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Master Game Adventure

The Spindle of Heaven


Bruce Nesmith

TABLE OF CONTENTS

GAME MASTER'S INTRODUCTION . ......... .... . ... . .. . . ........ . 2


Rumors ............................................................. 2

THE TRIP ....................................................... 2


Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Temperature ......................................................... 2
Weather ............................................................. 2
Movement ........................................................... 2
Encounters .......................................................... 2
Village of Nareeb ..................................................... 2
The Storm ........................................................... 2
The Desert Patrol . . . .. . .. . . .. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . .. . . . , , . , .3
The Spindle ......................................................... 3
Editor: Bruce Heard
Cover Artist: Larry Elmore THE ASCENT .................................................... 5
Interior Artist: Clyde Caldwell The Eye of the Needle .................................................. 5
Graphic Designer: Ruth Hoyer The Gate House ...................................................... 5
Cartographer: Tom Darden The Pit ............................................................. 5
Typography: Betty Elmore, Kim Lindau and The Shaft ................................ ........................... 5
Carolyn Vanderbilt The Room of Riddles .................................................. 5
Distributed to the book trade by Random House Inc. and in Canada The Well ............................................................ 6
by Random House of Canada, Ltd. Distributed to the toy and
The Aviary ................................. ......................... 6
T h e Trap ............................................................
hobby industry by regional distributors. Distributed in thc United
Kingdom by T S R U K Ltd. 7
DUNGEONS & D R A G O N S , D&D. P R ODU C T S O F YOUR The Banquet ......................................................... 7
IMAGINATION, and the T S R logo are trademarks owned bv T S R The Pasha ........................................................... 8
Inc.
Copyright 1985 T S R Inc. All Rights Reserved.
Printed in the U. S.A. THE RETURN ................................................... 8
This advrnture IS protected under the copyright laws of t h e United
States of America. Any reproduction ur oihcr unauthorized use 01 PLAYING AIDS
the mate r ial or artwork contained herein i s prohibited without the
express written permission of T S R Inc.
Map of the Spindle ....................................................... 4

TSR Inc. TSR UK Ltd. An adventure for character levels 26 to 36


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TSR, Inc.
PRODUCTS OF YOUR IMAGINATION™

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GAME MASTER’S INTRODUCTION

This adventure is a quest for the secret of another ambush, or to join the forces of the dom) of some rain fall but then, it is so much
immortality. The party will not find the secret next encounter. water that there are flash floods in dried river-
here, but they will find a clue to where to beds and similar lower terrain.
look. This is important, because immortality THE TRIP Similarly there is a 10% chance per day
is a well hidden secret with many pieces. of a sand storm occurence (2d6 hours long).
The trip is divided into two parts. First the
There should be many campaign adventures The wind picks up sand and hurls it across
party must get to the desert, then it must get
before it is found. the desert. A properly clothed party can
across it to the spindle-shaped mountain.
This adventure starts with rumors. At avoid the effects of a sand storm. A character
T h e first portion is the responsibilty of the
the game master’s discretion, it can be done with exposed skin or an unprotected horse
game master. Different parties in different
subtly or blatantly. A subtle approach is to suffer 1 die of damage per turn. If looking
campaigns should cross different terrain with
insert these rumors into the campaign over a directly into it, a character must save vs. pet-
varying obstacles. The specific geographical
few adventures. When the party decides to go rification or be physically blinded. Camels
region and the location of its features are up
investigate them, begin this module. The bla- are immune to these effects because of their
to the D M , the Sind or Alasiyan deserts being
tant approach is to give them several rumors thick hide. The latter and horses do not look
the easiest choices.
at once so they start the adventure immedi- into the storm. Usually visibility is only a few
Getting across the desert is what this sec-
ately. feet in a sand storm.
tion is all about. First of all there is general
desert survival. For characters of Masters D) MOVEMENT - Apply D&D ® Expert
Rumors:
levels, this should not be a big problem. rules on Wilderness Movement Rates, except
1. The Air Masters have descended to the for a sand desert. The only difference is that,
A) WATER - Obviously there is very little
earth. contrary to camels, horses should only move
water in the desert. It seldom rains, and there
2. The Spindle of Heaven is reborn. at half speed in such conditions, particularly
isn’t so much as a puddle to be found. In rare
3. A man named Pasha is said to have heavy horses or those wearing a heavy bard-
instances, an oasis might be found which has
returned from the desert with the secret of ing. Carts and wagons should very quicky
a water hole. The best way to find water is to
immortality. immobilize in the sand.
dig beneath the occasional plant or cactus.
4. The Powers of the Air hold to the secret of
immortality with great jealousy.
Another alternative is to drink the juices of a E) ENCOUNTERS - The trip to the spindle
desert cactus. Unfortunately there is a 50% mountain has several set encounters. These
5 . The Air Masters sit upon the Spindle once
chance that the fluid is poisonous and does should take place in the order shown below,
again.
not provide any refreshment. but at any place or time the game master
6. The desert wind wraps the Spindle of
A normal man can live for 24 hours in wishes. Random desert encounters can be
Heaven.
the desert without water. After that, all of his added to those described below if the trip gets
7. The secret of immortality is to weave the
abilities are cut in half. This includes his boring.
powers of the air upon a magic spindle.
effective character level, strength, dexterity
8. A man named Pasha has seen the regent
etc., movement, amount of encumbrance he 1. VILLAGE OF NAREEB
of the desert seated upon a cushion of air.
can carry. His true character level returns a
O n the edge of the desert where the charac-
Like most rumors, there is very little truth to few hours after getting some water. All saves
ters choose to enter, sits a small village of wise
the exact phrases listed above. However, the are still at the former value.
desert folk. If the party is friendly to the peo-
general idea of creatures of the air holding a Each hour after the first 24 he takes one
ple, they can get supplies, information and a
piece of the secret of immortality in the desert die of damage and must make a saving throw
guide to the spindle. The villagers will even
should be evident. There is no man named vs. poison or die.
sell them camels for a high price (at least 200
Pasha that fits these rumors. H e is a misinter-
B) TEMPERATURE - It is not possible to gp each). The village is poor and has nothing
preted reference to a greater djinn.
travel during the heat of the day, from 9am to else of any value.
The adventure is broken into three basic
8pm. Horses and their riders attempting to Once the guide can see the spindle, he
sections, the trip, the ascent, and the con-
do so take one die of damage per hour after deserts the party at his first opportunity. If he
frontation. It is u p to the game master to take
the first hour. If any kind of armor is being is forced to within a mile, he flees despite any
care of the trip home. The trip details how the
worn, saving throws are reduced, -6 for plate threats or promises.
party gets to the Spindle of Heaven. The
mail, -4 for chain, -2 for leather. Camels are
ascent describes the perils of getting to the top
of the Spindle. The confrontation tells about
generally not affected. 2. THE STORM
At night, the temperature drops close to
the Pasha and his clues to the secret of In the early evening a storm of seven small
freezing. With normal precautions, such as a
immortality. cyclones strikes the party. It comes upon
blanket, a heavy cloak or a fire, this is no
The emphasis of this adventure is intelli- them suddenly with only one round to pre-
problem. Without these or some sort of shel-
gently run encounters. Very few of the mon- pare. This is because the cyclones are not
ter, characters and their mounts take one
sters will just walk up to the party and start a really a part of the weather. They are lesser
point of damage per hour during the four
fight. Characters of levels 26 to 29 can easily djinns in whirlwind form.
middle hours of the night (midnight to 4am).
demolish this style of encounter.
Camels are not affected. Djinni, Lesser (7): AC 5 ; H D 7 + 1; hp 23
For most encounters. the creatures act in
each; MV 120’(40’) whirlwind; #AT 1; D
the most intelligent manner. If the fight is C) WEATHER - Most of the time, the
going badly, they retreat or flee. Use the 2- 16 fist, 2-12 whirlwind; Save F14; M L
weather consists of cloudless skies and sear-
12; AL C .
morale rules to judge when this happens. A ing heat. There is only a 1 % chance per week
group that has retreated can regroup for (determine the particular day or night at ran- The djinns crisscross over the party until one

2
of them is either subdued or damaged below hp 160,155, 150; M V 300’(100’); #AT 2 His first action is to cast a Cloudkill into
half his hit points. The others immediately flee claws, 1 sting; D 4-40/4-40/2-16 + poi- the camels’ rear ranks. If possible, he aims it
when this happens. The wounded or subdued son; Save F16; M L 11; A L C ; XP 10,000. so as to reach the PCs as well. No longer
djinn reverts to his human form and stays. Manscorpion (1): AC 1; H D 8; hp 40; MV invisible, but still from behind, he casts the
This attack is not designed to kill the 240‘ (80’); #AT 1 weapon/1 tail; D 3- Fireball and the Lightning Bolt next. If he
party. The seven djinns are not nearly that 18+3/1-10 + poison; Save F8; M L 10; finds himself in trouble, he uses the Move
powerful. The Pasha (greater djinni) ordered AL C; XP 6500. Spells ( M U 13): * - Earth spell to bury the party. Each round
these seven lesser djinns to keep the desert already cast under the sand requires a save vs. petrifica-
clear of intruders. For the party, this is more 1st: Invisibility’* Magic Missile (3). tion or the character suffocates.
of a warning. 2nd: Detect Invisible *, Web(2), Phantasmal If the manscorpion flees or is defeated,
If the party forces a djinn to talk, he can Force. the scorpions leave. The manscorpion can be
give precise instructions on the spindle 3rd: Fly*, Haste*, Fireball, Lightning Bolt. questioned, if captured. He believes (the
mountain. H e can use any of his seven 4th: Wizard Eye*, Dimension Door (2). Pasha used an illusion) that a greater efreeti
powers at their command. However, if he is 5th: Telekinesis, Cloudkill. commands him. He has never seen the inside
ordered to talk about the Spindle itself, or to 6th: Anti-Magic Shell, Move Earth. of the spindle mountain.
lead the party there, he dies and his spirit Magic Items: Polearm + 3.
returns to the elemental plane of air. 4. THE SPINDLE
The scorpions are positioned in the party’s
3. THE DESERT PATROL path, near a dune or some rocks. They are
partially buried beneath the sand. T h e “You finally draw within sight of the rocky
The Pasha has set this patrol to destroy any exposed backs of the scorpions look like large spindle. A cyclone drags up the sands of the
group foolish enough to approach the Spindle rocks unless examined closely. They explode desert toward the sky. Even at this distance
of Heaven. The patrol contains three gargan- from under the sand when the party gets right the wind picks at your robes and the
tuan scorpions led by a manscorpion. Any in front of them. cyclone’s dull roar can be heard. In the eye
surviving djinn warns the manscorpion of the T h e manscorpion is either hiding of the stationary storm, a spindle shaped
party’s approach. He has plenty of time to behind the rocks, or buried in the sand him- mountain rises for hundreds of feet.
prepare an ambush. If no djinn survived, the self. H e is positioned to be behind the party The winds and the sands blind most
patrol catches the party in the open with only when the gargantuan scorpions spring the of the rock and, above all, large dragon-
500’ between them. ambush. H e uses his Wizard Eye to keep like creatures lazily fly in circles.”
Gargantuan Scorpions (3): AC 2; H D 32*; track of the situation while staying hidden.

3
THE ASCENT
They are pteranodons, and of little threat to straight ahead. touch a rust monster.
the party. However, they should be described T h e chimney is hidden with a visual illu-
Rust Monsters (25): AC 2; H D 5; hp 21; M V
as strange and menacing from that distance. sion of a normal tunnel roof. T h e illusion is
12O’ (40’); #AT 1; D rust; Save F3; M L 7;
invisible from above, so only those in the tun-
Pteranodons (6): AC 6; H D 5; h p 25 each; AL N; XP 300 each.
nel can be tricked.
M V 240’(120’); #AT 1 beak; D 1-12;
O n the back side of the chimney is a
Save F3; M L 8 ; AL N; X P 175 each. 8. THE SHAFT
man-made wall, with crenellations for
archers. This wall is 25 feet wide, with no
THE ASCENT breaks. It provides an extra + 4 armor class “At the end of the tunnel is a shaft. A
The Spindle of Heaven is the personal palace to the archers behind it. Stationed behind it strong wind blows up the shaft, and a
of the Pasha, a greater djinni. It rises 500 feet are eight hobgoblins. Each is armed with a moaning sound can be heard up above.
up. + 4 bow, and a small quiver of magical T h e moaning is easily mistaken for the
The Pasha magically keeps a cyclone arrows in addition to many normal ones. normal sound of the wind.”
spinning about the rocky tower. T h e winds
Hobgoblins(8): AC 6 (2 behind wall); H D
blow at over 250 miles an hour, making flying Any character stepping into the shaft is gently
1 + 1 ; hp 5; M V 90’(30’); #AT 1 weapon;
impossible near the spindle. Any creature pulled up into it. By grabbing at the sides of
D 1-6 + magical bonuses; Save F1; M L
attempting to do so is flung away at a speed of the shaft, his motion can easily be stopped.
8; AL C ; XP 15 each.
1200 ‘ per round. Eventually the shaft reaches room 5. Partway
The same winds make it impossible to Each hobgoblin has one + 4 arrow of climb- up the shaft, a face composed of sand and
climb the rocky tower. Anybody trying to do ing, one + 4 arrow of dispelling as if cast by a dust held together by the wind, floats down in
so must save vs. dragon breath each round, 25th level MU, and one + 4 arrow with an front of a character. It warns not to continue
or fall off the spindle. This of course puts him additional + 3 vs. weapon-using creatures. the journey. If the face is questioned, it tells
into the cyclone which throws him away from O n the first round, the arrows of climbing are the party that it once sought after immortality
the rock. shot at any visible weapons or potential magi- from the master of this place. It will not
It is possible to fly in the area above the cal items. reveal the nature of the master under any
cyclone, but not to land on top of the rock. O n the second round, any hobgoblin threat.
The winds are too strong there. T h e cyclone that scored a hit with its arrow of climbing, T h e master granted his wish by making
can not be controlled or dispelled in any way, drops its bow and attempts to yank an item him a small wind. Although it is immortal, it
except for a Wish spell. Even then the Pasha away from its owner. Hobgoblins that missed can not enjoy the experience because of the
restarts the cyclone in d6 + 4 rounds. on the first round fire the arrows of dispel- loss of his body. There is no way the party can
ling. affect the creature, except through a Wish
5. THE EYE OF THE NEEDLE O n the third round, hobgolins that man- spell. What the wind does not reveal is that
aged to pull away items from the party pick since it is now a minor creature of air, the
u p their bows and race down the hallway. The Pasha can confine it to serving as an elevator
“A small gully, about five feet deep leads others fire their last magical arrows. O n any in the shaft.
to a small hole four feet high in the side of further round, the hobgoblins do whatever
the Spindle. Humans will have to crawl the game master feels appropriate. 9. ROOM OF RIDDLES
through it, although dwarves and half-
lings only need to stoop. The wind whip- 7. THE PIT This room is circular, its walls all made of
ping above the gully does not affect fine, smooth marble. T h e ceiling is a smooth
characters in it. This is the only approach The hobgoblins that grab items from the dome that meets the walls flush. It is deco-
to the rock that avoids the winds.” party race toward the pit. When they get near rated with murals, most of which are now
enough, they throw the items into the pit. illegible with age. Various pieces of furniture
O n both sides of the entrance is burried a druj The pit is hidden from normal view by a layer rest against the walls, leaving the center of the
in the gully walls. These guardians are gifts of dust supported by magical air currents. To room open. There is a fine, old rug in the
made to the Pasha by a powerful member of the naked eye, it looks just like a dirt floor. middle of the room. Most of the furniture is
the Sphere of Death. When the party moves However, it can not support any more weight larger than man sized, and it is all of ancient
within 30’ of them, all their potions spoil (see than a handfull of earth. T h e air currents design.
Companion Rules p37). They are ordered readjust the dust immediately after some- This is the lair of a mating pair of
not to attack unless somebody starts digging thing falls through it. sphinxes. If a hobgoblin makes it past the pit
toward them. There are two narrow tongues of solid (room 3), he warns the sphinxes that
dirt which extend over the pit. The ends of intruders are on their way. The wind in the
Druj (2 hands): AC -4; H D 14; hp 60 each; these are each marked by a very normal look- shaft warns the sphinxes if the party arrives
M V 90’(30’); #AT 1 or 4; D 1-4 + poi- ing rock. The hobgoblins know this, and leap from that direction.
son; Save F14; M L 11; AL C ; XP 5150 the pit by sighting on the rocks.
each 2. T h e pit is only 15 feet deep. Falling char- Sphinx (2): AC -3, H D 12; hp 65 male, 55
acters take 1-4 points damage upon landing. female; M V 180’(60’), 360’(120‘) fly-
6. THE GATE HOUSE In the pit is a small herd of rust monsters. It is ing; #AT 2 claws/1 bite; D 3-18/3- 18/2-
almost impossible to step anywhere in the pit 16; Save F24; M L 10; AL C ; X P 5625
The tunnel travels straight for 50 feet, before
without stepping on one. Any character that each.
reaching the gate house located above the
passage. T h e tunnel otherwise continues falls to the floor of the pit is guaranteed to

5
THE ASCENT

Spells for the male MU: female Cleric roars, and the male MU casts a the aviary, away from the sphinxes. The
1st - Charm Person, Magic Missile, Protec- Lightning Bolt. The male summons the air “giant” remains charming and gentle until
tion from Good*, Light elemental as soon as possible. They continue his companions spring the trap.
2nd - Invisiblity*, Phantasmal Force, Web to cast spells until they are engaged in physi- Gray Ooze (1): AC 8; H D 3; hp 10; M V
3rd - Fire Ball, Hold Person, Lightning Bolt, cal combat. Remember that all sphinxes’ lO’(3’); #AT 1; D 2-16; Save F2; M L 12;
Dispel Magic spells are so powerful that saving throws are AL N; XP 50.
4th - Curse, Confusion, Ice Storm made at -4.
5th - Conjure Elemental + , Telekinesis There are four other airdrakes, and four
6th - Anti-Magic Shell 10. THE WELL invisible stalkers in the room as well, all invis-
ible. The stalkers attempt to steal items from
Spells, for the female Cleric: The hole in the domed ceiling of the room of party members and drop them down the well.
1st - Protection from Good*, Remove Fear, riddles, is a 100’ deep well shaft for the Avi- There is no attempt made at subtlety, they
Light ary above (room 7). The well does have some just grab and drop.
2nd - Hold Person, Bless*, Silence 1 5 ’ , magical properties. The hole in the domed O n the next round, all five airdrakes
Bless * ceiling is a teleporter. However, only inani- attack. In giant form, they attempt to grab
-
3rd Remove Curse, Curse, Cure Blindness, mate objects traveling down are teleported. and throw, or push characters into the well,
Cure Disease Magical items may not be affected. but are not above normal attacks. The stalk-
4th - Cure Serious Wounds, Dispel Magic, Those items with plusses, get a 5% chance ers continue to try and grab items. If attacked
Dispel Magic per plus to not be teleported. Miscellaneous directly, the invisible stalkers change to nor-
5th - Cure Critical Wounds, Finger of Death magic items get a 10% chance. The game mal combat.
6th - Cure All master may want to assign special probabili-
ties to unusually powerful items. Airdrakes (5): AC -4; H D 6; hp 35 leader, 30
* = Already cast
+ = Only an air elemental can be sum- For example, the party climbs up, or others; M V 120’(40’) or 30’(10’) flying;
moned, and it obeys the sphinx without the flies u p the well, nothing happens. One of #AT 2 claws/1 bite or 1 fist; D 1-3/1-3/3-
need for concentration. them drops his dagger. When it reaches the l0 or 2-12; Save MU12; ML 9; AL N; XP
Equipment (each): Potion of speed, Ring of hole, it is teleported. Now suppose one of the 1175 each.
Spell Turning (4 spells), Ring of Protection + 3. party members falls. When he reaches the Equipment: Potion of Invisibility * ,
hole, all of his equipment and clothes are tele- Ring of Protection + 4 , Ring of Spell
If the sphinxes are not warned, they are dis- ported. H e continues to fall and hits the floor. Turning (2 spells).
covered reclining on the oversized divans. Anything teleported appears at the feet
They do not immediately attack, unless they Invisible Stalkers (4): AC 3; HD 8; hp 40
of the Pasha, wherever he may be, usually in each; M V 120’(40‘); #AT 1 ; D 4-16;
are attacked. Instead, they engage the party room 8. H e keeps these trinkets as part of his
in sophisticated conversation, mostly about Save F8; M L 12; AL N; X P 1200 each.
treasure. If the party subdues him, they may
history and what is happening in the outside retrieve their property. Although the characters are of significantly
world. higher level than the airdrakes, no character
At some point they reveal the inscription 11. T H E AVIARY is naturally stronger than them. Magic items
in the floor, and let someone from the party may make it an equal match in some cases.
read it. After the explosion, they attack. If the fight starts to go badly, as it is
If the sphinxes are prepared, they have “Coming through the well, you see a large almost sure to, the airdrakes flee. The invisi-
each downed a potion of speed, and cast room with a swirling white mist covering ble stalkers stay to the end. The first airdrake
spells in preparation for the ambush. Each is the floor. Sticks and short branches pro- to make it to the door, pulls down, and breaks
now hasted, has + 1 on To Hit rolls and dam- trude from the walls. There are colorfully off, one of the birds’ perches. This triggers
age, + 1 on morale and saving throws. In plumed birds everywhere. Off to one side the floor mist, entering through the porous
addition, all good creatures are -1 on their To is a large humanoid with many birds stones of the floor. The last one out the door
Hit rolls. perched on his arms and shoulders. He is slams it shut, which sets off a Wizard Lock
The rug over the center of the room is gently stroking a peacock and talking to it spell cast at 25th level.
now hanging on a wall, revealing the inset in gentle whispers.” The floor mist is poisonous. Each round,
inscription, that is easily read. “All men the characters take 2-12 points damage, save
know me, but none understand me. The The giant is actually an elemental drake of vs. dragon breath to half damage. In three
more men seek to avoid me, the closer they air. The Pasha has warned him of the charac- rounds the mists fill the room, visibility is
get to me. They do not want me themselves, ters’ presence, and he is prepared. If any of reduced to arms reach. Breathing becomes
but wish to give me to others. Who am I?” the characters ask for unusual features of the impossible. T h e characters die in four
The answer to this inscription is Death. giant, they notice he is a bit smallish, only rounds, plus constitution bonuses, without
It is written in magical runes below the rid- 18‘ tall, and he is wearing rings. The birds fresh air.
dle. Anybody that successfully reads it trig- are inoffensive. The mist does not enter the well. Any
gers an explosion with a radius of 15 feet. The well through which the party enters characters hiding there discover that after
Anybody in that range takes 16d6 damage. A is covered by a gray ooze along the lip and three turns, the mists go away. All the birds
successful save vs. spells reduces it to half outer surface. The ooze does not leave the died instantly.
damage. well under any circumstances. After the first
The sphinxes attack immediately after character is victimized by it, the airdrake
the explosion goes off, or when any character apologizes, claiming that he keeps his birds in
starts to cast a spell or use a magic item. The

6
12. THE TRAP Below the smoke mural are four 10‘ tall
Through the door from the aviary, is a small amid, however, the peak is flattened, and urns. The three first ones have a different
entryway. The floor is solid and supports the visually open to the sky. High above, the color powder in it, red, yellow and blue. The
weight of the party. However, when steps pteranodons can be seen gliding on the powders rise magically into the air and mix to
number 10 through 13 are treaded on, the cyclones high winds.” form the moving picture. The fourth contains
floor opens u p to reveal a pit, and the stairs all a magical rope and a flute. When played, the
fall flat, forming a slick ramp. The peak is covered by a permanent Force rope slowly rises to the ceiling, enabling char-
The pit is deep, and filled with three foot Field spell. Seated upon this invisible floor, is acters to climb up. However, the flute must
tall spikes. Anybody falling to the bottom the Pasha, a greater djinni. Three small air be played without interruption or the rope
takes 3d6 + 20 points damage. Pooled elementals are attending to his every need. A falls back to the ground, totally entangling
between the spikes is a black pudding. It permanent illusion conceals the Pasha and the climbers.
attacks with a + 6 modifier for the first his servants so as to see only the sky in the eye There are about a dozen large tables in
round. After that, attacks are made normally. of the cyclone. If a Dispel Magic is cast at the the banquet room. Four of them are floating
ceiling, the illusion will first be neutralized, in mid-air. All are laden with food. A good
Black Pudding (1): AC 6; HD 10; hp 70; M V unless the caster is already aware of the illu- portion of the food is from the elemental
60’(20’); #AT 1; D 3-24; Save F5; ML sion. In that case, the Permanency is can- plane of air, and can not be seen with normal
12; AL N; XP 1600. celled along with the Force Field (see Force vision.
The walls of the pit are smooth and can not be Field spell description). The Pasha remains Most of the feasters are small air elemen-
scaled using normal methods, even by the above the ceiling with all the party’s stolen tals, and cannot be seen. This can cause some
black pudding. The floor of the trap snaps items (see encounter 14), however the pas- strange sights. Food can be seen rising up off
shut after two rounds. sage is now free. the table, and then disappearing. Others
O n the wall opposite the stairway, is there include airdrakes, lesser djinns, invisi-
13. THE BANQUET what appears to be a huge mural filling the ble stalkers, cloud giants, and unnamed crea-
entire wall. Closer examination reveals that it tures from the elemental plane of air.
is made of colored smokes. It depicts the Most of the feasters either cannot, or will
“The stairway opens up into a huge room, inside of the entire Spindle, seeing with the not attack the PCs. Those that do are listed
with many strange sights. The walls of the powers of a True Sight spell. The monsters below. The others merely race around look-
room slope up, much like an egyptian pyr- can be seen moving about on it. This is what ing frightened. If things get real bad, they
the Pasha used to crack the actions of the PCs. leave for the elemental plane of air.
When the PCs enter, an elf sized crea-

7
THE RETURN
ture made of blue and yellow mists 120’ (40’) or 180’(60’) flying; #AT 1; D one of the character classes for immortality.
approaches the party. It is unable to harm 1-10 + double energy drain; Save F9; Another would be to have them seek for a rel-
them. It asks them to follow it to their seats. If M L 11; AL C ; X P 2300 each. evant artifact, but the Pasha does not know
questioned, it says that it is the Pasha’s desire * = Any surviving Airdrakes from previous why it is important or what it does.
that they dine. encounters are also here. This holds true for Once the favor is granted, the Pasha and
If they agree, the PCs find themselves any surviving creatures that could reach the all his servants from the elemental plane of air
seated at a large table on the floor, with a wide banquet hall. return to their home dimension. The Spindle
assortment of very polite monsters and crea- The cloud giants do not have any boul- returns to a normal hunk of rock, the cyclone
tures from the elemental plane of air. The ders to throw, but the banquet table will do vanishes and the magic goes away.
normal visible food is untainted, but the just fine. Thrown furniture does the same
invisible stuff is by its very nature dangerous. damage as boulders. The vampires are gifts THE RETURN
The creatures at the table spend much of from a dark lord of the sphere of death. They
With the magic gone, descent through the
their time trying to get the PCs to try all of the are the bouncers for the banquet. At the
different foods, visible and invisible. Anyone Spindle could be tough, although it is only
Pasha’s orders, they are in gaseous form near
normal hazards and probably no monsters.
trying invisible food, finds that it tastes abso- the stairway until trouble starts. They try to
With the cyclone out of the way, climbing or
lutely wonderful, even though it is intangi- attack the PCs from behind if possible.
ble. They must make a saving throw vs. flying down the Spindle is a likely method.
The trip through the desert is just normal
spells, or fall into a deep rapture. 14. THE PASHA
random encounters.
The rapture is such that the PC wants to
The Pasha makes no attempt to prevent the There are four follow-up adventures
stay in the banquet hall forever. Every month
party from breaching the Force Field. H e which can be played. First and foremost, is
the victim gets another saving throw to neu-
merely sits back and enjoys the ministrations the quest for which the Pasha gave a clue
tralize the effect. While enraptured, the PC
of his attendants. Piled next to him are any of The other three are equivalent to this adven-
cannot attack or defend. He/she always heads
the items that were teleported by well. ture, but for the other three elemental planes
for the nearest food, prefering the invisible
As soon as the party breaks through the (earth, water and fire). Each should be a
fare to the normal. By the Pasha’s orders,
Force Field, the Pasha attacks. He uses any of quest for a clue to immortality.
nobody attacks a willing feaster.
the items in the pile next to him, with com-
As the game master, this is a wonderful
plete knowledge of their abilities and limita-
chance to role play the parts of the creatures.
tions. In addition, he has several magic items
The possible exotic conversations can be a lot
himself.
of fun.
The banquet remains peaceful, until the Pasha, the Greater Djinni: AC -6; H D 15; hp
PCs make any hostile moves. This includes 100; M V 120’(40’) or 360’(120’) flying;
angry talk, spell casting of any sort, drawing #AT 2 fists or 1 whirlwind; D 3-30 fists or
or raising weapons, or attempting to reach 3-36 whirlwind; Save MU30; M L 11; AL
the ceiling of the hall. At that point, some of C ; X P 4200.
the feasters grow irate and attack the charac- Magic Items: Ring of protection + 4,
ters. Ring of Safety, Scarab of protection (3
Feasters capable of combat: charges).
Lesser Djinn (4): AC 5; H D 7 + 1; hp 32 The Pasha fights until he is subdued. This
each; M V 90’(30‘) or 240’(80’) flying; subdual can be achieved several ways.
#AT 1; D 2-16 fist or 2-12 whirlwind; Save
F14; M L 12; AL C; X P 850 each. 1) He is reduced to 25 hit points or less.
2) H e is trapped for 3 rounds or more by a
Air Elementals (3): AC -1,-2,-3; H D 13, 16,
spell or situation where he has no chance
17; hp 60, 70, 80; M V 360’(120’); #AT
to harm the PCs.
1; D 2-20, 2-24, 3-30; Save F13, F16,
3) Through a Wish spell.
F17; M L 9; AL C ; X P 1200, 1350, 1500.
4) Holding two or more lesser djinns hostage
Cloud Giants (2): AC 4; H D 13; hp 62, 59; such that they can be killed in 1 round.
M V 120’(40’); #AT 1 weapon; D 6-36 or 5) His morale breaks during combat.
3-18 with tables; Save F12; M L 10; AL N;
X P 2300 each. Once subdued, the Pasha remains in that
condition until he has granted the PCs a
Invisible Stalkers (3): AC 3; H D 8; hp 35
favor. He tries his utmost to give them a small
each; M V 120’(40’); #AT 1; D 4-16;
favor. He would rather run an errand than
Save F8; M L 12; AL N; X P 1200 each.
use a Wishspell, and rather use his Wish spell
Airdrakes (2*): AC 0; H D 6; h p 30, 25; M V than tell them about immortality.
120’(40’) or 30’(10‘) flying; #AT 2 claws What the Pasha knows about immortal-
& 1 bite; D 1-3/1-3/3-10; Save MU12; ity depends upon the current condition of
M L 9; AL N; XP 1175 each. your campaign. A good choice is to have the
Pasha tell them one of the requirements of
Vampires (2): AC 2; H D 9; hp 40 each; M V

9156XXX1501 8

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