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Advanced Dungeons & Dragons - Free

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spells and head for either the other<br />

pirate ship or a safe-looking PC<br />

ship, arriving down in the hold.<br />

The pirate clerics save their spells<br />

for opportunity, using hold person<br />

against formidable opponents (i.e.<br />

the PCs), silence on obvious spell<br />

casters, dispel magic on PCgenerated<br />

effects, and sanctuary if<br />

they are spotted. If engaged, the<br />

command to sleep may come in handy.<br />

They use cure light wounds spells on<br />

themselves, the pirate magic-users,<br />

and any pirate officers as needed.<br />

None of the pirate spell casters<br />

puts up a fight if cornered. They<br />

surrender immediately if given a<br />

chance.<br />

The pirate ships contain a total of<br />

2,400 gp in coins. The biggest<br />

treasure lies in the magic-users'<br />

spell books (value 15,000 gp each).<br />

PART 3 - THE POWERS THAT BE<br />

This part of the adventure begins<br />

two weeks after the PCs have<br />

returned to the capital city. The<br />

king commands their presence and<br />

informs them that a magical doorway<br />

has appeared in the obelisk. The<br />

king blames the characters for this<br />

new problem and orders them to enter<br />

the obelisk to find out what's wrong<br />

with it.<br />

The obelisk is a transportation<br />

device which sends those who enter<br />

it to a moon of the characters'<br />

world. There, the characters meet<br />

the local residents, a nation of<br />

powerful and intelligent phase<br />

spiders, who are quite pleased to<br />

see them. The spiders have an<br />

interplanar trade empire and are<br />

eager to begin trade relations with<br />

the humans. However, their last<br />

customers on the planet, a nation of<br />

froglike beings, fell to squabbling<br />

among themselves. The spiders<br />

believe that this was caused by an<br />

innate lack of worthiness on the<br />

part of the frog race. The spiders<br />

agree to open the trade route if the<br />

human and demihuman ambassadors (the<br />

characters) pass a simple test of<br />

courage.<br />

Just as human nature varies÷good,<br />

neutral, and evil÷so does the nature<br />

of the spider race. And it seems<br />

that the bad guys have kidnapped the<br />

good spider princess and are holding<br />

her for ransom. She is being guarded<br />

by a dragon, of course. To prove<br />

their mettle, in the grand tradition<br />

of storybook fantasy, the heroes<br />

must rescue the princess and slay<br />

the dragon.<br />

If the characters refuse, they are<br />

returned safely to their home, but<br />

the trade route is not opened. If<br />

they cooperate and successfully<br />

rescue the princess, the characters<br />

return home with the goodwill of the<br />

spiders, bringing the benefits of<br />

trade. The most interesting trade<br />

goods offered are a strong new metal<br />

(silicon-steel) and a new weapon<br />

that throws deadly beams of light<br />

(lightwand). By opening the trade<br />

route, the characters receive a<br />

percentage of all the profits and a<br />

few free samples besides.<br />

Before starting play, be sure to<br />

review all the creatures used in<br />

this scenario. Detailed descriptions<br />

may be found on page. See also page<br />

for details on calculating the<br />

specifics of the Chak trade<br />

agreement with the PCs.<br />

When you are ready, read the<br />

following to the players:<br />

Your voyage home after the pirate<br />

attack was boringly uneventful. When<br />

you arrived at the capital city, the<br />

obelisk was laboriously towed to<br />

Royal Square where a magnificent<br />

pedestal had been built for it. In<br />

another great operation, the obelisk<br />

was raised and safely mounted in its<br />

new location. The king was extremely<br />

pleased. He grandly bestowed useless<br />

titles on all of you, accompanied by<br />

very useful cash (another 5,000 gp<br />

each).<br />

It is now two weeks after your<br />

triumphant return. Though first<br />

hailed (and pestered) as heroes, you<br />

have now been nearly forgotten by<br />

the cityfolk and the king, and are<br />

basking in the luxury of anonymity<br />

once again.

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