Like all the other adventures I write, this one is not complete.  I do this for a few reasons.  First, it allows the DM to change things to fit in his campaign world easier.  Second, it allows for the player's reactions.  And third, I just run out of things to write about on this campaign.  Personally, I like to make allot of stuff up as I go along.  Most of the monsters here are taken out of the Monster Manual by TSR.  If you don't have this, you will need to make up stats or substitute allot of these monsters.  The ones that are my creations or that I altered are in bold type and are listed at the end of this campaign.  I have listed a few extra that maybe you could throw in if you want or if you don't like one, take it out.
	This will make a good adventure to use to lead to other adventures.  Maybe the party finds something to tell them how to get to the underdark or maybe they find an entrance to the underdark.  Perhaps, this is the one I like, they step in a certain spot and it teleports them to another land or city.

All in the Beholder's Eye
Intro
	For countless years there has been rumors of the lost city of Articus.  The legends talk about streets of gold, magical fountains, a king size treasure, and so on......  Allot of adventurers have gone looking for the city and allot of adventurers have come back empty handed (the ones that do come back).  There has also been allot of strange things about in the city of (whatever city you start the party in) and over the country side.  There has been seen a dragon flying around that has a rider on his back and there has been a beholder seen in the city.  
	Quite a few people have turned up dead, but, fortunately, most of them appears to be thieves and other riff raff.  There has not yet been one report of the normal citizenship being killed by whatever is doing this.  But, because of the talk of a beholder loose in the city allot of citizens will not come out of their homes at night.
Part 1
	The party just got to town a little while after sundown.  The only activity in town seems to be the tavern.  As they walk that way they hear something in the alley (they should investigate).  There in the alley is a beholder eating a humanoid.  There is also a figure on the ground next to it that appears to be a woman.  As the party enters the alley, the beholder turn and looks at them with a leg dangling out it's mouth.
	If the party moves towards it or makes any actions towards it, it puts up a wall of force. No matter what, it speaks calmly after it finishes what it is eating.  "Please, do not attack me," it says.  "I have stopped this thief, very effectively I might says, now please attend to this lady."  It motions to the figure on the ground.  "As you can see, I can not give her the proper medical attention."
	He does not reveal his name to the party but it is Jakfalen.  He is (believe it or not) Lawful Neutral.  He was exiled from his clan because he did not agree to their evil ways.  He is currently living at the inn polymorphed as an elf.  But to eat he has to go back to his true form.  He only eats beings like their's and other evil beings.  There are enough of them around that he does not go hungry.
	"Take whatever you can find on what is left of the thief," Jakfalen says with a chuckle.  "I don't think he will need anything anymore."  With that, Jakfalen turns and leaves deeper in the alley.  If the party tries to follow Jakfalen, he loses them in 2d4 rounds.
	Three rounds later, the woman wakes up.  She thinks the PC's saved her life as she was knocked out before Jakfalen appeared.  She is extremely grateful and offers them the only item she has of value on her.  This is a gold ring (25gp) and it is up to the DM whether or not it is magical.
	On the thief they find 2 pp, 73 gp, 96 cp, a set of lock picks, a map, and maybe magical items (DM's discretion),  I would used something as a cursed dagger or short sword.  Find one that will add a little spice to your campaign.
	The map appears to be a treasure map of some sort.  The map (produce a map to a cave) appears to lead to a cave.  There are runes on it that the party can not identify.  Where ever the party goes to try to have it read, they are told to go to the inn.  They are directed to find an elf named Jakfalen (go figure).  He might be able to read this as no one else can decipher the runes.
	When the party reaches the inn and ask about Jakfalen they are told what room he is in.  When they knock on the door it is answered by a handsome elf.  "I am Jakfalen," the elf says.  "How may I be of service?"  Jakfalen bows in a courteous fashion.  The party will probably ask him about the runes.  He answers them by saying, "Where did you find this?  It tells how to reach the caves of Arcul which legend has it that one will find how to get to the lost city of Articus here.  These runes are so old that they are almost forgotten."
	As he is studying the runes a puzzled look comes across his face.  "From what it says here, there will probably be more runes at the city," Jakfalen says with a sad tone in his voice.  "I suppose, if you would like, I could accompany you.  I am not asking for anything in return.  Just the chance to walk in this ancient city would be rewarding enough."  The party should not have any objections to this as he is not asking for any treasure or anything.  If the party does not allow him to join, the DM may wish to make the journey extremely tough.

Part 2
	The journey to the forest takes about 6 days by horse back.  On the way roll for random encounters twice a day and three times a night.  The forest is up to the DM to come up with.  Jakfalen is not mentioned here because he is an npc but he can fight if he has to (see his stats).
	When the party reaches the cave, they find the area has been burned.  The burnt area is from inside the cave entrance to 25' from the cave.  There are scorched bones and trees around.  There appears to be no signs of life around, not even insects.
The Caves of Arcul (unless otherwise stated, the passages are 5' wide)
	1.  This is a 35' x 40' cavern.  There is two exits, to room 2 and the exit.  The walls here are scorched.  There are seven skeletons laying around.  They have been burnt and their armor and weapons are beyond repair.  All but one of the skeletons appear to be intact.  This one is missing it's arms all the way up to the elbows and is missing it's skull.  When the party enters, 1d6 skeletons stand up and attack.
	2.  After a passageway it opens up to a 25' x 25' cavern.  There are three exits to caverns 1, 3, and 5.  A search of this room uncovers a potion of x-heal hidden in a crevice on the wall.
	3.  This area is 25' x 30' and has three exits.  They lead to 3A, 3B, room 2, and room 4.  There is grunts, voices, and chanting in room 4.
		3A.  This passage goes to room 7.  About halfway down it there is a trap.  When the trap is triggered by a trip wire, a 4' board swings down and hits the person who triggered it with 1d8 spikes for 1d4 dmg each.
		3B.  This passage goes to room 8.  About 10' down it there is a pit with spikes.  Anyone falling in it lands on 1d8 spikes for 1d4 dmg each.  The only way to avoid it is to jump it (it's only 5' wide).  Each person who jumps it must make a dex check or trigger a fireball trap that is triggered by a glyph on the floor.  If triggered, the fireball seems to come out of mid air.  The fireball does 1d12 dmg to everyone in the passage (sv vs spell for half).  This only happens once.
	4.  This cavern is 25' x 25'.  The only way out is to room 3.  There are 3d6 kobolds here.  In the center of the room is a statue of a dragon with a rider on its back (150gp).  When the party first enters the room, the kobolds seem to be worshipping the statue.  Unless the party does something to attract their attention, the kobolds notice them in 1d3 rounds and attacks.
	5.  This room is 35' x 15' and has two exits.  They lead to rooms 2 and 6.  There is nothing of interest here.
	6.  This room is 25' x 25'.  There are two exits to rooms 5 and 8.  The walls here are scorched and there is a pit in the center of the room.  In the pit is rocks that are extremely hot and are some crudely made dishes scattered around.
	7.  This room is 15' x 15'.  The only way out is passage 3A.  The floor is sunk down 6'.  This looks to be where the kobolds dispose of their waste.  There are allot of rotten corpses here.  There is a 1 in 6 chance of finding a magical item here (+1 ring of protection, +1 long sword, etc.).  If any of the corpses are disturbed, there is a 70% chance of being attacked by rot grubs.
	8.  This room is 35' x 30' and has exits to rooms 6 and 9 and to passage 3B.  There is the stench of a recent fire in here.  The walls are blackened and there is a trench dug from passage 3B across the room to the wall.
	9.  This is a pretty big cavern about 110' x 50'.  Besides the exit to room 8 the only way the party can see to get out is an opening to the outside that is 45' x 25'.  If the players look out they see what appears to be a black dragon and what looks like someone on its back.  In one corner of the room is some busted bones laying around.  On the other side is a pile of treasure.  When someone approaches the treasure, smoke rises up out of it.  The smoke gathers into a ball shape that is 6' in diameter.  This is referred to as Demon Smoke. In the pile of treasure is 4d20 copper, 3d20 gp, 2d10 pp, +1 elven chainmail, +2 Long Sword (+3 vs fire), a Bow of Returning, a Nitra Shield necklace, and a Necklace of Jewels.  Anyone who is investigating notices a secret door leading to Articus (part 3 of the campaign).

Part 3
	The door leads down a well worn passage.  It lead, what appears to be, deeper into the mountains.  There are torches on the wall about every 5'.  When the party reaches the end it opens up to a city.  The streets appear to be deserted and the buildings appear run down.  The only building that looks decent is a large manor house at the end of the street.  Producing a map of this is left up to the DM.  If the party looks up they see they are in a large valley.  There is no way out except the way they came in.
	If the party investigates, the buildings are deserted.  Roll 1d6 for random encounters.  Three times on the main street, once for each alley or building they enter or pass,  and whenever the DM feels like the party needs one.  Some of the possible encounters are kobolds, giant spiders, giant centipedes, giant lizards, skeletons, ghouls, and ghosts.  These and others are up to the DM.  The ones listed here are in the monster manual.
	When the party reaches the manor, it appears to be well maintained.  The gates to the courtyard are open.  Once the party enters the yard, it is obvious that it has not seen any real use in ages.  The courtyard is overgrown and there is an old fountain not far from the path (DM's decision for encounters or a magical fountain).
	When the party reaches the front double doors it looks to be in decent shape.  But when someone tries to open the door, it falls off the hinges.  Dex check of anyone within 10' or take 1d6 points of dmg when the doors fall on them.

1st floor
	1.  This room is 30' x 25' and the only exits is to the outside, to the two closets (1A), and to the hallway.  There are four tapestries on the wall.  They crumble when touched (on one of them is a dragon and a rider)  There is another set of double doors leading into a 10' wide hallway.  Across the hall is yet another set of double doors (room  2).  The hall  opens on both ends to rooms 3 and 4.
	2.  This room is 30' x 40'.  There is doors leading to area 7.  It is obvious that this is where the local ruler held his meetings.  In the center of the room is a large table that is about 15' long and 5' wide oval shaped.  There are 14 chairs around it.  Pretty much everything in this room is either smashed or decaying.  Along the walls is what is left of 14 suits of armor.  There is a 30% chance per turn of searching that they will find the ruler's armor (+1 elven chainmail). 
	3.  This room is 45' x 25' and has exits to 1A, 7, and 5.  There are seven benches and an alter.  On the alter is a candelabra worth 25gp (100gp to a collector) and a holy symbol of a long forgotten god.
	4.  This room is 45' x 25'.  There are exits to 1A, 7, and 6.  This appears to be a dining room.  There is a table about 10' x 5'.  This room is pretty clean.  There are paintings on the wall depicting battles.
	5.  Here is 35' x 30'.  There are shelves of books lining the walls.  Most of the books crumble when touched.  There is a 10% chance of finding a 1st level spell book.
	6.  This room is 35' x 30'.  This looks to be a kitchen.  There are pots, pans, and other dishes around.  Everything seems fresh and clean.  There is a door leading outside and another one to 6A. 
		6A.  This is simply a cellar with fresh food.
	7.  These are both sets of spiral stairs going up to  the second floor.  (8)

2nd floor
	8.  These are sets of spiral stairs going down to the first floor.  (7)
	9.  This is a series of hallways leading to 10, 11, and 12.
	10.  This room is 30' x 40' and is richly furnished.  There is a large bed in the center and two large dressers and a wardrobe along the wall.  The dressers contain normal clothing but the wardrobe contains a +1 cloak of protection.  There is a magic mirror on the wall that shows a dragon and a man coming into the city.  If the mirror is removed from the wall, it explodes for 2d10 dmg (no sv).
	11.  These various size rooms are bedrooms.  everything in them is decaying.
	12.  These are sets of spiral stairs going up to the towers.

Towers
	The first three floors are nothing but stairs.  On the doors to these towers is some runes that read 'To enter one must have the lords approval or be face his wrath'.  In various places on the stairs, they are deteriated to the point that a dex check is required just to walk (once per person per floor or take 1d6 dmg from falling).  The towers are 25' x 25' around.  
	T1.  The door into this room has the runes 'Mersilis the Powerful'.  In here is found in the ruble rotted spell components and spell books.  There is a 45% chance of finding 3 unmarked potions (2 potions of x-heal and 1 potion of x-kill).
	T2.  The door to this room is locked and trapped,  Because of the age of the lock there is a +1 to unlocking it.  There are two traps here.  The first one happens when someone steps up to the door.  There is a trigger on the floor and when it is stepped on a blade swings down from the ceiling for 1d12 dmg (this only happens once).  The second trap is a poisoned dart from the door.  It's so old that the poison is inactive so it only does 1d3 dmg.  This is a treasure room.  There are 2d20 pp, 3d20 gp, and anything else the DM decides on.  In the treasure is a monster (up to the DM).

	On the way out of the city, have the party make a perception check at +2 (because it is so quiet).  They see the dragon and rider coming down.  The rider has his sword drawn and remember that the 'dragon' is actually a giant flying lizard.  The rider is yelling curses in an ancient elven language.  The one thing the party can understand is "you must die".  No matter what,  have the rider escape to be a nemesis in the future seeking revenge.
	When the fight gets going, Jakfalen suddenly steps back and transforms into a beholder.  He then attacks the lizard and when he is done he starts eating it.  "Well, thank you for allowing me to walk down the fabled streets of Articus," he says between bites.  "I would have never believed it's existence if I hadn't been here.  When I return to (name of city started in) I must write about this."  There is a flash of light and Jakfalen is gone.

Monsters
Alister Fiend
	AC -1  hp 72  HD 7+2  #AT 3  dmg 1d6/1d6/1d20 (claw/claw/bite)
	SA  spells
	SD  can hover 20' and cannot be turned
	Alister Fiend is a special type of ghoul.  He was a wizard in his past life and has retained some of his spells.  Alister is looking for a suitable body to live once more.  He will first try to approach an adventurer and try to talk.  He only attacks if he needs to.  Alister Fiend looks like a man with no legs hovering about 4' off the ground.  If he hits with both claws, he then can bite (sv vs death for half damage).

Demon Smoke
	AC 2  hp 6  #AT 1  dmg 1d6 (dart)
	SD smoke
	SA smoke (sv vs para or spend 1d4 rounds gagging)
	This is simply a 1' being in 6' smoke.  To attack, it shoots a small dart out of the smoke.

Jakfalen (elf form)  Wizard level 11 LN
     AC -3  THACO 9  HD 11d8  dmg spell or bite
	SA gaze attack - sv vs petrification or run away in fear 1d10 rounds
	SD polymorph to true form (beholder)
		Get Jakfalen's beholer stats from the Monster Manual

Items
Bow of Returning
	XP:0  GP: 0
	When an arrow is shot from this bow, the arrow becomes enchanted (+1 to dmg).  But if the arrow misses the target, it returns and hits the one who shot it for normal damage +1 (THACO does not matter when the arrow returns)

Necklace of Jewels
	XP: 500 per jewel  GP value: 3000 (1000gp after it is used)
	It has an emerald, ruby, and a diamond.  It glows at all times even thru clothes and magical darkness.  The glow is twinkling and not enough to see by.  Each jewel does the following function once when touched and the command word is spoken.
		Emerald: Dispels magic
		Ruby: Fireball
		Diamond: Lightning bolt
	They work as 10th level wizard spells.  When a jewel is used, it turns into a normal jewel.

Nitra-Shield
	XP: 50  GP: 50
	This looks like a plain necklace made of leather.  When the command word is spoken, it forms an invisible shield around the person that can absorb up to 3d20 points of damage.  When it reaches that amount, the necklace explodes for 2d10 damage to the one that is wearing it.

Potion of X-Kill
	XP: 0 GP:0
	This potion, when drank, is the opposite of X-Heal.  It delivers 6d8 dmg to the person that drank it.  Save versus spell for half damage.