The ray lasts for 13 rounds and can be targeted on
  any single Large or larger object within 15 miles that
  the user specifies, so long as it is visible through the
  viewing lens at the time. Any unattended object
  targeted by the beam bursts into flame after 3 rounds
  of uninterrupted exposure; an attended object (such
  as an inhabited house) is entitled to a Reflex save at
  the same bonus as its attendant. In the case of multi-
  ple attendants (such as two or more inhabitants of a
  house), use the highest Reflex save bonus.
  Strong evocation; CL 13th; Craft Wondrous Item,
  clairaudience/clairvoyance, daylight, sunbeam; Price
  114,000 gp; Weight 1,200 lb.
  
  *Domain spell. Deity: Semuanya. Domains: Plant
  (rebuke plants 5/day), Sun** (greater turning 1/day).
  Languages: Common, Draconic.
  Possessions: Large wooden shield, masterwork
  club, potion of cure light wounds (3), potion of shield of faith,
  potion of greater magic fang, potion of protection from arrows
  10/magic, potion of invisibility, scroll of cause fear (2),
  scroll of doom (2), scroll of obscuring mist.
  ** K’zzal worships an aspect of Semuanya that embodies
  the sun and is capable of granting the Sun domain.
  D Lizardfolk: hp 12; see Monster Manual page
  141.
  Tactics: If he becomes aware of the PCs before they
  are upon him, K’zzal makes some preparations for
  combat. He uses as many of the following potions as he
  can before anyone comes within melee range, in the
  order given: potion of invisibility, potion of shield of faith,
  potion of protection from arrows 10/+1, potion of greater
  magic fang. He uses his scrolls of cause fear and scrolls of
  doom as soon as anyone comes within range of those
  spells.
  Treasure: If the PCs smash the eye of the sun (Break
  DC 10), they can recover 800 gp worth of precious
  metals and gemstones. Two gold plaques (worth 200 gp
  each) are arrayed around top of the small building on
  the outside. The images engraved on these plaques
  depict the lizardfolk empire from long ago. 
  Inside K’zzal’s chamber are a small gold statue of
  Semuanya (worth 200 gp) plus the cleric’s personal
  effects.
  3. MONITOR LIZARD PENS (EL 4)
  In the days of the empire, the lizardfolk used the stone
  pillars in this area to chart the sun’s movement across the
  sky. The present-day lizardfolk, however, are ignorant as
  to the stones’ true purpose. They have woven reeds and
  vines around them to create a pair of pens—one for each
  of their two monitor lizards. A single lizardfolk is here at
  all times, tending the two monitor lizards. 
  D Lizardfolk (1): hp 11. Monster Manual page 141.
  D Monitor Lizards (2): hp 22, 20. Monster
  Manual page 275.
  Tactics: Upon spotting the PCs, the lizardfolk
  releases her charges, then retreats to the steps of the
  Ziggurat of the Wrathful Sun to help protect K’zzal and
  the eye of the sun from harm.
  If the monitor lizards are attacked while inside the
  pens, they become enraged and try to burst through the
  relatively fragile reed barriers (Strength DC 15).
  Treasure: Six gold plaques studded with semi-
  precious gems (worth 100 gp each) hang on the interior
  surfaces of the stone pillars in each pen.
  4. ZIGGURAT OF THE 
  BLACKENED MOON (EL 4)
  This building stands opposite the Ziggurat of the
  Wrathful Sun. A large obsidian orb in a brass cradle caps
  each of the two small buildings at its apex. Although
  they are made of stone, these orbs appear scorched, as if
  by some intense heat. At night, they pulse with an odd
  white light, which is considerably dimmer than that
  provided by the eye of the sun. The orbs are mortared into
  their cradles and cannot be removed intact.
  Between the two buildings hangs an enormous brass
  gong. In case of attack, one of the four lizardfolk posted
  here rings the gong to raise the alarm.
  Creatures: Four more lizardfolk laze atop this ziggu-
  rat, soaking up the sun. Each has a cache of ten javelins
  close at hand. These four are charged with protecting this
  temple, and they do not willingly step down from it. They
  pelt invaders with javelins and engage any who dare
  defile the ziggurat with their footsteps.
  D Lizardfolk (4): hp 11, 11, 10, 10. Monster
  Manual, page 141.
  Treasure: If the PCs smash the spheres of the black-
  ened moon (Break DC 20), they can recover 400 gp worth
  of obsidian shards from each. A gold plaques worth 200
  gp, adorns each of the buildings atop the Ziggurat of the
  Blackened Moon.
  CONCLUSION
  If the PCs defeat all the lizardfolk who guard the temples,
  they must decide what to do about the eye of the sun.
  Though the device is extremely heavy and bulky, it can
  be removed intact from its position atop the Ziggurat of
  the Wrathful Sun, if sufficient care is used. If moved from
  that spot, however, it ceases functioning immediately.
  8
  SPHERES OF THE BLACKENED MOON
  Each sphere of the blackened moon constantly pro-
  duces a daylight effect that cannot be turned off. If
  deprived of the light generated by the eye of the sun,
  it gradually dims, then completely darkens after one
  week. The effect is reinstated after 1 week of
  renewed exposure to the eye.
  Strong evocation; CL 5th; Craft Wondrous Item,
  daylight; Price 7,500 gp each; Weight 200 lb.
  pqqqqrs
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  9
  The townsfolk of Tooj-Reh are extremely grateful to
  the characters if they succeed in negating the menace to
  the town. The PCs receive the agreed-upon reward,
  along with the town’s hospitality for as long as the PCs
  would like to stay.
  FURTHER ADVENTURES
  If the PCs manage to defeat the lizardfolk, they can
  explore the ziggurats further. Several secret doorways
  (Search DC 20) lead into the interior of each structure,
  and more lizardfolk await within. Additional artifacts
  from the age of the lizardfolk empire may be found here
  as well, at your discretion.
  ABOUT THE AUTHOR
  Eric Cagle is a freelance game designer who currently
  works at Wizards of the Coast, Inc. Recent credits
  include the D&D Arms and Equipment Guide, Fiend Folio,
  the Ultimate Alien Anthology for the Star Wars Roleplaying
  Game, and the URBAN ARCANA setting for the d20
  MODERN Roleplaying Game. Eric is a frequent contributor
  to both DRAGON Magazine and the DUNGEONS &
  DRAGONS website.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 01-05/The Eye Of The Sun.pdf