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  Adventure Record#
  594 CY 
  A D V E N T U R E  
  � The Fey King’s Spear 
   
  This powerful and perilous magic item is a manifestation of the power of the Faerie lord Aodhan, 
  Seelie King of Fiddler's Green in the Lands of Bright Summer.  As with all things fey, the spear promises 
  great power but at a great price.  He is not a tame weapon. 
   
  To awaken the Spear, you must take the Spear into Faerie to a place of power (which requires 
  spending one Time Unit) and invest 12,000 gp in expensive materials to improve the Spear.  When the 
  Spear awakens, you must choose a shape and size for the weapon.  You may choose a Small or Medium 
  dagger, quarterstaff, spear, sickle, or shillelagh (club).  The Spear cannot be treated as an upgrade to an 
  existing weapon.  Finally, you must give the Spear a name worthy of his lineage and power.  He refuses 
  to function if he is not satisfied with the name you have given him. 
   
  When awakened, the Spear gains the following abilities (in addition to his initial +1enhancement 
  bonus he started with):  Int 10, Wis 18, and Cha 18.  The Spear is always male.  The Spear can read all 
  languages as well as use read magic at will.  He speaks Sylvan, and he can also communicate telepathically 
  with his wielder.  The Spear usually does not speak, however, except telepathically with his owner.  He has 
  120 ft. darkvision, blindsense, and hearing.  The Spear’s alignment is True Neutral, so only users of Neutral 
  alignment can wield him without penalty.  The Spear is an intelligent item and follows all of the rules 
  pertaining to intelligent items in the DMG. 
   
  The Fey King’s Spear has the Special Purpose to defend the Fey and the Fey Lands and to increase the 
  connections between Faerie and the Flanaess.  In furtherance of this duty, the Spear seeks to aid all fey, 
  preserve their forests, and encourage friendly relationships between mortals and the Fey.  The Spear’s 
  starting Ego is 11 (because of his mental stats and starting abilities).  His Ego increases as additional powers 
  are invested in the Spear (see below). 
   
  You may increase the power of the Fey King's Spear by pouring more of your soul into him (a 
  process called investing).  This process requires TUs to complete (for each power invested), as well as 
  expensive and rare natural materials to complete.  The Spear uses his abilities of his own volition and 
  will do so to protect you and to pursue his special purpose (the DM controls the Spear’s actions, not the 
  PC).  The Fey King’s Spear cannot be granted any upgrades other than those listed here. 
   
  You may invest up to two of the following weapon special abilities: 
  • The Spear gains the spell storing weapon special ability.  Cost of upgrade as per the DMG plus 
  one TU.  This adds one point to the Spear's Ego. 
  • The Spear gains the thundering weapon special ability.  Cost of upgrade as per the DMG plus 
  one TU.  This adds one point to the Spear's Ego. 
  • The Spear gains the brilliant energy weapon special ability.  Cost of upgrade as per the DMG plus 
  four TUs.  This adds four points to the Spear's Ego. 
  • The Spear gains the dancing weapon special ability.  Cost of upgrade as per the DMG plus four 
  TUs.  This adds four points to the Spear's Ego. 
   
  You may invest up to three of the following lesser powers: 
  • The Spear can use detect magic at will.  Cost of upgrade is 3,240 gp plus one TU.  This adds one 
  point to the Spear's Ego. 
  • The Spear can use faerie fire 3/day.  Cost of upgrade is 990 gp plus one TU.  This adds one 
  point to the Spear's Ego. 
  • The Spear can use invisibility on wielder 3/day.  Cost of upgrade is 5,850 gp plus one TU.  This 
  adds one point to the Spear's Ego. 
  • The Spear can use major image 1/day.  Cost of upgrade is 4,860 gp plus one TU.  This adds one 
  point to the Spear's Ego. 
  • The Spear can use tree shape on wielder 1/day.  Cost of upgrade is 1,980 gp plus one TU.  This 
  adds one point to the Spear's Ego. 
  • The Spear has 10 Ranks in Knowledge (nature).  Cost of upgrade is 4,500 gp plus one TU.  This 
  adds one point to the Spear's Ego. 
  If you (not counting the Spear) have at least one rank in Knowledge (nature), you may invest 
  one, and only one, of the following greater powers: 
  • The Spear can use freedom of movement on wielder 1/day.  Cost of upgrade is 9,000 gp 
  plus two TUs.  This adds two points to the Spear's Ego. 
  • The Spear can use summon nature’s ally IV (summons fey, elementals, giant eagles, giant 
  owls, or unicorns only) 1/day.  Cost of upgrade is 9,000 gp plus two TUs.  This adds two 
  points to the Spear's Ego. 
   
  If you are of Neutral alignment, and you (not counting the Spear) have at least one rank in 
  Knowledge (nature), you may invest one, and only one, of the following dedicated powers: 
  • The Spear can use rusting grasp as a touch attack.  Cost of upgrade is 50,400 gp plus four 
  TUs.  This adds four points to the Spear's Ego. 
  • Wielder gets a +2 luck bonus on attacks, saves, and checks.  Cost of upgrade is 72,000 gp 
  plus four TUs.  This adds four points to the Spear's Ego. 
   
  As the Fey King's Spear becomes more powerful, he begins to assert his will.  If you purposefully 
  frustrate the Spear’s will, he attempts dominance (as per the DMG) to assume control and correct 
  your action.  If the attempt for dominance fails, the Spear refuses to use any of his powers until you 
  stop whatever actions you are taking that are frustrating him: 
  • When the Spear's Ego reaches 12, the Spear refuses to function if you have another 
  intelligent item or you carry any item made of cold iron.  In addition, you find the touch of 
  cold iron distasteful and have a -2 circumstance penalty to all saving throws, attack rolls, 
  ability checks, skill checks, and weapon damage rolls while possessing any item made of 
  cold iron. 
  • When the Spear's Ego reaches 14, the Spear insists that you act as a friend of the Seelie 
  Fey, providing them aid and assistance when asked.  In addition, you discover a need to 
  wear a white feather or at least one piece of red or green clothing prominently. 
  • When the Spear's Ego reaches 16, the Spear insists that you abandon worship of all deities 
  not associated with the Old Faith (Beory, Ehlonna, Obad-Hai, and Pelor).  This includes 
  membership in a meta-organization and any actual worship, but does not preclude 
  receiving the benefit of a spell cast upon you.  In addition, you develop regal mannerisms, 
  such as a powerful noble would use. 
  • When the Spear's Ego reaches 18, the Spear insists that you forgo any other weapons.  Use 
  of another weapon prompts the Spear to attempt an Ego check to force you to divest 
  yourself of the offending weapon.  In addition, your eyes become larger and more 
  expressive, and your ears become tall and pointed, even more so than an elf. 
  • When the Spear's Ego reaches 20, the Spear insists that you remove all iron or steel items 
  from your person and use no item that has iron or steel in it.   In addition, your skin 
  becomes a shade of green, similar to summer grass, and your physique and virility are 
  greatly accentuated.  
  • When the Spear's Ego reaches 22, you are in danger of losing your mortality.  At then end 
  of each adventure, the Spear attempts an Ego check.  If successful, you are drawn into the 
  Lands of Faerie and lost to the mortal world.  You are removed from play.  Contact the 
  Geoff Triad at triad@living-geoff.com if this occurs. 
   
  While each Fey King’s Spear is unique, there is nothing precluding more than one PC at a table 
  from having one of them. 
   
   
  Name of the Spear:  ________________________________   
  Spear’s Current Ego:  ___________________ 
   
   
  Circle the form that you have chosen: 
  Dagger, quarterstaff, spear, sickle, shillelagh (club) 
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Previously Completed Summer’s Passing 
  A Regional Adventure 
  Set in Geoff 
  And Purchased The Fey King’s Spear 
  Event: _________________________________ Date: ________ 
  DM: __________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  Play Notes:
  � 
  Gained a level 
  � 
  Lost a level 
  � 
  Ability Drained ____________ 
  � 
  Died 
  � 
  Was raised/res’d 
  � 
  Was reincarnated 
  _________________________________________
  _________________________________________
  _________________________________________ 
  Home Region______________________ 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/592/Normal Scenarios/GEO2-06 - Summer's Passing (APL 2-8)/GEO4-00 - Fey King's Spear AR.pdf