Marco Volo Arrival

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Marco VoLo: Arrival

by Anthony Pryor
Table Of Contents

Our Story So Far ...................................... 2


Cast of Characters .................................... 3
Chapter One ........................................... 12
Chapter Two........................................... 2 2
Chapter Three ........................................ 2 9
Epilogue ................................................. 31

Credits
Design: Anthony Pryor
Editing: Elizabeth T. Danforth
Cover Art: John and Laura Lakey
Interior Art: Elizabeth T. Danforth
Cartography: David Sutherland
Typesetting: Nancy J. Kerkstra
Production: Paul Hanchette

9455XXX1501 ISBN 1-56076-890-8

ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc.
All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.
This is a work of fiction. Any resemblance to any real person, living or dead, is strictly coincidental.
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Copyright © 1994 TSR, Inc. All Rights Reserved. Printed in U.S.A.

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OurStory S o F a r
In which, for hopefully the last time, the author updates south of Shadowdale, in the company of Marcus
the reader on a plot which has, by his own admission, Wands and Heino’s Troupe.
grown excessively complex. Here, Marcus insists on diverting the group into
the Spiderhaunt Woods, where he has hidden the
n Marco Volo: Departure, the PCs Dragonking’s Eye. The PCs accompany him, and the
became acquainted with an annoying party may include several NPCs from Heino’s band.
rogue calling himself “Marco Volo.” The demented Sabbar has grown even more frus-
Marco subsequently proved to be Marcus trated and mad than he was to begin with. The wizard
Wands, the troublesome nephew of has also entered the Spiderhaunt Woods, hoping to
Maskar Wands, patriarch of the powerful Wands family. intercept Marcus. Others have taken an interest as
Concerned by his nephew’s troubles, Maskar persuaded well: in particular, the roguish Volothamp Geddarm
the adventurers to hire Marcus as their guide to himself. After surviving two assassination attempts,
Shadowdale, to deliver a message to Lord Mourngrym. he is quite interested in having a “little chat” with
Unbeknownst to his uncle or to the characters, Mar- Marcus.
cus is on the run from the wizard Sabbar, from whom Beyond all this, the Dragonking’s Eye is an artifact
he stole a rare artifact called the Dragonking’s Eye. Mar- with a mind of its own, and it has plans for Faerûn. It
cus framed the infamous Volothamp Geddarm for the has created a crystalline fortress around itself, taken
crime, but he is still in hot water, since the demented control of several of the Spiderhaunt’s more promi-
Sabbar has decided that he (Marcus) really is nent creatures, and has gated in a few extra-planar
Volothamp. Sabbar’s hired killers are now in pursuit. assistants. At this point, the adventure takes on a
Chief among these pursuers was the wizard-assassin more familiar dungeon-exploration style of play. How-
Felibarr Blacklance, who attacked the party as it left ever, the conclusion, which features the appearance
Waterdeep. Later, the PCs faced more of Sabbar’s of several prominent gods and the revelation of Mar-
minions at the Way Inn, and then were almost cus’s ancestry and destiny, might come as a surprise to
undone by the evil Black Monks in Berdusk. Saved by jaded dungeon-crawlers.
Marcus’s timely intervention, the PCs fled Berdusk Once the PCs’ enemies are disposed of, Marcus
and fell in with Heino and his Woodland Troupe, a realizes that he has to face the world more responsi-
traveling band of entertainers. bly. The party travels to Shadowdale for a command
Heino’s agent, Philip the Bard, uncovered the iden- performance by Heino’s Troupe, and thus the adven-
tity of Marcus’s nemesis, prompting the band to flee ture ends.
Cormyr. And finally, Marcus confessed his true identity. Other products that can be useful running Marco
Along the Stonebolt Trail, Felibarr and his band of Volo: Arrival include the Dalelands accessory, the Book
followers ambushed the group. In the ensuing fight, of Artifacts and, of course, the FORGOTTEN
Felibarr was slain and his minions driven off, opening REALMS® Campaign Setting, especially the Shadowdale
the route to Shadowdale. booklet. The fiction previously recommended— The
Three Musketeers, and the works of Karl Edward Wag-
The Course of This ner and Stephen Brust—are likewise appropriate to
this adventure. Finally, certain motion pictures, such
Adventure as Rob Reiner’s The Princess Bride and Terry Gilliam’s
Time Bandits, are ideal for atmosphere. This last would
arco Volo: Arrival concludes the Marco Volo be especially useful providing staging ideas for
trilogy. The story opens with the PCs just encounter H in Chapter 1.

2
Cast of
Characters
In which the author introduces new players in our drama, and renews the readers’
acquaintance with old ones.

he following characters are likely to be encountered in the


course of play. Recurring characters such as Heino and Mar-
cus are repeated here for convenience, but with limited
description, while new characters are described in more
detail.

MarcusWands
(aka Marco Volo)
CN (G) hm B6
Str 11; Dex 16; Con 15; Int 14; Wis 6; Cha 17
Armor Class: 7 (-2 due to Dexterity)
Move: 12
Hit Points: 24
Number of Attacks: 1
Damage: 1d6+2 (rapier +1)
THAC0: 18
Weapon Proficiencies: Rapier, dagger, crossbow
Nonweapon Proficiencies: Blind-fighting, dancing, gaming, musical
instrument, riding (horse), seamanship, singing
Languages: Common, elvish, dwarvish
Magical Items: Rapier +1, boots of elvenkind
Spells: First Level (3): alarm, magic missile, taunt; Second Level (2):
knock, stinking cloud
Thief Abilities: CW 75; DN 35; PP 30; RL 25

Marcus was fully described in Journey, and the reader is encouraged to exam-
ine that volume if greater detail is required. Here, it is sufficient to remind
DMs that Marcus thinks himself a dashing and handsome outlaw, beloved by
the ladies. In truth, he is a headstrong, somewhat annoying member of the
noble Wands family.
Marcus’s life became much more complicated when an escapade took him
to the hidden residence of the mad wizard Sabbar. There, Marcus stole a
likely-looking artifact from Sabbar’s study and escaped. Unfortunately, Sabbar
is a vengeful wizard. While he is decidedly demented, Sabbar is equally per-
sistent, and determined to retrieve his treasure.

3
Heino useful items as potions of vitality, scrolls containing
CG gm I8 neutralize poison or similar spells, or a periapt of proof
Str 10; Dex 17; Con 12; Int 18; Wis 10; Cha 17 against poison to counteract toxic attacks. Unused
Armor Class: 8 potions and permanent magical items should be
Move: 6 returned to Heino after the adventure if the PCs wish
Hit Points: 20 to remain in his good graces.
Number of Attacks: 1
Damage: 1d6 (short sword) Sabbar
THAC0: 18 CE hm W17
Weapon Proficiencies: Dagger, short sword Str 9; Dex 13; Con 5; Int 19; Wis 12; Cha 3
Nonweapon Proficiencies: Animal handling, Armor Class: 0 (Bracers of Defense)
artistic ability, brewing, cooking, riding (horse), Move: 12
singing, ancient history, herbalism, reading/ Hit Points: 30
writing, religion, spellcraft Number of Attacks: 1
Languages: Common, gnomish, elvish, Damage: 1d4 + poison (poisoned dagger)
dwarvish, orcish THAC0: 15
Magical Items: Wand of illusion, chime of opening Weapon Proficiencies: Dagger
Spells: First Level (5): cantrip, change self, color Nonweapon Proficiencies: Artistic ability, eti-
spray, Nystul’s magic aura, phantasmal force; Sec- quette, riding (horse), astrology, reading/ writ-
ond Level (4): blur, fool’s gold, improved phantasmal ing, religion, spellcraft
force, invisibility; Third Level (4): clairvoyance, Languages: Common, elvish, orcish, tanar’ri,
invisibility (10’ radius), spectral force, wraithform; yuggoloth
Fourth Level (3): fear, illusory wall, rainbow pattern Magical Items: Bracers of AC 0, robe of stars,
staff of power, amulet of the planes
Heino is a friendly and, at times, excessively jolly Spells: First Level (5): feather fall, magic missile
gnome. He considers himself a samaritan, helping (x3), sleep; Second Level (5): darkness (15’
those in need and looking after the welfare of his radius), ESP, flaming sphere, fog cloud, ray of
players like a doting father. He can be very serious if enfeeblement; Third Level (5): dispel magic, fire-
need be, however, and will not hesitate to use what- ball (x2), haste, hold person; Fourth Level (5):
ever means necessary to assist his performers and confusion, fear, ice storm, polymorph others, wall of
companions if they are in trouble. fire; Fifth Level (5): animate dead, cloudkill, cone
Originally a traveling performer with his two of cold, conjure fire elemental, feeblemind; Sixth
brothers, Heino struck out on his own five years ago, Level (3): anti-magic shell, death fog, stone to
leading a small group of gnomish tumblers and jug- flesh; Seventh Level (3): finger of death, power
glers. His band has grown in size and influence since word (stun), prismatic spray; Eighth Level (2):
then, and his reputation as a master showman has clone, incendiary cloud
spread. He was contacted by the Harpers two years
ago, and he has worked for them on occasion. How- Sabbar is an infamous plane-traveler who vanished
ever, he feels that joining the order would limit his some years ago. Long thought dead, he returned to
freedom, which he values highly. Faerûn after his extensive travels to alternate dimen-
The DM might allow Heino or a member of his sions had turned him chaotic evil and driven him
troupe to accompany the party into the Spiderhaunt completely insane. In his travel, he obtained an
Woods. As the woods hide giant spiders, ettercaps, important item—an artifact from another plane
and other poisonous creatures, Heino can delve into known as the Dragonking’s Eye. After his return, he
his stock of potions and magical treasures for such settled in Sembia and prepared to use the Eye for his

4
own gain—only to have it stolen by a lucky sneak- guidebooks, and Volo’s Guide to All Things Magical, a
thief. The thief was Marco Volo (Marcus Wands), but work dealing with magic “for the common people.”
Sabbar allowed himself to be convinced that Publication of this work was suppressed by powerful
Volothamp Geddarm was the real culprit. Unfortu- wizards loath to share their secrets.
nately for Marcus, Sabbar was also convinced that Volo has remained invisibly in the background of
Marco Volo and the elusive Volothamp are one and our story thus far. Nevertheless, he has survived sev-
the same individual. eral attempts on his life prompted by Sabbar’s con-
Sabbar has offered a substantial reward for “Volo’s” tract, and found that he was not truly the desired
capture. Whether Marcus is dead or alive is irrelevant target—in this case, anyway. He has set about solving
to Sabbar—he can easily use speak with dead to wrest the mystery. After extensive investigation, he discov-
from a corpse knowledge of the artifact’s hiding place. ered the true identity of “Marco Volo” and arranged
to discuss the matter with Maskar Wands. Despite the
Volothamp Geddarm patriarch’s thorough dislike of Geddarm, Maskar was
CG hm W5 more concerned for his nephew’s safety than desirous
Str 12; Dex 15; Con 15; Int 17; Wis 11; Cha 16 of taking Geddarm to task for his writings, and
Armor Class: 8 explained the situation.
Move: 12 Volothamp has since used his continent-wide net-
Hit Points: 16 work of contacts to follow the party’s trail of destruc-
Number of Attacks: 1 tion; he will meet up with them in the Spiderhaunt
Damage: 1d6+ 1 (rapier) Woods. In the present adventure, Volo provides the
THAC0: 19 PCs with vital information about Marcus Wands’s
Weapon Proficiencies: Rapier true ancestry, and some secrets of the Dragonking’s
Nonweapon Proficiencies: Artistic ability, Eye. At the DM’s discretion, he can accompany the
brewing, cooking, dancing, etiquette, heraldry, party as an NPC.
riding (horse), singing, tailor, ancient history,
reading/writing, spellcraft
Languages: Common, elvish, dwarvish, halfling
Magical Items: Beast-speaker brooch (allows com-
The Knights of
munication with animals; see Elves of Evermeet),
ring of resistance vs. necromancy (see Tome of
Inescapable Justice
Magic), boots of elwenkind, wand of enemy detection aladins are known across Faerûn as champions
Spells: First Level (5): cantrip, change self, color of goodness and fair play. Unfortunately, they
spray, Nystul’s magic aura, phantasmal force; Sec- are also known as obnoxious do-gooders who never
ond Level (4): blur, fool’s gold, improved phantas- let anyone else have any fun. The Dalelands paladins
ma1 force, invisibility; Third Level (4): known as the Knights of Inescapable Justice are typi-
clairvoyance, invisibility ( 10’ radius), spectral force, cal of this stereotype.
wraithform Alerted to the evil growing in the Spiderhaunt
Woods, Sir Talvis, who is leader of the Knights, and a
A roguish magician known for his neatly trimmed group of his followers have gone to investigate. The
beard, stylish beret, and acid tongue, Volo is a feature PCs will meet them in the woods, and they can be
throughout the Realms. Perhaps only a brief feature, expected to make the adventurers’ lives miserable.
since his forthright reporting of others’ professional They might show up toward the end of the adventure
secrets often puts him at odds with the local mer- to assist (inadvertently) but their presence is primar-
chants, constabulary, and wizards. He has written a ily intended to drive the PCs crazy.
number of works, including a popular series of city

5
Sir Talvis ence of the Dragonking’s Eye (see below). The Knights
LG hm P10 will cross paths with the PCs on several occasions
Str 18/76; Dex 13; Con 15; Int 12; Wis 16; Cha 18 and, although they can be a royal pain in the neck,
Armor Class: 0 (-2 due to enchanted armor) the Knights can also come to the party’s rescue if the
Move: 12 adventurers are in danger of being overwhelmed.
Hit Points: 60 Talvis is accompanied by a dozen paladins and lawful
Number of Attacks: 3/2 fighters, of whom the following statistics are typical.
Damage: 1d8+9 (broad sword +5, holy avenger,
+4 due to strength) Knight of Inescapable Justice (5th-level
THAC0: 11 (+5 due to enchanted weapon, +2 Fighter): Int Average; AL LG; AC 2 (plate mail
due to strength) and shield); hp 25; THAC0 16; #AT 1; Dmg
Weapon Proficiencies: Broad sword (specialist), 1d8 (sword); SZ M; ML 15
dagger, heavy horse lance, halberd, quarterstaff,
warhammer
Nonweapon Proficiencies: Animal handling,
The Featherdale
blacksmithing, etiquette, heraldry, riding
(horse), ancient history, reading/writing,
Dragons
armorer, weaponsmithing ot every adventuring band is made up of stern
Languages: Common, elvish veteran fighters, experienced wizards, crafty
Magical Items: Plate armor +2, broad sword +5 thieves, and the like. Some are less impressive—
(holy avenger) everyone must start somewhere, after all. The Feath-
Spells: Level One (2): Cure light wounds (x2) erdale Dragons are typical of this last sort, a group of
sincere if inexperienced farm youths looking for
Sir Talvis is an unusual man. Born in far Chult, he adventure. They serve a dual purpose in Marco Volo:
journeyed to Faerûn by a meandering route, learning Arrival: to show up and annoy the PCs with their sin-
different fighting styles along the way. From a highly cere attempts to be “real” adventurers and, more seri-
lawful culture, Talvis chose the path of the paladin ously, to invite disaster with their ineptitude and force
after he helped rescue a band of travelers from raiding the PCs to come to their rescue. The party may go so
drow along the Sword Coast. He has settled in the far as to try dissuading the Featherdale Dragons from
Dalelands and gathered a group of paladins and lawful continued pursuit of their intended profession.
good fighters. His symbol, a sword on a golden star-
burst, and his weapon, the holy avenger Sunblade, are TheruvanWhitefield
famous throughout the surrounding regions. LG hm F2
Though admirable in many ways, Talvis typifies the Str 17; Dex 11; Con 15; Int 10; Wis 4; Cha 12
stern, unyielding paladin. He brooks no unlawful Armor Class: 2
behavior, insists that enemies always be given a chance Move: 12
to surrender, “fights fair” even if his foe fights dishonor- Hit Points: 12
ably, and looks disapprovingly on luxuries or unneces- Number of Attacks: 1
sary pleasures taken by his companions. “Unnecessary” Damage: 1d8 (broad sword)
pleasures include drinking anything but water, sleeping THAC0: 19
in beds, eating any but the most basic food, wearing Weapon Proficiencies: Battle axe, broad sword,
jewelry or fancy clothing, singing, dancing, etc. long bow, knife
Sir Talvis and his followers entered the Spider- Nonweapon Proficiencies: Agriculture, riding
haunt Woods intent on exterminating the evil that (horse), hunting
now plagues the region, the result of the malign influ- Languages: Common

6
Theruvan is the son of a wealthy Featherdale farmer. rience leads to disaster. If they wish to continue their
Some months ago, he decided that life on the farm was efforts to become a genuine band of adventurers, Theru,
too dull, and gathered a group of friends together into his van and his followers need education, competent men-
own version of an adventuring band. Calling themselves tors, and a great deal more patience. Of course, none of
the Featherdale Dragons, they set off into the Dalelands this will Theruvan readily admit. The example set by
in search of excitement, treasure, and glorious battle. So the PCs may lead Theruvan to rethink his approach to
far, they have acquired a false “treasure map” from a con- being an adventurer, but he will be very difficult to per-
fidence man, gotten lost in the Velarwood, and nearly suade. Worse, he may interpret friendly advice as “jeal-
drowned trying to shoot the rapids near Feather Falls. ousy” or an attempt by one of the PCs to eliminate a
Theruvan is a tall, outwardly sincere young man potentially successful “rival adventurer.”
with a somewhat vacant expression and a deeply-held
desire for romance, excitement, and adventure. Sydala Sunriver
Unfortunately, all he knows about these things comes CG hf W1
from reading books and hearing the tales of wander- Theruvan’s beloved, Sydala learned some spells
ing bards. He has little real knowledge of how to go from her grandmother, a village wise woman and
about finding them—or handling them, if he does. herbalist near Featherdale. Sydala is devoted to
He would normally be a likable fellow, but Theruvan Theruvan and follows him through thick and thin.
possesses fatal personality flaws in his extreme overcon- Lately, however, she has begun to nurse some nagging
fidence and inability to take others’ advice. So far, none doubts about Theruvan and his practices. Whenever
of his friends have been killed by his intransigence, but she questions his decisions, he grows enraged or
it may be just a matter of time until Theruvan’s inexpe- changes the subject.

7
Darial Pike The Dragonking's
NG hm P1
Darial has picked up some minimal healing skill
Eye
from the local priests of Chauntea, and some day
hopes to join a Chauntean order. As it is, he func- he final major player in our drama is a truly
tions as a 1st-level priest, and has had his hands full unusual individual. The Dragonking’s Eye is an
healing injuries brought on by Theruvan’s enthusi- intelligent artifact, taken from its home plane by Sab-
asm. Like Sydala, Darial has begun to doubt his bar and then stolen by Marcus Wands. The following
leader’s competence. excerpt, written by the noted sage Elminster, discusses
what is known of the Eye and its nature:
Druvus
N hm F1 “The Dragonking’s Eye is known through many dif-
Druvus was Theruvan’s best friend on the farm, and ferent crystal spheres, and by a variety of names: the
followed him on his search for adventure. He is not Eye of Doom, the Eye of Chaos, the Eye of Woe, the
very bright (downright stupid in fact—Int 4) and Eye of Sorrow, the Fiend’s Eye, the Eye of Evil, the
defends Theruvan from all criticism. In his misguided Eye of Darkness, the Eye of Night, etc., etc. The fact
loyalty, he will threaten to beat up anyone who dis- that nowhere is the Dragonking’s Eye known as ‘the
agrees with his leader. Eye of Happiness’ or ‘the Eye of Joy’ should tell the
casual reader something about its nature.
Rynda Fallshadow “Physically, the Dragonking’s Eye resembles a short
CN hef T1 wand or scepter, with a large yellowish gem set at one
The party’s scout and “thief’ is the daughter of a end. When the device’s powers are activated, the gem
half-elven family. She is probably the most pragmatic acquires a black, slitted, pupil-like opening, from
and intelligent member of the Featherdale Dragons, which it derives its name.
and has completely turned against Theruvan. She “The Eye appears to be possessed of a malicious
stays with the group out of concern for Sydala, who is intelligence, and may contain the surviving essence of
one of her closest friends. an evil god, fiend, or some other powerful being.
Apparently indestructible, the Eye grants its holder
At the DM’s discretion, the Featherdale Dragons wondrous powers, but invariably corrupts and
can contain additional young and enthusiastic farm destroys. It attracts fell creatures to its service and
kids. Most will be either 0-level humans or 1st-level eventually overcomes its owner’s willpower. The pos-
fighters, although other classes are possible. sessor is left a burned-out shell subject to the whims
of the Dragonking’s Eye.
Turekana “Fortunately for Faerûn—and all of Toril, for that
This werebear has been appointed a “warder” of the matter—the infamous Eye has appeared only in dis-
Spiderhaunts by Lord Mourngrym. She is highly dedi- tant planes or other crystal spheres, and has yet to
cated to keeping peace in the woods, although the spread its wicked influence over our world. Given
place is a bit rough and generally considered a den of the evil that is presently abroad in Faerûn, it is best
evil forces. that no one adds to it by bringing the Dragonking’s
Eye here.”
Turekana (werebear): Int Exceptional; AL CG;
AC 2; MV 9; HD 7+3; hp 45; THAC0 13; #AT Of course, Elminster’s worst fears have been real-
3; Dmg 1-3/1-3/2-8; SA Hug for 2-16; SD Hit ized. After finding the Eye on a distant world it had
only by silver or +1 or better magical weapons; destroyed, the mad wizard Sabbar fell under its evil
SZ L; ML 14 influence and brought it to Faerûn, hoping to unlock

8
all its secrets. Both Sabbar’s and the Eye’s plans were As the alert DM has probably already surmised,
frustrated when Marcus Wands stole the artifact. Ini- Marcus and the entire Wands family are the last
tially, the Eye itself did not object—although it would descendants of House Sunstaff, whose survivors
have preferred to dominate a powerful wizard over a migrated to Toril from their home world many cen-
disreputable bard. However, it found that, for some turies ago. The story of the Dragonking’s Eye and its
reason, it was unable to dominate or control Marcus power have long since been forgotten, but chance has
in any way. For reasons it cannot fathom, the Eye finally returned the Eye to its lawful warders.
soon grew deeply afraid of Marcus, especially after its The Dragonking’s Eye is an artifact, as described in
failure to dominate him. the Book of Artifacts. Due to its malign influence,
However, being hidden away in trackless woods was the Eye should not be allowed to enter the cam-
not the situation the Eye desired to find itself in. paign. However, this adventure ends with the Eye
With Marcus no longer nearby, it began to take things back in the hands of its designated guardians, which
under control, making the most of the circumstances may provide the direction and driving force for
in which it found itself. It is gathering monsters and future adventures.
evil followers in the Spiderhaunt Woods where Mar-
cus hid it. Special Note. None of the powers listed below may
As for Sabbar, he had never been very stable to be used by members of the Wands family. Members of
begin with. Contact with the Dragonking’s Eye sent this family are also immune to the Eye’s curse, and to
him completely over the edge. He is now thoroughly all negative magical effects arising from the Eye’s pos-
mad and driven to distraction by the obsessive desire session.
to retrieve the Eye. The Dragonking’s Eye has the following powers.

Secrets of the Eye Constant. When the Eye is held, the owner gains
The Dragonking’s Eye does, indeed, contain the soul of 50% magic resistance, and gains 18 Charisma.
an incredibly ancient and evil god, whose very name The Eye also attracts monstrous followers,
has been forgotten. His popular nickname, “The depending on how long it has been in a given
Dragonking,” lives on in the object’s name. It is best sphere. It attracts no monsters for the first three
that the god’s true name is forgotten, for if it is ever months. From three to six months, it attracts as
learned and uttered, the god will be freed and his monster summoning I once per week. From six
malignant influence once more unleashed upon the months to a year, it calls up creatures as a monster
spheres. As part of his punishment, the god’s own summoning I spell once per day. From one to two
memory had all knowledge of his name expunged. years, it attracts creatures equal to monster summon-
Thus, he is unable to free himself, or to assist those ing II once per day. From two to three years, it
who would do so. attracts creatures equal to monster summoning III
Defeated by the forces of good and law, the god was once per day, and so on. This effect takes place
nevertheless too powerful to destroy. He was impris- whether or not the Eye is in anyone’s possession. If
oned in the Dragonking’s Eye, and the Eye itself was the Eye has an owner, the monsters will serve the
put in the keeping of House Sunstaff, the leaders of owner, at least until the owner is completely domi-
the struggle against the god. The deities of law nated by the Eye. If there is no owner, the Eye con-
granted a boon to House Sunstaff—the family and its trols the monsters.
descendants would be immune to the evil of the Drag-
onking’s Eye and its occupant. As centuries passed, Invoked. When held and invoked, the Eye allows
however, the Eye was lost to the Sunstaffs, and it van- its possessor to cast domination three times per day,
ished into wildspace, there to wreak havoc and and power word stun, blind, or kill three times per day
destruction upon various crystal spheres. (a total of three times, not three times each).

9
Random. Two from Table 10: Abjurations; one ence when Marcus hid it there. Too powerful for the
from Table 11: Cataclysms; two from Table 12: Eye to dominate, Thandraxx instead became its ally,
Combat. Negative effects occur at random times as hoping to use it to further her own desire for conquest
determined by the DM. and power.
So far, she has been a valuable ally, although she
Curse. Each month that a character owns the Eye, has begun to wonder about the Eye’s true intentions.
he or she must save vs. wands. After the first month, If she can be shown that the Eye plans widespread
these saving throws are at a cumulative -1 penalty destruction, Thandraxx may turn against her erst-
(that is, an owner who has had the Eye for six months while ally. This is not out of any noble motivations
must roll at -6). If the throw is a failure, the owner on her part, but because her own desire is for con-
loses 1 point of Constitution. All future rolls continue quest, control, and power—not obliteration. Besides,
at the above progressive penalty, even after a failure. she doesn’t really want the competition.
Once the owner’s Con has been reduced to 0, he or
she is a lifeless shell under the complete domination Thandraxx (lich): Int Supra-Genius; AL NE
of the god imprisoned in the Eye. The god’s align- (L); AC 0; MV 6; HD 12; hp 55; THAC0 9;
ment is CE and it is dedicated to nothing besides #AT 1; Dmg 1-10; SA Special; SD +1 or better
wanton destruction, conquest, and bloodshed. Only a magical weapon to hit, spell immunities; SZ M;
wish or similar spell can restore an individual lost in ML 18; Spells: armor, magic missile (x2), sleep,
such a fashion. blindness, flaming sphere, ray of enfeeblement,
stinking cloud, fireball (x2), haste, Melf’s minute
Suggested Means of Destruction. The Eye is prob- meteors, confusion, dimension door, fear, ice
ably indestructible, but it could conceivably be storm, cloudkill, feeblemind, teleport, wall of iron,
removed to a place where it cannot threaten the disintegrate
Prime Material Plane. Such places include the Nega-
tive Material Plane, or deep in such inaccessible Ettercaps
planes as Baator or the Abyss. Unfortunately, the pos, Several bands of these foul creatures have fallen
sibility that it will be found by a powerful being and under the Eye’s control, and serve as enforcers and
used for destruction or conquest, or that the god will muscle in the forest. They band together in groups
be released, still exists, so it is probably best that the larger than usual, and have filled the woods with their
Eye remains in the Wands’s possession. infamous traps: webs, pits, deadfalls, and so on. Deep
The only certain way to destroy the Eye is to in the forest, ettercaps will stalk the party, shadowing
unleash the god contained within and destroy him. As it until one or more characters falls into a trap. Then
this is a difficult task at best, it is not likely to happen they attack, using their venom to incapacitate those
any time soon. who are not trapped.

The Eye's Allies Ettercaps: Int Low; AL NE; AC 6; MV 12; HD


Several creatures have joined the Eye’s forces in the 5; hp 30; THAC0 15; #AT 3; Dmg 1-3/1-3/1-8;
Spiderhaunt Woods—some voluntarily, some through SA Poison; SD Traps; SZ M; ML 13
the Eye’s magical compulsion. Those allies and slaves
most likely to be encountered by the PCs are listed The Noble Cavaliers
below. This grand moniker is the name of one of the Spider-
haunt’s most peculiar goblin bands, of which there are
Thandraxx many. Their king, Artemis, apparently read a lot of
This powerful lich has dwelt in the Spiderhaunts for human literary romances before deciding upon this
several centuries, and became aware of the Eye’s pres- name. King Artemis was easily dominated by the

10
Dragonking’s Eye, and immediately put his entire tribe Githyanki
at the artifact’s disposal. Most of the other Cavaliers The Dragonking’s Eye uses a number of these creatures,
joined in with enthusiasm. They have been wreaking normally found on the astral plane, as bodyguards.
havoc in the forest ever since. Nominally loyal to their mysterious Lich Queen, these
The Cavaliers have affected a somewhat unusual githyanki are almost completely under the Eye’s con-
attire—for goblins, anyway. They dress in human- trol and serve it without question. Those githyanki
style finery-plumed hats, velvet or satin tunics with encountered will have the following statistics.
lace collars, bucket boots, baldrics, etc. Most of these
items were looted from travelers, and they do not all Githyanki Fighters: Int Exceptional; AL
fit perfectly. The Noble Cavaliers also speak in a LE;AC 3; MV 12; HD 3; hp 20; THAC0 18;
stilted, pseudo-literary style, and imitate the manners #AT 1; Dmg 2-8 (bastard sword used two-
of foppish dandies, duelists, and adventurers. Typical handed); SZ M; ML 13
dialogue from the Cavaliers includes:
Githyanki Mage: Int Genius; AL LE; AC 10;
“Ho, varlet! Have at you!” MV 12; HD 4; hp 12; THAC0 19; #AT 1; Dmg
1-6 (quarterstaff); SZ M; ML 13; Spells: magic
“Stand and fight like a man, coward!” missile (x2), wall of fog, darkness, 15’ radius,
invisibility
“Is that the best you can do, me bucko?”
Githyanki Fighter/Mage: Int Exceptional; AL
“Ha! You think I’m afraid? Well, think again, my LE; AC 4; MV 12; HD 4; hp 24; THAC0 17;
man!” #AT 1; Dmg 2-8 (broad sword); SZ M; ML 13;
Spells: magic missile (x2), sleep, pyrotechnics, web
“You killed my father; prepare to die.”
Githyanki Sergeant: Int Exceptional; AL LE;
The Noble Cavaliers are relatively honorable fight- AC 2; MV 12; HD 6; hp 40; THAC0 15; #AT 1;
ers. They shun bows and other missile weapons, pre- Dmg 2-8 (broad sword); SZ M; ML 14
ferring to cross swords with their opponents and test
their mettle. They nevertheless retain several tradi- Githyanki Warlock: Int Genius; AL LE; AC
tional goblin tactics, including ambush and sneak 10; MV 12; HD 6; hp 20; THAC0 19; #AT 1;
attacks. Dmg 1-6 (quarterstaff); SZ M; ML 14; Spells:
armor, magic missile, phantasmal force, sleep, ray
Noble Cavaliers (goblins): Int Low/ Average; of enfeeblement, stinking cloud, fireball, haste
AL LE; AC 6; MV 6; HD 1-1; hp 5; THAC0
20; #AT 1; Dmg 1-6; SZ M; ML 10 Githyanki Knight: Int Exceptional; AL LE; AC
0; MV 12; HD 8; hp 50; THAC0 13 (+3 due to
Bodyguards: Int Average; AL LE; AC 5; MV 6; weapon); #AT 3/2; Dmg 2-8 (bastard silver sword
HD 1+1; hp 7; THAC0 20; #AT 1; Dmg 1-6; +3 used two-handed); SA paladinlike powers;
SZ M; ML 12 SZ M; ML 17

King Artemis: Int Average; AL LE; AC 4; MV


6; HD 2; hp 12; THAC0 19; #AT 1; Dmg 1-8;
SZ M; ML 13

11
Chapter One
In which the weary heroes finally approach the safety of Shadowdale. Unfortu-
nately, dire rumors induce them to abandon this route, and enter the grim depths of
the Spiderhaunt Woods. Along the way, the Spiderhaunt’s dangers make themselves
manifest. Young and sincere but relatively annoying would-be adventurers are
encountered, and we find out why no one likes paladins. What little food is con-
sumed is of only passable quality.

arco Volo: Arrival begins immediately after the party's final


fight with Felibarr Blacklance. The PCs, along with Marcus
Wands and Heino’s Woodland Troupe, are in the Shadow
Gap, two or three days’ ride southwest of Shadowdale. The
next move should be to the Spiderhaunt Woods, a day or so
to the north. If the players choose to go directly into the woods, fine. If the
party debates its next move, Marcus speaks up.

“Excuse me,” Marcus says, “but that wand I stole from Sabbar is in the
woods north of here. If we go get it, we could offer to give it back. Then
perhaps Sabbar will call off his dogs.”

Hopefully this will be enough to send the party into the Spiderhaunts. If
the adventurers ask Heino for assistance, he replies that his troupe must be in
Shadowdale for its command performance, and that he is not willing to
endanger the families and non-combatants of his troupe in the Spiderhaunts.
If the DM chooses, Heino may permit one or more members of his troupe to
volunteer to accompany the adventurers into the woods. These individuals
can be chosen from the NPCs listed in Marco Volo: Journey. Heino himself
might even accompany the party, temporarily turning the troupe over to Ina
or Philip the Bard when the performers move on to Shadowdale.

What’s in the Woods?


he Spiderhaunt Woods, not the most healthy of places at the best times,
is in worsening shape these days. After stealing the Dragonking’s Eye,
Marcus secreted it deep in the woods. There its malevolent intelligence went
to work, enthralling several of the area’s powerful entities, and constructing a
massive crystalline latticework around itself. The Eye is intent upon taking ever
more victims and turning the full force of its destructiveness on all Faerûn.
Several bands of goblins and ettercaps serve the Eye, along with the lich
Thandraxx, who is presently too strong for the Eye to enslave. The lich offers
its alliance as one of convenience, and may turn against the Eye once its true

12
plans are evident. Reread the Cast of Characters for Encounters
details on these and other allies of the Eye.
The Eye’s plans are still in an early stage of devel- ap 1 shows the Spiderhaunt Woods and envi-
opment, but it is the artifact’s intention to foster rons. The following encounters take place at
social and political conflict in the Dalelands while it various locations throughout the woods as noted.
marshals its forces. Later it would unleash its armies
in a campaign of conquest. Whether it wins the con- A. Rumors
flict is irrelevant—such is the extent of the Eye’s evil (along the road)
that it only wants destruction and bloodshed; victory As the party rides down the road toward the Spider-
or defeat does not matter. haunts, they meet a group of travelers. As the party
The growing evil in the woods has not gone unno- approaches, read the following.
ticed by local authorities. The Dalelands are crawling
with retired heroes, ambitious adventurers, and do-
Ahead on the road you see a small band of trav-
gooders of all sorts, so it was only a matter of time
elers. There is a merchant’s wagon loaded with
before someone started to investigate the rumors of a
trade goods, two young priests mounted on ponies,
new kind of evil in the Spiderhaunts. Presently, the
and several peasants on foot. The merchant, a
Knights of Inescapable Justice, a fraternity of dedi-
burly middle-aged man, hails you.
cated (and thoroughly obnoxious) paladins, are in the
“Hello!” he calls. “Are you bound for Shadow-
woods seeking out the source of the evil. They are dale? I’d be careful if I were you.”
very likely to cross paths with the PCs.

13
If the characters engage the travelers in conversation, Inspection of the battle site will reveal many
they learn some of these rumors: tracks, of goblin, horse, and human. There are also
several strange, unidentifiable footprints—those of
• Goblins and other creatures are raiding out of the several githyanki who accompanied the goblin party.
Spiderhaunt Woods. Skilled trackers will be able to recreate the battle; the
humans, mounted on horses, were ambushed by gob-
• An evil warlord or lich has occupied the Spider- lins in the grove shooting a rain of arrows. Then the
haunts, intent on conquering the Dalelands. goblins rushed out of hiding to attack. There is evi-
dence of fire and destructive magical spells such as
• A fortress made entirely of human and elven bones magic missile being discharged. The bodies of the trav-
has sprung up in the middle of the woods. elers have all been thoroughly looted, and no goblin
remains are in evidence. No useful equipment
• Several bands of adventurers have entered the remains.
woods searching for the source of the evil, and
none have returned. C. Woodcutter’s Cottage
(edge of the woods)
• A group of powerful paladins has gone to the At the very edge of the Spiderhaunt Woods, the party
woods. comes upon yet another site of tragedy.

The rumors may be repeated by any one of the


You see the smoking ruins of a log cottage, a
NPCs, and may vary in small details. Some NPCs
woodcutter’s or hunter’s home. Arrows sprout
may actually argue over the rumors: “They say it’s a from the logs, the house has been ransacked, and
lich in the woods!” “Nah, it’s a sorcerer more powerful the small outbuilding reduced to splinters. You see
than Blackstaff hisself!” “It’s a lich, I tell ye!” “Yer full two dead horses and a dead cow in the ruins of a
of it!” and so on. corral, while the family that once lived here—a
The encounter will end with well-intentioned but woman, her husband, and a teenage son—lie cut
forbidding warnings against approaching the Spider- to ribbons nearby. The woman moves feebly—she
haunt Woods. is still alive.

B. Tell-tale Evidence
(near the woods) The woman has been reduced to -9 hit points, and
When the PCs parted company with Heino’s caravan will die in one round unless first aid or healing spells
and left the road, they approach the woods warily. are administered. If she is healed, she will tell the fol-
There the adventurers find signs of battle. Read the lowing story.
following.

“It was goblins,” the woman says, her voice


Near a small grove of trees you see a patch of racked with pain. “They usually stay deep in the
greensward that has been blackened and discolored. woods—they haven’t attacked in years. Some-
As you approach, you see several corpses lying on the times we even traded with them. But they
ground. There are ten human bodies and four horses, attacked us. They were wearing strange clothes—
all dead, feathered with arrows and dispatched by like fancy nobles. And they were with some crea-
daggers or short swords. Armor and weapons have tures I’d never seen before—tall, pale, in strange
apparently been stripped from the bodies, but some armor. Roland tried to get us away, but they shot
broken swords and shattered spears lie about. You see arrows—oh, gods . . . They killed everything and
goblin blood in pools, but no bodies. destroyed the house . . . .”

14
The woman, whose name is Elseth, will recover if of repose and discover the deficiencies of their
cared for, but she should be sent to Shadowdale. If the encampment procedures. Read the following aloud.
PCs return to the road, they will find a party of travel-
ers willing to escort Elseth to the Dalelands. The
Ahead, you see a human-sized figure. You move
adventurers may also leave her here under the care of closer, and the figure does not respond. You realize
an NPC or two, or (if they are particularly uncaring) that it is a young human in various pieces of mis-
send her back to the road on her own. She will sur- matched armor, armed with a broad sword. He leans
vive either way, although better treatment might earn up against a tree, eyes closed. You hear him snoring.
the PCs some XP bonuses at the DM’s option. Simi-
larly, callous behavior may induce a DM to penalize The human is Druvus, supposedly on watch, but
the PCs. actually taking the opportunity to catch a few winks.
The PCs have several options. If they awaken Druvus,
The following encounters occur after the PCs have he immediately draws his sword and tells the PCs that
entered the Spiderhaunt Woods. Generally speaking, they are his “prisoners.” If the characters go along
the events can occur in any order the DM desires. with him, he escorts them into his encampment,
However, the chapter must end with the discovery of where they meet Theruvan and the other Featherdale
the Eye’s crystal fortress. Dragons, as described below.
If the PCs just ignore Druvus and continue on their
D. Spies in the Woods way, he awakes with a start, screaming “Orcs! Gob-
At the DM’s discretion, the PCs might have a few lins! Help! To arms !” This brings Theruvan and the
conventional encounters to get things rolling once other Featherdale Dragons crashing out of their camp,
they enter the woods. After an hour or so of travel, intent on immediate battle with the PCs.
they will have the following encounter. Once he realizes that the PCs are neither orcs, gob-
Have the PCs make Int rolls. The DM can roll for lins, pit fiends, nor other malign creatures, Theruvan
NPC party members if desired. Those whose rolls suc- tries to take charge, delivering some of the following
ceed see a number of small humanoids hiding in a comments to the PCs.
thicket ahead of the party. These are scouts from the
Noble Cavaliers goblin tribe, under orders to observe “Who are you, and what are you doing here?
but not to engage in combat. If they realize that they There’s terrible evil in these woods, you know.”
have been observed, the goblins will flee. They may
escape or not at the DM’s discretion, but if captured “You should be more careful. We almost killed you
they will say only that they are “Noble Cavaliers” and all.”
are keeping a watch for intruders in “their” domain.
If no one sees the goblins, the party members might “You’d best leave exploring this forest to us experi-
hear the scouts as they crash off through the under- enced adventurers. It’s dangerous for amateurs.”
growth. In this case, the party will be unable to pursue
before the goblins disappear. “Just what are you suggesting? Of course we’re
experienced adventurers. What do we look like: a
E. The Featherdale Dragons bunch of farm kids?”
Theruvan Whitefield and the Featherdale Dragons
have heard the rumors of great evil and greater trea- “Look, I’m getting a little tired of your superior atti-
sure to be had in the Spiderhaunts. Fearing that he is tude! Why don’t you just leave us alone?”
losing control of “his” adventuring band, Theruvan
has led them into the depths of the woods, heedless of Theruvan gets more and more flustered as it
danger. The PCs encounter the Dragons at a moment becomes obvious that he is, indeed, an inexperienced

15
farm boy who doesn’t know what he’s doing. If asked A tall figure clad head to toe in shining armor
about the “evil” in the woods, he is vague and eva- appears from out of the brush. He carries a great
sive, since he really doesn’t know what it is. He silver sword etched with harsh, angular runes. He
wears his visor up, revealing an expression of grim
thinks it might be a lich, though, or maybe a dragon.
determination. Several more fighters appear, each
The other Featherdale Dragons take this in various one similarly clad.
ways. Sydala agrees with Theruvan at first, but then “Who are you?” the man demands. “And what
suggests that he listen to the PCs and reconsider is your business in this den of evil?”
going into the dangerous woods. Darial remains quiet,
but looks worried. Druvus agrees with everything
Theruvan says, enthusiastically nodding his head at If the PCs attack, they have a serious fight on their
his leader’s words, and disputing anything the party hands. Statistics for Sir Talvis and the dozen paladins
says. Eventually even Theruvan tells Druvus to be and fighters who accompany him can be found in the
quiet. Rynda looks on with disgust, and ends up Cast of Characters section. In all likelihood, however,
telling Theruvan that he’s a complete idiot. the PCs will take their cue from Talvis’s appearance
What happens to the Featherdale Dragons after and statement, and hold off initiating combat.
this is up to the DM, depending on whether these The Knights of Inescapable Justice are in the woods to
inexperienced adventurers will be woven into the root out evil and are utterly convinced that the gods are
PCs’ epic. Theruvan can decide that this Spiderhaunt on their side. The lack of any evil-aligned individuals in
expedition is a mistake and lead his friends back the PCs’ party means nothing to them—they know that
home; or the DM might defer a final decision by hav- anyone can be corrupted by the forces of evil.
ing him lead the Dragons off in disgust, never to be Accordingly, they cut the party very little slack,
seen again in this story. The Dragons can repeatedly intensely grilling the characters on their experiences
show up in this adventure to annoy the party with ill- since entering the forest, and on their motives for being
timed intervention, perhaps being corralled by the here in the first place. They refuse to provide any infor-
Knights of Inescapable Justice or imprisoned in the mation about their own exploration, and instead tell
Eye’s Fortress, requiring rescue in either case. the characters that if they don’t wish to be considered
part of the evil in the forest, they should leave immedi-
F. The Knights of Inescapable Justice ately. Suitable comments for the knights include:
Sir Talvis and his band of fanatical paladins have
entered the Spiderhaunts and spent the last several “What brings you to this place, save to do mischief?”
days battling goblins, githyanki, ettercaps, and other
members of the Eye’s entourage. Understandably, “Are you aligned with the dark forces in this forest?
they are on guard and watchful, and pretty fanatical What hold have they over you?”
in their pursuit of law and justice in any event.
When they meet the party, they will make the PCs’ “Why should I believe you? Even the strongest of
job as tough as possible by the exceptional demands hearts can be corrupted by wickedness!”
they make.
This encounter will occur during a moment of “What are you hiding? Your kind cannot long
respite—after a fight or as the adventurers are mak- escape the pure white light of truth!”
ing camp. Read the following to the players. The
DM can allow the characters to make Int or Hear “Only fools or allies of darkness would remain in
Noise rolls to detect the knights’ approach, but the this forest. Which are you?”
event still takes place regardless of their reaction to
the situation. “What evils have you seen here? Speak only the
truth, varlet, or face the consequences!”

16
If any member of the party reveals the true mis- If the characters approach and try to flush Yulf out
sion—to locate and retrieve the Dragonking’s Eye, the of the thicket, read the following.
paladins will either not believe them (the easiest
choice for the DM), or immediately demand to be led
With a rush and a cracking of branches, a figure
to the Eye so that they can “dispose” of this evil arti- emerges from the thicket. It is a human—dirty, bat-
fact. The second alternative is a bit trickier. Talvis tered, its eyes wide and staring. It seems to be male,
will insist he be given leadership of the group, and but you cannot be certain. He is clad in filthy rags
will generally make a nuisance of himself. The best that might once have been rich garments. The tat-
way to get out of this particular mess is to separate the ters of a tri-horned hat, tom and dirty, list askew on
knights from the PCs during a later melee, leaving the his head. A single brass ball remains attached,
characters on their own once more. Finally, the gleaming in contrast to the human’s soiled appear-
knights may simply decide that the PCs are tools of ance. One of his hands clutches a short wand
evil and attack, which could result in a rather nasty capped by a human face, leering comically.
“I am Yulf!” he declares, eyes darting first one
melee. This might be a good opportunity to trim an
way, then the other. “The finest jester in all of
overly-powerful party down to size.
Sembia! I know this, for my master has told me
often. I seem to have lost Master. He was some-
G. The Jester what distracted when last I saw him. I believe it
Some weeks ago, a hunting party of Sembian nobility was because he lost his head; it was missing. His
entered the woods on a monster hunt. Within days, friend, Sir Marvol seemed unhappy, as well . . . .
the proud and arrogant nobles were reduced to terri- You haven’t seen them anywhere, have you?”
fied, hunted animals by the constant attacks of the
Noble Cavaliers, the githyanki, ettercaps, giant spi- Attempts to talk rationally with Yulf will only meet
ders, and other denizens of the woods. The sole sur- with more nonsense. He is incapable of rational
vivor, a jester named Yulf, now wanders the forest, thought in his present condition. He will name vari-
thoroughly lost. Not that it makes much difference— ous friends and companions, asking the characters if
Yulf’s sanity has snapped, and he has only vague they know of them. Then he begins to babble about
memories of all that has happened to him. The party’s the “little cavaliers” who had a disagreement with Sir
meeting with Yulf is intended to increase their unease Marvol and Yulf’s master, Baron Grunder. He will also
and foreboding about the woods and its evil denizens. mention spiders, “big 'uns” (ettercaps), and “those
Read the following out loud. funny thin ones” (the githyanki). All in all, however,
he can provide little useful information.
Yulf’s madness is so severe as to require a clerical
From a nearby thicket you hear a high-pitched,
heal or similar spell to cure—in all likelihood, a spell
wild laugh and a frantic rustling.
of too high a level for the adventurers. If thus treated,
“It is I!” shouts a voice, interspersed with giggles.
“I am me! I am here to make you laugh and caper however, he will regain rationality, although he will
with delight! Am I not funny? Do I not please you? never again be the light-hearted jester that he was. If
To please Master is my heart’s desire. Feel free to cured, Yulf tells the party of the disaster in the forest,
thrash me if my capers and antics fall short of and of how his companions were picked off one by
expectations, for I am your servant in all things!” one by the goblins, githyanki, ettercaps, and other
creatures, and how he wandered the forest for days,
the sole survivor. If cured, Yulf can serve as an NPC
The party will probably want to investigate; if they party member, acting as a 1st-level thief.
do not, Yulf will shadow them, peppering them with If he is not cured, Yulf will stay with the party only if
similar remarks, attracting monsters, and generally physically restrained, rendered unconscious, or otherwise
making a pest of himself. incapacitated. If he is not, he will eventually bound up

17
and dash off into the forest. The DM can have the char- Return what was not rightfully yours! Return it to me
acters meet him on their way out of the woods and take or be destroyed!” and similar statements. These dupli-
him to Shadowdale for healing, or might just assume cates are equivalent to improved phantasmal forces,
that he disappears, never to be seen again. save that they are “automatic,” and wander about
without Sabbar having to concentrate on them. The
H. Sabbar Attacks (sort of) party will see one or more of these duplicates and,
The DM should remember the evil wizard, Sabbar, and with some atmospheric role playing by the DM to
justifiably wonder what he has been up to while all the enhance the experience, should come away somewhat
other events are going on. Insanely frustrated after the scared when their ranged weapons, missile spells, and
failure of his many agents to capture Marcus, he fol- the like, are ineffective.
lowed Felibarr Blacklance’s trail to the scene of the bat- To further complicate matters, Marcus will panic at
tle with the adventurers. From there, he tracked the the first sight of the duplicate, screaming “It’s him! He’s
party into the Spiderhaunt Woods. Despite his demen- come to kill me!” Marcus will panic and try to flee into
tia, Sabbar is still a deadly opponent, as several etter- the undergrowth. Ambitious DMs might want to work
caps, giant spiders, and others of the woods’ denizens this into the adventure, having Marcus captured by
have discovered, to their discomfort. githyanki or goblins, and imprisoned in the Eye’s
As Sabbar plays an important role in the final con- fortress from whence he would later need a rescue.
frontation with the Dragonking’s Eye, his contact with Sabbar might also attack in person, flinging dis-
the PCs will be limited, but should still make the tracting missile spells, screaming “Return what you
players nervous. First of all, he has sent a number of have stolen! ” and vanishing into the forest. By com-
illusory duplicates of himself wandering through the bining both such meetings, the DM can probably
forest, moaning “Return what you have stolen! work the players into a frenzy.
Sabbar will not fight to the death, however, nor
allow himself to be captured. He feels the siren call of
the Dragonking’s Eye, urging him toward the fortress.
He will arrive there before the PCs, and be ensnared
by the Eye once again. Sabbar must be on hand dur-
ing the final battle.

I. The Eye’s Enemies


The other denizens of the Spiderhaunt Woods have
been victimized by the Noble Cavaliers and other
allies of the Dragonking’s Eye. The other goblin tribes,
who have always intensely disliked the Cavaliers for
their jumped-up and ungoblinish behaviors, are espe-
cially vexed and frustrated. With conditions worsen-
ing for them, they now are even willing to go so far as
to offer assistance to the adventurers for their help.
Read the following out loud:

A small voice echoes from nearby.


“Hello?” it says in guttural common, heavily
accented. “We want to talk, please don't attack us.
We promise not to hurt you . . . .”

18
If the PCs respond, read the following out loud. If If the PCs intervene, the goblins flee. If the charac-
they do not, the goblins attempt to communicate sev- ters just watch, read the following.
eral more times, and eventually give up.
Suddenly two strange creatures enter the clear-
You are approached by a nervous-looking ing. They are tall and skeletally thin, with rough
goblin holding up a scrap of white cloth. “Hello,” yellow skin and gleaming black eyes. They are clad
he quavers again, “You won't hurt me, will you?” in elaborate armor, and carry black two-handed
swords. The first creature swings at the bear, and its
weapon inflicts an ugly wound. The bear screams in
The goblin is a representative of several Spiderhaunt pain and turns on its new attackers.
tribes: the Bloody Hands, the Broken Daggers, the
Merciless Slayers, and the Small Unpleasant Ones.
(Members of this last tribe are upset that all the good The creatures are githyanki fighters armed with
names were taken.) His name is Glixx, and he asks the bastard swords +1, capable of wounding the werebear.
PCs to help drive out the “new boss.” This “new boss” If the PCs do not intervene, the githyanki will kill
has powerful allies and has recruited the Noble Cava- the bear. Further, if the PCs attack now, the goblins
liers—whom Glixx refers to as the “Sissy Boys.” prove to have been heartened by their allies’ arrival,
Glixx offers to guide the PCs to the Eye’s crystal and all fight fiercely.
fortress. He has access to several potions of healing, as Once the goblins and githyanki have been dis-
well as several doses of a special antidote to ettercap patched, read the following.
poison, which the goblins brew up from local herbs. If
the PCs agree to the offer, Glixx will give them sev-
The bear gazes at you with intelligent eyes,
eral potions and faithfully guide them to the fortress.
then abruptly shrinks, quickly transforming into a
The other encounters will still occur, however. muscular, red-haired woman.
If the PCs reject Glixx, he will throw a tantrum, beg- “Thanks,” she says. “I could have handled them
ging, pleading, and whining for their help—even cling- myself—but I appreciate your assistance nonethe-
ing to a sympathetic character’s leg, weeping and wailing less. My name is Turekana. I’m the warder of these
all the while. If the PCs still reject Glixx, he will slink off woods.”
into the bushes, sobbing and snuffling. The characters
should be made to feel like the heartless brutes they are.
See Cast of Characters for full stats on Turekana.
J. The Warder She will be grateful, in the gruff manner of her kind,
As the characters venture deeper into the forest, they and provide the PCs with information on the Spider-
hear sounds of conflict—the clang of weapons, inhu- haunt situation. She knows the goblins and ettercaps
man screams, and deep-throated roars. If they investi- are working together; and that a mysterious crys-
gate, read the following. talline structure has appeared deep in the forest. She
will give directions to the Eye’s fortress, though she
You see a frightening sight in a nearby clearing.
will not accompany the PCs there, since it “smells of
A band of eight goblins, all clad in silk and lace
finery, is engaged in furious combat with a gigantic sorcery, ” something she is only too eager to avoid.
brown bear. As you watch, the bear swipes a mas-
sive paw at one of its attackers, sending the goblin K. The Noble Cavaliers
smashing against a tree. But another goblin rushes Since entering the forest, the adventurers have been
in to stab the bear with a spear. The spear seems under observation by the various allies of the Dragon-
to do little more than enrage the bear, who strikes king’s Eye. As they get closer to the center of the forest,
again, killing another goblin. the PCs will come under direct attack by the Eye’s most

19
annoying associates, the goblin tribe known as the beaten us? Ha! Just wait, you varlets! We shall meet
Noble Cavaliers. Read the following out loud. again, my bucko!” and such.

L. Ettercap Ambush
Ahead of the party, you hear a rustling in the
undergrowth and a strange figure emerges. You The evil ettercaps who serve the Dragonking’s Eye
recognize it as a goblin, but it is dressed oddly—in have fixed a number of traps and snares to catch the
a fine velvet tunic with lace at the collar and unwary who approach the crystal fortress. Rogue char-
sleeves, silk trousers, high boots with spurs and a acters are allowed a detect traps roll before the party
wide, plumed hat. enters any areas containing ettercap snares. If the traps
“Hail, travelers!” the goblin declares in fop- are not detected, then each party member must make
pishly-accented common. “What business have a successful Dexterity check to avoid them. Those
you in the domain of the Noble Cavaliers, the who fail are caught beneath falling logs, fall into deep
paragons of goblinish chivalry?” pits, are trapped in ettercap webs, etc. Once all the
PCs who fail are trapped, 2-6 ettercaps attack,
In all likelihood, the characters will attack, but if attempting to incapacitate non-trapped characters
they continue to converse with the goblin, he will go with their poison. As ettercap poison can be fatal, the
on at some length, using some of the following dia- DM should provide access to anti-poison magical
logue: items or spells if PCs do not have these already.

“If you’ve come to match swords with us, lass, M. What are THEY Doing Here?
you’re due a lesson in humility!” This encounter should take place just before the PCs
find the Eye’s crystal fortress. With the Cavaliers
“We Cavaliers are nothing if not honorable—I give routed, the Eye’s allies realize the adventurers are a
you the chance to leave now, lest you face unpleasant real threat. The Eye’s bodyguards are a band of
consequences.” githyanki, normally confined to the astral plane.
Aware of the danger to their master, the githyanki
“If you refuse to leave, I fear we must deem you have set out to attack the PCs, to destroy them or
most ungentlemanly and ignoble!” drive them away. The githyanki are commanded by
the evil lich, Thandraxx.
“Ha! Vagabonds! Ruffians! Come, test your steel Map 2 on the next page gives the layout of the bat-
against us, if you have the courage!” tle terrain. The following key details the combatants
involved, and their strategies.
“CHAAAARRRRRGE!!!!”
a. Thandraxx
The party will have to fight 20 or so Noble Cavalier The lich will open the battle by casting a fireball, light-
goblins—the actual number may be adjusted up or ning bolt, or similar spell on the party, and then pro-
down by the DM to provide a suitable challenge to the vide long-range firepower as the melee progresses.
party. As noted previously, the Cavaliers prefer honor- Thandraxx will not risk physical participation, relying
able fights, one on one with swords, but a few of their on magical attacks.
number may circle around and attack the party from
behind as it engages their fellows. At the DM’s discre- b. Githyanki Mages
tion, they may be accompanied by a few ettercaps. Two githyanki spellcasters will assist Thandraxx with
The Cavaliers have very sturdy morale, but if the magic missiles and other offensive spells, beginning
fight has turned against them, they will withdraw with the opening round. Like the lich, they will stay
with taunts and verbal abuse—“You think you’ve out of melee combat.

20
c. Githyanki Fighters N. The Crystal Fortress
Ten githyanki fighters will attack from all sides as the (center of the woods)
party is reeling from the magical assault. The number After the fight with the githyanki, the party will finally
of fighters can be adjusted up or down depending reach the massive crystalline construct the Dragonking’s
upon the party’s condition. Eye has created. Read the following out loud.

d. Githyanki Sergeants Ahead, light shines out of the dark woods. As


The opposition is accompanied by two higher-level you approach, you see that numerous trees have
githyanki fighters, who stay back bellowing orders. If fallen and splintered. In their place, an intricate,
the PCs seem to be winning, the sergeants will enter gleaming network of tall crystalline columns
combat to bolster the fighters’ morale, and blunt any sparkles in a rainbow of colors.
striking successes the PCs might have. The columns rise into the sky, as high as the
surrounding trees. Among the columns you see
Each slain githyanki fighter carries a survival kit low domes of shimmering material and, in the dis-
tance, you see several small humanoid figures scur-
consisting of a pack of 3d8 food wafers (each pro-
rying about, then disappearing among the
vides nutrition sufficient for one full day), a silver
crowded columns. A miasma of fear seems to per-
knife, and a potion of healing. The sergeants’ kits are meate your surroundings, and you feel a vague
the same, except they each contain one potion of sense of unease and terror.
extra healing. These potions are effective on non- “It’s here,” says Marcus in a quiet voice laced
githyanki. with grim apprehension. “I can feel it. Don’t ask
me how. I know it’s here.”

21
Chapter Two
In which, through the assistance of the famous Volothump Geddarm, many myster-
ies are revealed—too many, in fact, to detail in this short synopsis. Though its intel-
lectual content is considerable, this chapter features enough swordplay and magic to
satisfy even the most jaded reader. Alas, there is little food or drink to be had in the
crystal fortress of the diabolical artifact.

his chapter will proceed in a somewhat nonlinear fashion,


depending upon the PCs’ decisions. The party might attempt
to scout around the fortress, sneak in, assault directly, or take
any number of other options. The DM should be completely
familiar with the layout of the fortress, and prepare for all
eventualities. The chapter ends with the confrontation with the Dragonking’s
Eye and Marcus Wands’s confrontation with his ultimate destiny.

Meeting Volo
n important element of this chapter is the party’s actual encounter with
Volothamp Geddarm, the infamous traveler and writer whom Marcus
tried to frame for the theft of the Dragonking’s Eye. This meeting can take
place in any one of several locations. They can meet him outside the fortress
as the party scouts around; in the corridors of the fortress; or as a fellow pris-
oner in a storage chamber within the fortress’ after the characters have been
captured.
Regardless of location, the encounter must take place in order for the PCs
to gain vital information about how to defeat the Dragonking’s Eye. Read
aloud the boxed paragraphs as needed.

You see a handsome male human. He is dressed in a loose shirt that was
white once, a leather vest, breeches, and a tattered velvet beret with a
sad-looking feather drooping at one side.
“Hello,” he says. “I’ve been looking for you.”
He fixes Marcus with an irritated glare. “I am Volothamp Geddarm. I
believe, sir,” he says, “that the last few attempts on my life are a result of
your antics.”
Marcus looks guilty. “I suppose they are, sir. I apologize; I’m terribly
sorry.”
Volothamp rolls his eyes and speaks angrily. “Sorry doesn’t pay the bills,
boy! Don’t you think I’ve got enough wizards after my scalp without you
framing me for robbing that lunatic Sabbar? Give me one good reason
why I shouldn’t beat the living daylights out of you!”

22
The PCs may interact with Volothamp for a time, Marcus’s expression grows even more con-
either letting him punch Marcus (who will take the founded. “But the ‘Sunstaff’ is one of our family
punishment without a complaint), or restraining him heirlooms! It’s normally kept in the vault, but my
and calming him down. Eventually, Volothamp will uncle takes it out for special ceremonial occasions.
compose himself enough to discuss the matter. He said it has been in our family for centuries, the
very symbol of our name.”

“I found out that another wizard wanted me


dead,” Volothamp says. “Not that that was so
unusual, mind you, but I wasn’t familiar with Sab- The PCs may now discuss the matter with Marcus
bar. I investigated a bit and found out that, for and Volothamp and, hopefully, the awful truth will
once, I was completely innocent. I had not stolen eventually dawn on them: The Wands are the lineal
the Eye from Sabbar.” descendants of the ancient Sunstaff family, and they
migrated to Toril centuries ago. This is, of course, the
reason that Marcus is able to handle the Dragonking’s
At this point, the PCs will probably ask Volothamp Eye without ill effects. If the PCs don’t figure out that
what he means by “The Eye.” If they don’t, then Mar- Marcus must walk “the circle path” around the Eye,
cus will. then Marcus and Volothamp will. It will not, how-
ever, be as easy as Marcus simply taking the Eye, as
will become apparent later.
Volothamp glares at Marcus again. “The Eye? I
This encounter should lead to the final confron-
mean that gods-blasted piece of rubbish you stole
from Sabbar, you obnoxious little cutpurse! It’s tation with the Dragonking’s Eye, as described in entry
called the Dragonking’s Eye, since you obviously 8 below.
didn’t even know what it was you were stealing!”
Marcus’ s eyes widen suddenly.
“The Dragonking’s Eye?” he says. “I’ve heard of it
before. It was in a nursery rhyme my mother used
The Eye’s Fortress
to sing to me when I was a child.” He frowns, then fter Marcus hid the Dragonking’s Eye in the for-
recites from memory: est, the artifact’s evil intelligence went to work.
First it created a defensive latticework of enchanted
Sing of white and sing of black
crystal around itself, and then attracted various crea-
Three times forward, three times buck
tures to ally with it in its desire for conquest and
Sing of knights and vengeance nigh
‘Round and ‘round the Dragonking’s Eye bloodshed. The PCs will have to enter the fortress to
Sky above you, earth below defeat the Eye.
Along the circle path you go The DM may enliven the party’s exploration of the
Call the gods to bind and tie fortress by throwing in a few encounters with the
‘Round and ‘round the Dragonking’s Eye Eye’s servants—Noble Cavalier goblins, ettercaps,
githyanki, and various extra-planar beings such as
“I’ve never heard it since,” Marcus continues. those found in room 5 below.
“She said that only our family sang it, and had
sung it for generations.”
1. Outer Wall
“Ha!” says Volothamp. “I talked to Elminster
The wall surrounding the fortress is deceptively thin.
about the Eye, and your family has nothing to do
Made of a transparent crystalline substance, it
with it. He told me the Dragonking’s Eye had been
requires an Int roll to be seen. Those who do not see
given to a family called the Sunstaffs for safekeep-
the wall are likely to blunder into it, taking no serious
ing, and that they aren’t even native to Toril.”
damage, but probably embarrassing themselves.

23
24
There are no apparent gates nor openings in the The chambers have a variety of contents and occu-
outer wall. Only those creatures under the direct con- pants, the specifics of which can be determined by the
trol of the Dragonking’s Eye, or those that have sworn DM. Some suggested contents are:
loyalty to it, may pass through without hindrance.
There are several ways of getting through the wall. • 4-20 Noble Cavalier goblins. Each goblin will be
It is 12 feet tall, and can be climbed or flown over. carrying 3-18 silver pieces.
Thieves cannot use their climb walls ability on
account of its slick surface. A grappling hook and • 4-20 Noble Cavalier goblins, 2-8 bodyguard goblins
rope may be snagged on the top of the wall, allowing and, at the DM’s discretion, King Artemis himself.
characters to clamber over the top. Artemis stores his tribe’s loot here “for safe keeping.”
The wall is very strong, but a hole of a size suffi- This loot includes 4,000 cp, 2,000 sp, a manual of
cient for a human to crawl through can be created by puissant skill at arms (which none of the goblins
inflicting 100 points of damage with any type of blud- knows how to read), and a ring of fire resistance.
geoning weapon. This will, of course, be noisy and
attract defenders. The number and type of such crea- • 2-8 ettercaps. Any room occupied by ettercaps will
tures is up to the DM, although they are likely to be be strung with strands of webbing, which will slow
ettercaps and Noble Cavalier goblins. or immobilize the PCs as they attack. Of limited
intelligence, the ettercaps have no treasure to
2. Crystal Columns speak of.
The fortress is not really enclosed. It is an open lat-
ticework of crystalline columns, which rise up to • A githyanki barracks. This will contain 3-12
jagged points among the trees. These columns shim- githyanki fighters and, at the DM’s discretion, mages,
mer and sparkle in many different colors, especially if fighter/mages, and sergeants. They will be carrying
any outside light shines on them. Like the wall, they enchanted items appropriate to their levels, and each
are very strong, and will withstand more damage than will carry 2-20 gp, 10-60 pp, and 2-8 gems.
the party should reasonably be able to produce. The
columns can be broken, however, given time and con- • A githyanki knight, 2 warlocks, and 3-18 fighters.
siderable effort. The DM can add sergeants, mages, and fighter/mages
as desired. This is apt to be a nasty fight, and is
3. Chambers appropriate only if the party is having too easy a time
Several rooms have been formed among the lattice of and needs to be cut down to size. Individual
crystal columns. These are fully enclosed domes of githyanki carry treasure as listed above; the main
opaque material similar to the floor. Each has one or treasure-store is in the Eye’s central chamber.
more entrances resembling huge, multifaceted gems
surrounded by rings of smaller gems. Most doors open • Because the Dragonking’s Eye has been attracting a
freely if any of the smaller gems is touched. Others, variety of extra-planar beings, some of them might
including the storage chamber below and any others be found in different chambers within its fortress.
the DM desires to have secured, require a specific The DM can generate random creatures using the
combination of gems to be touched, in a certain table listed for room 5 below.
sequence, to be opened. Once the PCs have figured
this out, the DM should assign a percentage chance • The lich Thandraxx has been allied with the Drag-
for a given character to figure out the right “combina- onking’s Eye for several months now, but has begun
tion,” then have the player roll percentile dice. The to wonder at the thing’s motivations. If the PCs
Int of the character who is attempting to open the enter the chamber containing her living quarters,
door may be added to the roll. read the following out loud:

25
The interior of the chamber is spare, with only obtained before the PCs can enter the central cham-
a small stone platform in the center. Lying on the ber. Each gem-key is worth 1,000 gp. This room is
platform is a withered robed form, which rises as accessible through a combination gem-key (see
you enter. With horror, you realize that it is the above), and is guarded by five githyanki fighters.
lich you fought outside the fortress. Besides the four gem-keys, the room also contains ten
The figure raises a hand. gold bars worth 250 gp each, and a sack of 16 gems
“Truce!” it cries in a voice that might once have (5x10 gp, 5x50 gp, 3x100 gp, 2x500 gp, 1x1,000 gp).
been female. “I wish to speak with you.”
5. Transport Gems
These short, three-sided obelisks are magical “trans-
Thandraxx genuinely wants to talk to the party. porters” used by the Eye to bring its extra-planar allies
She has begun to suspect the Dragonking’s Eye to Toril. The DM may simply leave the transport gems
motivations go far beyond the conquest of Faerûn. as a mystery for the characters to solve, or may deter-
She now believes that utter destruction, pure and mine that a gem is active when the party approaches it.
simple, is its ultimate goal—a goal Thandraxx finds If the gem is active, it will magically gate in one of the
quite distasteful. following creatures, determined at random.
If the party agrees to talk with her, Thandraxx asks
about their quest, and what they know about the 2d10 Die Roll Creature
Dragonking’s Eye. If Volothamp is with the party, he 2-3 Baatezu, Black Abishai
can provide information similar to that in Elminster’s 3-4 Imp, Fire Mephit
description. If the PCs convince Thandraxx that the 5-6 Baatezu, Red Abishai
Eye’s intentions are, indeed, simple destruction and, 7-8 Imp, Ice Mephit
more importantly, that it sees her as a pawn and 9 Nightmare
potential slave, then the lich will use her powers 10 Githyanki
against the Eye. If the PCs are amenable, she will sug- 11 Slaad, Red
gest a temporary alliance of convenience. 12 Slaad, Blue
13-14 Imp, Mist Mephit
• A storage chamber used for stowing supplies such 15-16 Baatezu, Green Abishai
as food, weapons, clothing, and booty taken from 17 Elemental, Salamander
travelers and caravans. If the PCs are captured and 18-19 Baatezu, Spinagon
imprisoned, they will be kept in such a chamber, 20 Death Knight
with a very difficult lock-gem combination. If the
PCs have not yet met Volothamp Geddarm, he will 6. Gem Doors
be found here. The Dragonking’s Eye has completely enclosed itself in
The Featherdale Dragons might also be found in a crystalline cylinder at the heart of its fortress.
such a chamber, after being taken prisoner in an Access to the interior is only through large gem-
ambush laid by the Noble Cavaliers. Theruvan doors, as described above. Each interior door has a
remains just as arrogant as ever, but all his compan- fist-sized niche in the center, into which the gem-keys
ions are thoroughly disillusioned. (found in room 4) must be placed before the door will
open. The doors can be opened one at a time—in
4. Key Room other words, all four gems need not be placed in all
The doors to the inner dome, where the Dragonking’s the niches for any given door to open up. Once a
Eye is located, require the gem-like “keys” found in gem-key has been placed in a door, however, it fuses
this room. They resemble crystalline eight-sided dice, to the surface and cannot be removed, except at the
about the size of a human’s fist. These keys must be will of the Dragonking’s Eye.

26
7. Outer Hallway The githyanki’s treasure is also stored here,
This circular hallway surrounds the inner chamber. although the PCs may have to wait to collect it. It
More gem-doors allow access to the Eye’s resting place. consists of 9,000 cp, 12,000 sp, 16,000 gp, 15 gems
(4x10 gp, 4x50 gp, 3x100 gp, 2x500 gp, 1x1,000 gp,
8. Inner Chamber and 1×5,000 gp), an elixir of health, two potions of heal-
When the party enters the inner chamber, read the ing, a ring of shooting stars, a saw of mighty cutting, and
following out loud. a stone horse.
The column of light is the Eye’s last line of defense:
impenetrable, it can only be destroyed by 1,000 points
The chamber is a fully enclosed dome of yellow
of magical damage. It is unlikely the PCs can inflict so
and black crystal, floored with a black, glossy sub-
stance. The interior glows with a golden light. In much damage in the time they have available, so they
the center is a circular dais, and there, in a column will have to fall back on Marcus’s nursery rhyme,
of white light, floats a hollow-eyed man in wizard’s described at the encounter with Volothamp Geddarm,
robes, holding a scepter-like object horizontally above.
before him. The rhyme’s meaning is that a descendant of the
Marcus stares, and whispers loudly, “It’s him! It’s ancient Sunstaff family (such as Marcus) can nullify
Sabbar!” the Eye’s powers and summon the gods who made it
A booming voice replies, emanating from the by walking three times forward and three times back-
wizard. “Sabbar no more! This foolish mortal is
ward around the Eye, then calling on the gods in any
but a slave to my will! I am the object you call the
fashion. The other lines (singing of black and white,
Dragonking’s Eye. You would destroy me, but now
it is you who will die!” and so on) are simple window dressing, and are not
necessary for the completion of the ritual.

27
If the PCs are unable to figure this out, have Mar- You hear what can only be described as a scream
cus or Volothamp suggest it. Marcus himself will have of agony emanating from the Dragonking’s Eye.
to walk forward around the Eye three times—taking The column of light seems to solidify, crack, and
three rounds—then backwards three times, taking six shatter like glass. A wave of blinding radiance
more rounds. washes over you, and you feel yourself torn by hur-
When Marcus begins to walk around the Eye, the ricane winds. You are borne into the air, and car-
thing instantly recognizes what is happening. The ried away from the confines of the Eye’s crystal
gem-doors of the inner chamber vanish, and all the fortress.
Eye’s allies are summoned to attack. The PCs will How far do you travel? You cannot say. All you
have to hold off the attackers for nine full rounds know is that you land with a jarring crash on a
before the ritual is completed. If they have won vast, silvery plain. All around you are towering
Thandraxx over to their side, she will assist the PCs; cloud formations, and in the distance you see arcs
otherwise, the lich will be among the attackers. of lightning leaping from one cloud to the other.
In addition, each round the Eye projects a light- There is no sun in the sky, yet it is as bright as day.
ning-like missile through Sabbar’s eyes as he rotates You stand in the same relative position to your
like a carousel. He attacks as a 20th-level fighter, companions as when you were in the Eye’s fortress.
Nearby is Marcus, painfully rising to his feet. As
inflicting 10d4 points of damage. The Eye cannot
he does so, a powerful voice seizes your attention.
harm Marcus, but directs its fury against the party
“FREE!” it bellows. “YOU FOOLS! YOU
while its allies try to reach Marcus.
HAVE FREED ME! THE DRAGONKING IS
The DM may choose the attackers from among the
FREE!”
allies of the Eye, as described in Cast of Characters.
Where the Dragonking’s Eye once was stands a
These will mostly be the ettercaps and githyanki; the
huge and frightening being. Vaguely manlike, it
goblins are unlikely to be effective against the charac-
resembles a great, eight-legged dragon with vast,
ters. It is possible that the Eye is able to attract even
dark wings. At its feet lies the wizard Sabbar,
more powerful creatures, such as those produced by
moaning weakly. Evil and despair emanate in
the transport gems in the fortress, and that these will
waves from the dragon-thing. It fixes you with a
also attack the adventurers.
hateful stare.
If the PCs are in danger of being overwhelmed, the
“Pathetic worms!” it growls in a voice you hear
DM may bring on the Knights of Inescapable Justice,
in the depths of your soul. “I will make you beg me
shouting heroic slogans such as “Back, Spawn of
for death!”
Evil!” “Right Shall Triumph!” “Death to Chaos!” and
Marcus looks up at the creature, then over at
“Owww!” These reinforcements may be enough to
you.
distract the Eye’s forces and allow Marcus to complete
“I think,” he says, “we’re in trouble.”
the ritual.
Once Marcus has successfully completed the ritual,
read the following out loud.

28
Chapter Three
Have our heroes inadvertently freed a force of inestimable evil? Perhaps they believe
so, but the author is certain that the reader knows better. In this penultimate chap-
ter, many issues are resolved, among them the final fate of the evil Sabbar, the true
nature of the Dragonking’s Eye, and Marcus Wands’s actual lineage. The gods
play no small role in the outcome, though their infamous arrogance is obvious to all.
Little food or drink is consumed, as our adventurers probably have little appetite.

et the Dragonking menace the PCs for a few moments.


Hopefully, they will prepare weapons and brace for a last
stand, or—better still—flee like craven cowards. After let-
ting the players sweat it out, read the following out loud.

Another voice, even louder and more powerful than that of the Drag-
onking, thunders across the plain.
“SILENCE! YOUR JUDGMENT IS NIGH!”
Abruptly, the Dragonking looks up into the roiling sky.
“No!” it shouts. “No! I am free! You cannot! You will not! NO!”
Its protests are all for nothing. The mighty and fearsome Dragonking
suddenly begins to shrink, surrounded by a shimmering golden sphere. Its
screams of rage and agony grow fainter and fainter as it diminishes, finally
reduced to a tiny, crystalline sphere affixed to a short rod. It is the Drag-
onking’s Eye, returned to its former state.
Abruptly, three gigantic figures appear, towering above you like moun-
tains. Still lying prone, Sabbar, his robes filthy and tattered, cries out in
fear and hides his face.
The first figure resembles a tall, handsome warrior clad in shining
armor. His right hand is missing, and upon his breastplate is engraved a
pair of scales balanced upon a warhammer. With astonishment you realize
this is none other than Tyr, the Wounded God.
Tyr’s companions are no less amazing. The second being is a tall and
beautiful woman with flaming red hair: this is Sune, goddess of love and
passion. The final visitor is unfamiliar—an elven figure of uncertain gen-
der clad in silver armor, a slim long sword clasped at its side.

Elves and those familiar with the elven pantheon will recognize the third
individual as Corellon Larethian, leader of the Seldarine.
The conclusion of the Marco Volo adventure is rather lengthy, and the DM
should consider paraphrasing the following boxed copy, gleaning the relevant
information to impart to the players. This will allow the PCs to participate in

29
the exchange, which is the more desirable result. Let great he could not be destroyed. Instead, he was
them ask questions and interact with the gods. imprisoned in the artifact that is now before you.
Otherwise, the DM risks boring the players sense- The Dragonking’s Eye was given to House Sunstaff,
less by reading it straight through. (Don’t forget the the land’s greatest defenders of law and justice.
first principle of gaming is to have fun!) If Volothamp The Sunstaffs were to watch over the Eye, and to
is still with the party, he can participate as well, bom- enable them to do so, they were granted this boon:
barding the gods with questions, and frantically scrib- that the Eye’s evil powers were forever impotent
bling notes with a quill pen in a small notebook that against them and all their bloodline.
he produced from who knows where. “Over the centuries, however, the Eye was lost to
mortal knowledge. Enslaving beings great and
small, it moved from world to world, wreaking
Tyr holds out a hand, and the Dragonking’s Eye havoc. Finally, through fate and providence, the
rises up to hang in the crystalline air, suspended in Eye came to Toril. At last it has fallen into the
space. hands of its rightful wardens. Descendants of the
“Such is the fate of all those who oppose jus- Sunstaff family came to Toril long ago, their name
tice!” he thunders. since changed to Wands. Nevertheless, the evil of
Sune makes a face. “Oh, do be quiet, Tyr.” She the Dragonking’s Eye is still powerless against them.”
addresses Corellon even as she winks at your party. Sune fixes Marcus with a harsh stare. “You are
“He can be quite tedious, can’t he?” now warden of the Dragonking’s Eye, Marcus
Corellon does not speak but nods slightly. In Wands-once-Sunstaff. Your family must keep the
response, Tyr glowers darkly. Eye where it can do no harm, and prevent it from
Sune turns her gaze on Marcus, who falls ever again spreading death and despair through
immediately to his knees. the spheres!”
“You have done us a great service, Marcus of The Dragonking’s Eye floats through the air,
Wands, once Sunstaff,” she says. “I reveal to you coming to rest in Marcus’s two outstretched hands.
your destiny.” “So it shall be,” intones Corellon in a soft and
Marcus’s eyes widen. He looks back at you with melodic voice, “now and forever. Serve us well,
a delighted, almost silly smile on his face. “Did you Marcus Wands-once-Sunstaff, and know our
hear that? Did you hear what she just said?” he gratitude.”
asks. “I have a destiny!” He (or is it she? you cannot tell) extends a slen-
der finger at the filthy, tattered Sabbar, who still
lies quivering in terror on the ground. “You have
To bring everyone equally up to speed on the his-
committed many crimes, Sabbar the Wizard. Yet,
tory and background, the DM can allow the PCs to
we see some goodness in you. Your madness is
see visions of the ancient events described by Sune in
lifted, but your magical abilities have been taken
the following paragraphs.
from you. Wizard you were, and wizard you might
yet be again. But for now, you are once more an
Sune smiles on you, responding to Marcus’s broad ordinary man.”
grin. “Countless generations ago, on a world far Sabbar looks up, his eyes clear, and slowly rises
from Toril, the creature you know as the Dragonk- to his feet. Around you, the landscape, and the
ing—whose true name must never again be gods themselves begin to fade.
uttered by mortal tongue—threatened to destroy a “Remember well,” rumbles Tyr, “the day when
great and peaceful civilization. The good creatures you fought at the side of the gods.”
of that world united to defeat the Dragonking, “Oh, do shut up, Tyr,” Sune says, her voice
with help from we three gods. His power was so growing fainter. “You can be so very tedious . . . .”

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Epilogue
In which the events of the past few weeks finally reach their conclusion. A tri-
umphant performance in Shadowdale forms the backdrop for tearful goodbyes and
leave-taking. Marcus Wands, his destiny revealed, returns home with a new sense
of responsibility and a few new songs. Heino’s band continues on its way, free of
the onerous responsibilities of civilization, and our heroes return to their lives as
freelance adventurers somewhat richer and, hopefully, wiser. All sample the won-
ders of Lord Mourngrym’s table, and a splendid time is had by all.

Read the following out loud.

The real world returns as the gods fade away. You find yourself once
again at the Eye’s crystal fortress, but the place has fallen into ruins. The
dome you occupied is now shattered, and sunlight comes slanting through
the trees. The great crystal columns lie fallen around you. Of the goblins,
ettercaps, and other creatures there is no sign. The treasure of the
githyanki is scattered amid chunks of fallen crystal.
The tattered Sabbar rises to his feet, blinking like an owl in daylight.
His gaze moves from Marcus to the rest of the party.
“I think I tried to kill you,” he says. “I don’t know why, but I’m terribly
sorry.”

Any interrogation, know alignment, or other spells will reveal that Sabbar is
now a 0-level human of chaotic good alignment with little knowledge of his
former life, save that he was not a nice person and that he wishes to make
amends. He may yet return to his evil ways, but for now he seems friendly
and contrite, expressing regret over his past excesses. His other statistics are
intact, and he may be useful as a PC or NPC for future campaigning.
The PCs are free to gather up the githyanki treasure. All wounded charac-
ters have been healed by the gods and, if the DM wishes, any slain characters
have been resurrected. Furthermore, each character has been granted one ran-
dom magical item, which can be found among the party’s possessions later.
The journey to Shadowdale is uneventful; the boon of the gods prevents any
dangerous encounters. As the PCs arrive in the settlement, read the following.

The rustic beauty of Shadowdale surrounds you. Down the road some-
what, around the House of Plenty, the village’s graceful temple of
Chauntea, a crowd of cheering villagers has gathered. Hastening to the
spot, you see Heino and his troupe performing to an enthusiastic response.
On a raised viewing platform, you see Lord Mourngrym and Lady Shaerl,
rulers of Shadowdale.

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Heino and his band greet the PCs warmly. The DM The End of the
may allow the characters to join in the performance,
as before. After the performance, Heino introduces Matter
the party to Lord Mourngrym.
f Mourngrym does not have the PCs arrested, he
invites them to share the evening’s feast with
The stern-visaged lord of Shadowdale
him. The evening goes well, and the DM may play it
approaches you, his normally grim expression
out as desired.
replaced with a look of laughter and delight. He
The next day, Heino’s band takes its leave. Sabbar
wears the silver pendant of Ashaba, symbol of his
declares his intention to begin again his study of magic—
office, and is richly dressed.
this time in the interest of good and for the betterment of
“My new friend Heino tells me that you’ve
civilization. Marcus prepares to return to Waterdeep with
come quite a ways to see me,” he says. “I believe
the Dragonking’s Eye safely in his possession. The DM
you have something for me?”
should make it clear that Marcus has acquired consider-
able maturity and a much more responsible outlook.
Bonuses of 1,000-3,000 XP for all players, plus extra for
Hopefully, the PCs still have the message tube good role playing, are appropriate at this point.
given them by Maskar Wands. If so, Mourngrym Many seeds for future adventure have been planted.
breaks the seal and reads the message with pleasure. Heino’s band can be continuing allies and friends of
He inspects the wand of wonder in the package, and the PCs, requesting help or crossing paths with the
smiles at the PCs. adventurers as the DM desires. Sabbar can become a
continuing NPC, or may be taken over as a PC 1st-
level wizard. Marcus and the Wands family can
“Master Wands is generous,” he says.“I haven't
remain friends and patrons of the PCs, and attempts
the heart to tell him I already have one. You
by various evil powers to obtain the Dragonking’s Eye,
wouldn't like to have it, would you? Consider it
now in Marcus’s possession, can form many future
payment for your services.”
adventures. In fact, Marcus still needs an escort back
to Waterdeep, so the DM might craft another series of
The PCs can accept the wand without qualm— adventures around his return.
Mourngrym has given it freely. In any event, the Marco Volo trilogy is over. Where
If the party lost the message, or opened it before it goes from here is up to the DM.
coming to Shadowdale, Mourngrym will be dis-
pleased; he will not give the wand to the party. He
will take no other action against them, however. If
Envoy
the characters were so foolish as to steal the wand of Gentle breath of yours my sails
wonder, Mourngrym will order his guards to arrest Must fill, or else my project fails,
them, and they will be forced to talk their way out of Which was to please. Now I want
the mess. Spirits to enforce, art to enchant,
And my ending is despair
Unless I be relieved by prayer,
Which pierces so that it assaults
Mercy itself, and frees all faults.
As you from crimes would pardoned be,
Let your indulgence set me free.
— Shakespeare, The Tempest

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