[Adventure] [9455] Marco Volo - Arrival.pdf
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Marco Volo: Arrival
Marco
VoLo: Arrival
by Anthony Pryor
Table
O
f 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.
Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.
The TSR logo is a trademark owned by TSR, Inc.
This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized
use of the material or artwork herein is prohibited without the express written permission of TSR, Inc.
Copyright © 1994 TSR, Inc. All Rights Reserved. Printed in U.S.A.
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OurStory SoFar
In which, for hopefully the last time, the author updates
the reader on a plot which has, by his own admission,
grown excessively complex.
south of Shadowdale, in the company of Marcus
Wands and Heinos Troupe.
Here, Marcus insists on diverting the group into
the Spiderhaunt Woods, where he has hidden the
Dragonkings Eye. The PCs accompany him, and the
party may include several NPCs from Heinos band.
The demented Sabbar has grown even more frus-
trated and mad than he was to begin with. The wizard
has also entered the Spiderhaunt Woods, hoping to
intercept Marcus. Others have taken an interest as
well: in particular, the roguish Volothamp Geddarm
himself. After surviving two assassination attempts,
he is quite interested in having a little chat with
Marcus.
Beyond all this, the Dragonkings Eye is an artifact
with a mind of its own, and it has plans for Faerûn. It
has created a crystalline fortress around itself, taken
control of several of the Spiderhaunts more promi-
nent creatures, and has gated in a few extra-planar
assistants. At this point, the adventure takes on a
more familiar dungeon-exploration style of play. How-
ever, the conclusion, which features the appearance
of several prominent gods and the revelation of Mar-
cuss ancestry and destiny, might come as a surprise to
jaded dungeon-crawlers.
Once the PCs enemies are disposed of, Marcus
realizes that he has to face the world more responsi-
bly. The party travels to Shadowdale for a command
performance by Heinos Troupe, and thus the adven-
ture ends.
Other products that can be useful running Marco
Volo: Arrival include the Dalelands accessory, the Book
of Artifacts and, of course, the FORGOTTEN
REALMS® Campaign Setting, especially the Shadowdale
booklet. The fiction previously recommended The
Three Musketeers, and the works of Karl Edward Wag-
ner and Stephen Brustare likewise appropriate to
this adventure. Finally, certain motion pictures, such
as Rob Reiners The Princess Bride and Terry Gilliams
Time Bandits, are ideal for atmosphere. This last would
be especially useful providing staging ideas for
encounter H in Chapter 1.
n Marco Volo: Departure, the PCs
became acquainted with an annoying
rogue calling himself Marco Volo.
Marco subsequently proved to be Marcus
Wands, the troublesome nephew of
Maskar Wands, patriarch of the powerful Wands family.
Concerned by his nephews troubles, Maskar persuaded
the adventurers to hire Marcus as their guide to
Shadowdale, to deliver a message to Lord Mourngrym.
Unbeknownst to his uncle or to the characters, Mar-
cus is on the run from the wizard Sabbar, from whom
he stole a rare artifact called the
Dragonkings Eye.
Mar-
cus framed the infamous Volothamp Geddarm for the
crime, but he is still in hot water, since the demented
Sabbar has decided that he (Marcus) really is
Volothamp. Sabbars hired killers are now in pursuit.
Chief among these pursuers was the wizard-assassin
Felibarr Blacklance, who attacked the party as it left
Waterdeep. Later, the PCs faced more of Sabbars
minions at the Way Inn, and then were almost
undone by the evil Black Monks in Berdusk. Saved by
Marcuss timely intervention, the PCs fled Berdusk
and fell in with Heino and his Woodland Troupe, a
traveling band of entertainers.
Heinos agent, Philip the Bard, uncovered the iden-
tity of Marcuss nemesis, prompting the band to flee
Cormyr. And finally, Marcus confessed his true identity.
Along the Stonebolt Trail, Felibarr and his band of
followers ambushed the group. In the ensuing fight,
Felibarr was slain and his minions driven off, opening
the route to Shadowdale.
The Course of This
Adventure
arco Volo: Arrival concludes the Marco Volo
trilogy. The story opens with the PCs just
2
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.
Marcuss 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 Sabbars 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
Cast of
Heino
CG gm I8
Str 10; Dex 17; Con 12; Int 18; Wis 10; Cha 17
Armor Class: 8
Move: 6
Hit Points: 20
Number of Attacks: 1
Damage: 1d6 (short sword)
THAC0: 18
Weapon Proficiencies: Dagger, short sword
Nonweapon Proficiencies: Animal handling,
artistic ability, brewing, cooking, riding (horse),
singing, ancient history, herbalism, reading/
writing, religion, spellcraft
Languages: Common, gnomish, elvish,
dwarvish, orcish
Magical Items: Wand of illusion, chime of opening
Spells: First Level (5): cantrip, change self, color
spray, Nystuls magic aura, phantasmal force; Sec-
ond Level (4): blur, fools gold, improved phantasmal
force, invisibility; Third Level (4): clairvoyance,
invisibility (10 radius), spectral force, wraithform;
Fourth Level (3): fear, illusory wall, rainbow pattern
useful items as potions of vitality, scrolls containing
neutralize poison or similar spells, or a periapt of proof
against poison to counteract toxic attacks. Unused
potions and permanent magical items should be
returned to Heino after the adventure if the PCs wish
to remain in his good graces.
Sabbar
CE hm W17
Str 9; Dex 13; Con 5; Int 19; Wis 12; Cha 3
Armor Class: 0 (Bracers of Defense)
Move: 12
Hit Points: 30
Number of Attacks: 1
Damage: 1d4 + poison (poisoned dagger)
THAC0: 15
Weapon Proficiencies: Dagger
Nonweapon Proficiencies: Artistic ability, eti-
quette, riding (horse), astrology, reading/ writ-
ing, religion, spellcraft
Languages: Common, elvish, orcish, tanarri,
yuggoloth
Magical Items: Bracers of AC 0, robe of stars,
staff of power, amulet of the planes
Spells: First Level (5): feather fall, magic missile
(x3), sleep; Second Level (5): darkness (15
radius), ESP, flaming sphere, fog cloud, ray of
enfeeblement; Third Level (5): dispel magic, fire-
ball (x2), haste, hold person; Fourth Level (5):
confusion, fear, ice storm, polymorph others, wall of
fire; Fifth Level (5): animate dead, cloudkill, cone
of cold, conjure fire elemental, feeblemind; Sixth
Level (3): anti-magic shell, death fog, stone to
flesh; Seventh Level (3): finger of death, power
word (stun), prismatic spray; Eighth Level (2):
clone, incendiary cloud
Heino is a friendly and, at times, excessively jolly
gnome. He considers himself a samaritan, helping
those in need and looking after the welfare of his
players like a doting father. He can be very serious if
need be, however, and will not hesitate to use what-
ever means necessary to assist his performers and
companions if they are in trouble.
Originally a traveling performer with his two
brothers, Heino struck out on his own five years ago,
leading a small group of gnomish tumblers and jug-
glers. His band has grown in size and influence since
then, and his reputation as a master showman has
spread. He was contacted by the Harpers two years
ago, and he has worked for them on occasion. How-
ever, he feels that joining the order would limit his
freedom, which he values highly.
The DM might allow Heino or a member of his
troupe to accompany the party into the Spiderhaunt
Woods. As the woods hide giant spiders, ettercaps,
and other poisonous creatures, Heino can delve into
his stock of potions and magical treasures for such
Sabbar is an infamous plane-traveler who vanished
some years ago. Long thought dead, he returned to
Faerûn after his extensive travels to alternate dimen-
sions had turned him chaotic evil and driven him
completely insane. In his travel, he obtained an
important iteman artifact from another plane
known as the Dragonkings Eye. After his return, he
settled in Sembia and prepared to use the Eye for his
4
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