TEXT: Frog God 
  Games
  An adventure brought to you by 
  Bill Webb of  Necromancer Games.
  An adventure brought to you by 
  ONS3
  — Spire of Iron and Crystal —
  By Matthew J. Finch
  
  2
  Author
  Matthew J. Finch
  Developer
  Greg A. Vaughan
  Producer
  Bill Webb
  Editor
  Greg A. Vaughan
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rowena Aitken
  Interior Art
  MKUltra Studios
  Cartography
  Robert Altbauer
  New Monster
  Sean Wills
  Playtesters
  Jason Crone, Russel “Grim” Cone
  Credits
  Frog 
  God 
  Games
  tough 
  adventures 
  for tough 
  players
  ©2011 Bill Webb, Frog God Games and Matthew j. Finch. All rights reserved. All rights 
  reserved. Reproduction without the written permission of the publisher is expressly forbid-
  den. Frog God Games, Frog God Games. and the Frog God Games logo, One Night Staands: 
  Jungle Ruins of Madaro-Shanti is a trademark of Frog God Games and Scott Casper. All 
  rights reserved. All characters, names, places, items, art and text herein are copyrighted by 
  Frog God Games, Inc. The mention of or reference to any company or product in these pages 
  is not a challenge to the trademark or copyright concerned.
  
  3
  Table of Contents
  Introduction ............................................................................... p. 4
  Top Level  .................................................................................. p. 5
  Second Level  .............................................................................. p. 10
  Third Level  ............................................................................... p. 15
  Fourth Level  .............................................................................. p. 18
  Legal Appendix  ........................................................................... p. 21
  
  4
  Introduction
  This module was written for play at GenCon 2009, as an 
  introduction to old style free-form adventure gaming.  It uses the 
  Swords & Wizardry Core Rules, which are available as a free .pdf 
  file at the game’s website, www.swordsandwizardry.com. Swords & 
  Wizardry is a “retro-clone” game, mirroring the rules of the original 
  1974 fantasy roleplaying game written by Gary Gygax and Dave 
  Arneson.  This original edition, which consisted of three booklets 
  and four supplements, is often referred to as “0e.”  There are actually 
  two versions of Swords & Wizardry: the WhiteBox version uses only 
  material from the first three booklets, and the Core Rules (used here) 
  make use of some, but by no means all, of the material from the four 
  supplements.
  Background
  For centuries, out in the wilderness beyond civilization’s reach, 
  there has stood an enigmatic tower known as the Spire of Iron and 
  Crystal.  It is a bizarre and ancient structure; four massive, egg-
  shaped crystals are mounted into a twisting, ornate structure of 
  rounded metal girders, one crystal at the top and the other three 
  mounted lower down.  Moving lights seen inside the huge crystals 
  suggest that they are hollow and even inhabited, but no one has ever 
  discovered the secret of how to enter them.  This is not surprising, for 
  the tower is located on a broad stone ledge halfway up a sheer cliff 
  face, the glassy walls of which have killed several adventurers who 
  attempted to climb down to the tower almost a hundred feet below.
  Over the course of the last few months, with considerable effort and 
  some highly questionable methods, the adventurers have assembled 
  quite a bit of information about the Spire – things not widely known, 
  even among the wisest sages of the lands.  Most importantly, they 
  believe they know how to enter the structure safely.  Once per year, 
  the sun shines through an ancient runestone at the edge of the great 
  cliff upon which the Spire stands; for a period of three days when the 
  stars are aligned with the runestone, an invisible causeway manifests, 
  connecting the highest crystal of the tower with the edge of the cliff, 
  far above.  According to the party’s information, it is only during the 
  first hour of evening, while the sun is visible through the runestone, 
  that the ramp remains in being.
  This information promises to allow the party access to the riches of 
  the tower, which are lavishly described in rumor and lore.  They have 
  equipped a small expedition and made their way through the trails of the 
  wild borderlands to their goal: the tower and its still-unplundered riches.
  Referee Notes
  The Spire is an extrusion from the vast, underground dungeons of 
  a powerful wizard of pre-human origin named Iomnogoron (yom-
  no-GOR-on), originally designed to draw materials from the surface 
  world for his strange projects far below.  The invisible causeway 
  between the spire and the cliff is not actually designed to provide a 
  means into the spire – this is purely an incidental effect – the purpose 
  of the causeway was actually to channel energy (“surface-essence”) 
  into the Spire for conversion into the unearthly mineral compounds 
  once used for the wizard’s magic.  Iomnorogon still lives within the 
  bottommost crystal of the Spire, albeit in a horribly transformed 
  shape.  His researches into immortality drove him mad centuries ago, 
  and while transforming into his new “immortal” form he went on a 
  rampage, killing all of his minions and destroying much of the arcane 
  machinery in the Spire.
  At the bottom of each of the huge egg-shaped crystals in the Spire is 
  an open-ceiling system of corridors and rooms, like a maze; the upper 
  portion of the egg is open air, but this area is filled with lightning and 
  crackles with dangerous electrical currents, flashing and often joining 
  suddenly into deadly, arcing bolts of current that persist for minutes 
  at a time.  If the electricity is not deactivated (which is possible in 
  some areas for limited amounts of time), anyone putting so much 
  as a hand beyond the top of one of the walls will be struck instantly 
  by one of the electrical arcs, and will sustain 1d6 points of damage 
  if not wearing metal armor (save for half) or 2d6 points of damage 
  if wearing metal armor (save for half).  Non-conductive, non-living 
  substances can be reached over the top of the walls, including (for 
  example) a mirror.
  Egg-Tanks.  In several places, the party will come across egg-
  shaped tanks slightly larger than a man; most of these are filled 
  with liquid and contain dangerous creatures.  However, the tanks 
  can be used as protection against electricity once the critters are 
  removed.  Each one weighs only 100 pounds, but they are bulky and 
  will require a couple of people to drag even one of them from place 
  to place.  They can also be moved from inside by walking, like a 
  hamster wheel.
  Light Conditions.  Because of the constant lightning field 
  overhead, the characters will not need a light source unless they enter 
  one of the crawlways.  It is also possible for the entire lightning field 
  to be turned off for short periods of time, in which case a source of 
  light would be required in order to see.
  Glow-Geodes. Several rooms in the Spire contain glow-geodes, 
  which are about the size of golf balls, and look like rocks except 
  for the fact that there is a flickering blue light shining and flickering 
  inside – visible through the rock exterior.  These can’t be broken 
  open.  They are used as raw material for various machines in the 
  Spire, and will prove very useful to the party if the players think 
  to collect them.  The key phrase, which will allow the players to 
  connect the geodes with the machines, is “about the size of a golf 
  ball.”  Use this phrase to describe the geodes, as well as the holes and 
  funnels in the various machines (don’t overdo it, of course).
  Treasure in the Spire is roughly equal to three times the experience 
  point value of the monsters that guard it, which is a bit high, but 
  reflects the fact that the Spire has never been plundered … and that it 
  is quite a dangerous place.
  Introduction
  Spire of Iron and Crystal
  
  5
  The Adventure Begins
  Outside the Spire
  The party has already located a safe, easily defended cave in which 
  to establish a base camp, large enough to hold the wagon, horses, and 
  retainers comfortably.  The wagon and non-player characters will not 
  be attacked at this campsite.
  The spire is located mid-way up a huge cliff of relatively sharp 
  and glassy volcanic rock.  It will sever ropes (check every ten feet of 
  climbing, with a 1 in 6 chance for the rope to get cut).  The invisible 
  causeway is by far the safest way to approach the tower (other than 
  by flying).  It is certainly possible to climb all over the spire using 
  ropes or flying magic, but essentially there are no entrances other 
  than via the causeway or through the secret entrance into the second 
  level.  The crystal of the eggs is impervious to any sort of power the 
  characters could possibly bring to bear.
  The Invisible Causeway
  The causeway only exists in the material world for one hour each evening, 
  and it will appear three times before disappearing again for a full year.  It is 
  invisible, and made of a strange, slightly elastic substance.  Spikes can be 
  driven through it, and will hold the weight of a person; however, when the 
  causeway vanishes, the spikes will fall to earth.  Traveling the causeway 
  can only be done slowly, for it curves unpredictably and has an uneven 
  surface.  It takes 20 minutes to cross (only 5 if the traveler can see invisible 
  objects).  Running across it will almost certainly cause a character to fall 
  to his death (80% chance to fall each minute, with a 5-minute crossing 
  time required).  As the causeway approaches the topmost crystal, its edges 
  begin to curve inward like a spout, eventually folding into a tube about 
  four feet in diameter as it enters the crystal.
  Top Level
  Access
  The top (first) level is reached by means of the causeway, which gradually 
  closes into a tube just as it enters the top of the uppermost crystal egg.  It 
  is possible to squeeze out from the causeway and onto the quartz surface 
  of the egg itself.  Anyone doing so will find that a small tendril of iron 
  reaches up from the side of the egg to within ten feet of the causeway, and 
  terminates in a hook-like flourish (which can be used to tie off a rope.  The 
  tube leads downward for seventy-five feet through the crackling electricity 
  of the egg’s upper atmosphere and down to the safer environs of the open-
  topped maze at the bottom.  There are no handholds, and the tube is 
  extremely slippery.  If the adventurers try to drive spikes through the tube 
  once inside the egg, the spikes will become charged with the electricity of 
  the egg’s upper lightning fields, and will deliver a shock of 1d6 hit points 
  if touched directly or with any material that conducts electricity.  They will 
  still work to hold a rope, but it is much better to tie a rope to the iron hook 
  atop the egg itself if the adventurers explored to find it.
  Atop the Crystal
  The outside of the topmost egg is smooth quartz.  Lower down, it is 
  supported by a tangle of round iron girders, with numerous baroque spirals 
  and flanges.  A rope can easily be attached to the flanges lower down, 
  although getting down to them solely by climbing (sliding) down the edge 
  could be dangerous.  Tying a rope to the iron hook atop the egg is certainly 
  the easiest way to descend safely, although a rope could also be tied around 
  the causeway. When the causeway disappears, the entrance into the topmost 
  egg also closes up (although it will not sever a rope), and the only way to 
  enter and exit the Spire will be from the secret door (location 22 on level 2) 
  or the stairs into the dungeons (beyond the edge of the adventure).
  Wandering Monsters
  Each hour spent in the maze of open-ceiling tunnels has a 1 in 6 
  chance of attracting a wandering monster.  Roll 1d4 to determine the 
  type of monster:
  1. Slitherrat (1)
  2. Lightning lampreys (1d4)
  3. Giant fire beetles (light glands are blue rather than red) (1d4)
  4. Giant worker ants (mottled blue and white) (2d6)
  Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18; 
  Save 16; CL/XP 2/30; Special: None.
  Giant Fire Beetle: HD 1+3; AC 4[15]; Atk 1 bite (1d4+2); Move 
  12; Save 18; CL/XP 1/15; Special: Light glands.
  Lightning Lamprey: HD 1; AC 9[10]; Atk 1 bite (1hp + 1d6 
  shock); Move (Fly 6); Save 17; CL/XP 1/15; Special: Electrical 
  bite.
  Slitherrats: HD 4; AC 5[14]; Atk 1 bite (1d6+1); Move 12 (bur-
  row 9, through crystal 24); Save 13; CL/XP 4/120; Special: Slide 
  through crystal, +1 to hit.
  Visibility in the Lightning Field
  Visibility in the lightning field is limited to ten feet due to the 
  sudden flashes of light and arcing current unless some sort of dark 
  lens is worn over the eyes.  Glass from the egg-tanks will also serve 
  this purpose, although it is not actually dark.  For some reason, the 
  lightning field becomes almost invisible when viewed from above, at 
  the very top of the egg’s ceiling, and visibility is excellent.
  Top Level
  
  6
  Top Level
  
  7
  Top Level
  Location Key
  1. Entry Chamber
  The invisible tube from the top of the crystalline egg (marked as 
  “C” on the map) brings the adventurers through the crackling blue 
  electrical discharges of the lightning field in the egg’s top half, and 
  down into an open-ceiling room.  The 10ft high walls of the chamber 
  appear to be made from some sort of irregular, smoky quartz crystal.  
  Overhead, arcs of blue electricity leap and dance viciously, often 
  connecting with the top of the walls for moments at a time.  The air 
  is sharp with the smell of lightning, but none of the twisting threads 
  of electrical current seem to be descending any lower than the top 
  of the wall.  The three doors leading out of the room are also made 
  of quartz, much darker than the crystalline walls, so as to be almost 
  black.  Just underneath the point where the tube enters the room, 
  there is a hole about one foot in diameter, and a fan is whirring about 
  two feet deep inside the hole.  There is condensation of some strange 
  kind on the fan – it somehow doesn’t look like water.  Beneath the 
  fan, only visible if light is directed inward, the characters can vaguely 
  see a tangle of what looks like tiny crystalline tubes collecting the 
  condensation and disappearing into minute openings in the quartz 
  wall.  It is impossible to jam this fan; it has an unearthly strength and 
  sharpness, and will even cut through magical metal that is pushed 
  into its circular path.
  2. Teleport Chamber
  The southern end of this room contains a ghostly glowing figure; 
  some sort of bipedal shape with its arms upraised.  It does not appear 
  to move in any way.  Also within the room are six skeletons, whose 
  bones glitter and sparkle in the irregular light.  (The mineral-charged 
  internal atmosphere of the egg has caused deposits of quartz to form 
  in and upon the bones; they are more durable than normal skeletons, 
  but can be turned normally by a cleric).  They appear once to have 
  been an adventuring party from their armor and ragged clothing, but 
  the style of the armor and weapons is extremely archaic.
  6 Fossil Skeletons: HD 2; AC 6[13]; Atk 1 weapon (1d8); Move 
  9; Save 16; CL/XP 2/30; Special: None.  
  HP: 15, 12, 10, 8, 8, 7.
  Treasure: 2 potions of lightning resistance (reduces damage by 2 
  points per hit die inflicted, duration 1d6+1 turns); rusty sword with 
  500gp gem in the pommel; scroll with Knock and Detect Magic; 
  rotted belt pouches containing a total of 50gp, 100sp, and 200cp; 
  rotted backpack in corner containing 1,500sp.
  The glowing figure is a teleportal to the second level of the egg.  In 
  order to make the teleportal function, a character must stand inside 
  the ghostly shape and raise his arms to match the figure’s posture. 
  The teleportal leads to room 32 on the second level.
  3. Empty Room (Trick doors)
    Only one of the two doors in this room can be open at any time.  If 
  one door is open, the other will not open unless broken down (3 turns). 
  Breaking down a door causes a 2 in 6 chance each turn for wandering 
  monsters to investigate, rather than the ordinary 1 in 6 chance.
  4. Trapped Room
  This room is designed as a trap; whenever one of the doors is 
  opened and a person walks through, there is a 1 in 6 chance that 
  both doors of the room will slam shut and seal closed for a period of 
  3 hours before the trap re-sets itself.  Escaping over the tops of the 
  walls incurs the normal risk of entering the electrical currents in the 
  egg’s “sky.”  These doors cannot be broken down by normal means 
  (other than by use of a Knock spell).
  5. Doorway Chamber
  This area has nothing of interest other than the door.  Characters 
  that look like “ZHA” are engraved in the door (this “ZHA” sign 
  appears in other places, and can serve as a warning if the players 
  are alert).
  6. Observation Gallery
  This was once an observation chamber, and with the proper command 
  word the crystal between this room and the outside will become 
  transparent for 1 hour if anyone remains in the room more than one 
  turn.  The gallery also includes three creatures in liquid filled tanks: 
  one is a metal sea urchin encased in a close-fitting coating of gelatinous 
  material.  It floats lifeless in the tank.  The content of the second vat is 
  a humanoid, possibly a caveman, but with strange alterations made to 
  its body.  The fingers are easily a foot long, with long bones and extra 
  joints, ending in sharp claws.  This creature is also dead.  The third 
  vat is empty and the crystal is broken.  The tanks themselves are of 
  a design similar to that of the tower; twining bars of iron support and 
  climb up the sides of the crystal walls of the egg-shaped tanks, joining 
  in a graceful swirl of iron at the top.  Each tank has an entirely different 
  construction; they are obviously not mass-produced in any way.  Each 
  of the vats has some ornate little dials at the base, which can be found 
  with minimal inspection. There are three dials, each with the numbers 
  1 to 3.  The egg will open when the combination is set to 1,2,3.  It takes 
  one full round to test a combination (you have to wait while the egg 
  makes little whirring noises before it does anything).
  7. Supervisor’s Chambers
  This room contains a bed and an oddly proportioned chair with 
  a writing desk.  There is a strange-looking skeleton upon the floor, 
  covered with what looks like dried glue.  Papers on the desk (which are 
  in an archaic language requiring the use of a Read Languages spell to 
  decipher) read as follows: “The master goes mad in his obsession with 
  immortality.  He is increasingly preoccupied with melding of bone and 
  other substances he has created in his laboratories.  More and more of 
  the resources we collect from the surface are dedicated to these tasks, 
  instead of being assigned to our constructions in the tunnels beneath.”  
  The papers are ancient and crusted in mineral deposits, which make all 
  but this bottom page illegible even with the use of magic.
  8. Gelatinous Cube Lair
  A gelatinous cube lairs in this room.
  Gelatinous Cube: HD 4; AC 8[11]; Atk 1 (2d4); Move 6; Save 
  13; CL/XP 5/240; Special: Paralysis, immune to lightning and 
  cold.
  HP: 18
  Treasure: 2 normal swords, 4 head-sized chunks of quartz, one 
  of which bears written carvings, a potion of Fly, a +1 longsword, 
  and a normal helmet.  The inscription on the quartz piece can only 
  be deciphered with a Read Languages spell, for it is in a very old 
  language.  It reads: “The causeway has closed, and I am trapped here 
  for at least a year if I could even find water and food.  Here ends the 
  illustrious adventuring career of Natono of Pirg, betrayed by lesser 
  men.  As a gesture of my extreme annoyance at the situation, I shall 
  go and feed myself to the gelatinous cube.”
  
  8
  Top Level
  9.  Clean Room
  The crystal walls and floor of this room almost sparkle with 
  cleanliness.  There are no mineral deposits on the floor, nor is there 
  any dust.  
  10.  Lightning Control Room
  There is a large, crank-driven mechanism on the north wall of this 
  room. This machine can be used to turn off the lightning in the top 
  atmosphere for a period of 1d6+1 rounds, but after use it will not 
  function again for 3d6 turns. The crank must be turned continuously 
  while it is in use, or the lightning will resume immediately.  (The 
  referee must allow partial movement over the top of the walls during 
  this period, dividing the characters’ turn-based movement into rounds). 
  Keep in mind that when there is no lightning, there is no light.
  11. Slitherrat Lair
  This chamber is the lair of five slitherrats.  These monsters can 
  move in and out of the crystal walls without leaving a trace – when 
  they attack, they will take advantage of this ability, moving around 
  behind the party or attempting to surround them, as circumstances 
  dictate.  There is a chest in this room, turned on its side and leaning 
  against the wall.  It contains the following:  100 pounds of worthless 
  mineral chunks; 3 perfectly round crystalline rocks with what appears 
  to be a flickering blue light shining through the stone (these are glow-
  geodes, described in the Referee Information section above), a chunk 
  of silver worth 20gp (weighs 200 pounds), a dagger inscribed with 
  archaic language (needs spell to decipher): “To Natono, from the 
  Thieves Guild of Pirg – Good Luck!”  The dagger is a –1 cursed 
  dagger, although its effects do not manifest until it has been carried 
  for at least an hour.  The chest also contains 20 gems worth 50gp 
  each, and a potion of flying (which looks diluted and only functions 
  for 3d6 minutes).
  5 Slitherrats: HD 4; AC 5[14]; Atk 1 bite (1d6+1); Move 12 
  (burrow 9, through crystal 24); Save 13; CL/XP 4/120; Special: 
  Slide through crystal, +1 to hit.
  HP: 28, 20, 16, 12, 8
  12. Astrological Formulae Room
  There is nothing of particular interest in this room, although the 
  walls are covered with what look like mathematical symbols graven 
  into the quartz.
  13. Oozeanderthal Tanks
  This room contains three cavemen with huge heads, in egg-
  shaped, liquid-filled tanks.  They have extremely elongated hands 
  and fingers that terminate in wicked claws, and appear to be coated 
  in a layer of slime.  These are oozanderthals, and the egg-shaped 
  tanks are similar to the others found in the Spire, with complicated 
  ironwork that terminates in a graceful loop at the top.  They are in 
  suspended animation until party enters, and they have controls in 
  their tanks which allow them to close the door once a few party 
  members are inside.  They can make other attacks from inside the 
  tanks. Controls inside the tanks allow each oozanderthal to do one of 
  three things: (1) pull lightning down into the chamber to strike one 
  person  wearing metal armor for 2d6 points of damage (no attack roll 
  required to hit, save for half), (2) cause a blast of electricity from the 
  tank, causing all within 10ft to suffer 1d6 points of damage (save 
  for half), (3) cause the room’s door to open or close.  Once one of 
  the tanks has called down electricity, it cannot do so again for 24 
  hours.  The oozanderthals can drain their tanks and emerge if they 
  so choose, although the process takes a full combat round.  Note that 
  the tanks can be used by the characters as a way of getting through 
  the lightning, if a way of moving them is found (they weigh only 100 
  pounds each.  The tanks are AC 0[19] to smash, and can sustain 20hp 
  of damage before breaking.  Each has dials at the front of the base, 
  allowing for the tank to be opened without damage (combination 
  1,2,3).  Smashed tanks cannot be used to defend against lightning.
  3 Oozanderthals: HD 3; AC 8[11]; Atk 2 claws (1d4); Move 12; 
  Save 14; CL/XP 4/120; Special: Ooze coating causes seizures.
  HP: 13, 12, 11
  14. Treasure Room
  This room contains a variety of promising looking items.  There 
  are four vials, covered in dust, lying in one corner (each is a healing 
  potion); a normal mace, a normal shield, a pair of dark lenses, an 
  ivory wand of flying (3 charges) with a tiny pair of wings carved into 
  the handle, and a bag of holding.
  15. Slitherrat Lair
  This is one of the rooms where slitherrats congregate and sleep. 
  There are 3 present.
  Slitherrats: HD 4; AC 5[14]; Atk 1 bite (1d6+1); Move 12 (bur-
  row 9, through crystal 24); Save 13; CL/XP 4/120; Special: Slide 
  through crystal, +1 to hit.
  HP: 18, 16, 14
  16. Empty
  
  9
  Top Level
  Hundreds of coin-sized circles appear to be carved into the quartz 
  wall of this room.  They are actually free-rotating coin-like disks. 
  Whenever anyone moves inside the room, about fifty of the disks 
  will suddenly begin whirring around.  These have no significance to 
  adventurers; whatever they once did, they don’t function any more 
  other than spinning in response to movement.
  17. Technician’s Lair
  Technician’s Lair.  This room is the sleeping chamber and base of 
  operations for a Korog Technician, who has come to the surface to 
  collect surface mineral and sun essences while the causeway is open 
  and collecting.  He has two oozanderthals with him as servants.
  Korog Technician: HD 4; AC 4[15]; Atk by weapon (1d8); 
  Move 12; Save 13; CL/XP 5/240; Special: wand of paralysis (5 
  charges).
  HP 16
  2 Oozanderthals: HD 3; AC 8[11]; Atk 2 claws (1d4); Move 12; 
  Save 14; CL/XP 4/120; Special: Ooze coating causes seizures.
  HP 13, 12, 11
  18. Teleporter
  Otherwise empty.  The teleportal transports characters to location 
  32 in the second level of the Spire.  It activates when anyone steps 
  into the ten-foot diameter area marked on the map.
  19. Crystalline Tree
  A crystalline tree grows here, its top rising into the lightning field 
  itself.  Blue light coruscates throughout the trunk and branches of 
  this strange growth in response to the lightning.  Toward its base, the 
  tree trunk is studded with mineral growths, almost like the growth 
  of a parasitic moss or fungus; but these pustules glimmer with the 
  warm luster of precious gems.  The crystalline tree is a predator, and 
  when it sees the adventurers it will move one of its 8 roots to block 
  the northern passageway so that retreat becomes difficult.  Although 
  (unless it is surrounded) the tree will not be able to bring many 
  attacks to bear, it will try to kill and eat the adventurers.  If it is being 
  beaten, it will try to escape through the crystal walls.  Ask the players 
  what part of the tree their characters are attacking, but make it clear 
  to them that attacks against the trunk or branches don’t appear to be 
  harming the tree – it must be attacked at the base.  There are 12 gems 
  at the base of the tree, worth 100gp each.  They are of various types.
  Crystalline Tree: HD 5; AC 3[16]; Atk Up to 8 roots (1d6); 
  Move 3; Save 12; CL/XP 6/400; Special: Move through stone 
  and crystal, pin opponents.
  HP 22
  20. Treasure Room
  This room contains a small tree-like structure with several clear 
  glass globes hanging from the branches, all of which appear to contain 
  precious gems.  The tree is crystal, has 10 glass globes attached, and 
  each globe contains a selection of four 50gp gems. (2000gp worth of 
  gems in total).  The tree and the glass globes are all harmless.
  21. Treasure Room
  This room contains a large, stylized statue of a wooly mammoth, 
  apparently made of gold.  The tusks are made of ivory, and tiny 
  patterns are carved into them. The statue weighs 250 pounds and is 
  worth 2500gp.
  
  10
  second Level
  
  second Level
  11
  Second Level 
  Access
  The second egg can be reached in one of two ways; teleporters in 
  the top level provide one route, but climbing down the side of the 
  tower will also give the players access to a secret door in the side 
  of the crystal.  The ledge in front of this door is not visible from the 
  cliff (it is obscured by a twisting “growth” of iron), but examination 
  of the egg’s side from higher up (dangling by a rope from the top of 
  the uppermost egg) will reveal its presence.  From the top, it is quite 
  obviously a ledge of some kind – but this is not apparent without a 
  conscious effort to scout out what the sides of the second egg look 
  like from the top.
  Like the top level, the atmosphere above the open-ceiling maze 
  of the second level is charged with a fiercely active lightning 
  field.  Unlike the topmost egg, the second-level egg contains some 
  crawlways through the quartz, which have ceilings and cannot be 
  entered by running across the top of the maze.  These are visible 
  on the map as narrower corridors.  THE CRAWLWAYS ARE 
  NOT LIT.
  Wandering Monsters
  Each hour spent in the second level of the Spire has a 1 in 6 chance 
  of attracting a wandering monster.  Roll 1d4 to determine the type 
  of monster:
  1. Slitherrat (1d2)
  2. Lightning lampreys (1d6)
  3. Giant fire beetles (light glands are blue rather than red) (1d6)
  4. Giant worker ants (mottled blue and white) (2d8)
  Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18; 
  Save 16; CL/XP 2/30; Special: None.
  Giant Fire Beetle: HD 1+3; AC 4[15]; Atk 1 bite (1d4+2); Move 
  12; Save 18; CL/XP 1/15; Special: Light glands.
  Lightning Lamprey: HD 1; AC 9[10]; Atk 1 bite (1hp + 1d6 
  shock); Move (Fly 6); Save 17; CL/XP 1/15; Special: Electrical 
  bite.
  Slitherrats: HD 4; AC 5[14]; Atk 1 bite (1d6+1); Move 12 (bur-
  row 9, through crystal 24); Save 13; CL/XP 4/120; Special: Slide 
  through crystal, +1 to hit.
  Location Key
  22. Outer Balcony
  This area is outside the crystal wall of the egg; it is a quartz 
  outcropping mostly surrounded by twisting growths of iron, and is 
  not visible except from the uppermost parts of the tower.  The iron 
  here is made up of bars about three inches in diameter, dividing 
  up into twisting branch-like decorations.  A secret door leads into 
  the side of the egg; it is easily (automatically) spotted if anyone 
  looks for it (resembling a circular crack in the crystal), but there 
  is no visible means of opening it.  Anyone who tries pulling and 
  twisting on the iron growths of the branch-like “railings” around 
  the outcropping will almost immediately find one that is a lever. 
  When the lever is manipulated, the quartz door evaporates into 
  nothingness, allowing entry.  The door cannot be closed once it has 
  been opened.
  23. Entry Access
  There are four spouts in the wall here that seem as if they’re 
  supposed to pour liquid from the wall.  They are dry, and don’t do 
  anything any more.  There is a blank piece of parchment stuffed into 
  one of them.  If this area is searched for secret doors, the access to 
  the outside will be found automatically.  It cannot be opened from the 
  inside; however, if it is opened from the outside it will remain open. 
  This is a relatively important achievement, since it means the party 
  will no longer have to rely upon the causeway to enter the Spire.
  24. Ululation Crystals Room
  The floor of this room is studded with relatively large growths of 
  mineral deposits, making the floor look somewhat like a sea floor 
  with scattered growths of coral.  As soon as anyone enters the room, 
  the crystal growths will begin to make a low but audible humming 
  noise, which has a 1 in 6 chance to immediately summon wandering 
  monsters.  More importantly, the humming alerts the ochre jelly in 
  room 26 that some potential prey is nearby.  It will wait for a short 
  period of time, then squeeze under its door and start tracking the party.
  25. Covered Room with 
  Condensation Grate
  This room can only be accessed through the crawlways, for it has a 
  ceiling of quartz about eight feet high.  Some sort of water-like fluid 
  is condensed on the wall, and runs down to drain through a grate in 
  the floor.  The grate can be removed, and permits access to one of the 
  slide-tubes down to the third level, arriving in location 47.
  26. Ochre Jelly Lair
  An ochre jelly lives in this room.  It generally lies on the floor, 
  looking like an irregularly shaped orange carpet, but when it hears 
  the ululation crystals in location 24 start to hum, it waits a bit and 
  then comes out to track down whatever prey alarmed the crystals.
  Ochre Jelly: HD 6; AC 8[11]; Atk 1 acid-laden strike (3d4); Move 3; 
  Save 11; CL/XP 6/400; Special: Lightning divides creature.
  HP: 26
  27.  “Trapped” Room
  The only visible thing of interest in this room is an empty egg-tank.  
  The floor of the room is trapped: each person stepping onto the floor 
  of this room has a 1 in 6 chance to activate the trap.  (Poking the floor 
  from outside with a spear or pole has a 4 in 6 chance to activate the 
  trap, too).  When the trap is activated, the room’s floor suddenly shifts 
  upward to leave only five feet of clearance between the floor and the 
  lightning field, blocking entrance to the crawlway.  After this, it will 
  move upward one foot per ten minutes until it is even with the top of 
  the wall and anything standing on it is fully exposed to the lightning.  It 
  will remain in the fully upright and locked position for one round, and 
  then sink back to its original position.  The egg-tank, of course, can be 
  used as protection from the lightning, but only for one lucky person…
  28. Invisible Ceiling Room
  This room has a force-field ceiling  – it cannot be entered from the 
  top, although this isn’t likely to be discovered unless someone tries. 
  The force field is denoted by the dots around the room on the map. 
  
  12
  second Level
  There is a dark quartz grate, like a drain, in the floor of the room, 
  which leads down to location 49 on level 3 via a tube hollowed out 
  through the interior of one of the round iron girders supporting the 
  Spire.
  29. Treasure Storage Room One
  There is a transparent crystal treasure chest in this room.  It has 
  no handles, no lock, and no latch – it is opened simply by lifting the 
  lid.  A scroll case is visible inside.  The scroll contains three spells: 
  Knock, Detect Traps, and Fireball.  The crystal of the chest itself is 
  very heavy, and the chest weighs 50 pounds despite the fact that its 
  only content is the scroll case.  The words “Natono. Cleared.  Mule,” 
  are scratched into the crystal on the lid, if anyone examines the chest 
  closely (and they almost certainly will).  Note that anyone in this 
  room will attract the lightning bladder in location 30, which will 
  show up in a short amount of time.
  30. Lightning Bladder’s Lair
  A lightning bladder lives in this chamber, and has for hundreds 
  of years, crawling over the top of the wall occasionally to feed on 
  wandering monsters.  If there is any activity in Treasure Rooms One 
  or Two (locations 29 or 31) it will climb over the walls to investigate, 
  as it was trained to do over a hundred years ago.
  Lightning Bladder: HD 3+3; AC 9[10]; Atk 1 touch (1d6); Move 
  6; Save 14; CL/XP 5/240; Special: Electrical discharges when 
  pierced.
  HP: 15
  31. Treasure Storage Room Two
  This room contains a fossilized skeleton and two transparent 
  crystal chests. The fossilized skeleton has a hand on one of the chests 
  (the one containing the gem).  It will not animate unless someone 
  remains in the room for a turn or more. One chest contains a single 
  gem (500gp) and the other contains 450gp.  The chest with the gem 
  weighs 50 pounds (due to the weight of the dense crystal forming the 
  chest itself); the chest with the gold weighs 95 pounds.  Each chest 
  is trapped, and releases poison gas when opened.  However, the gas 
  has weakened with age and the saving throw against the poison is 
  made at +4.  Note that the lightning bladder from location 30 will 
  also come to investigate any movement in this room.
  32. Teleport Arrival Chamber
  All teleportals from level 1 arrive here in this chamber.  There are 
  three machines on the walls here, each of which is unlit and silent, 
  and has a single gargoyle-like button on its front face.  If a gargoyle 
  button is pressed, the machine will begin to hum and clank.  If all 
  three machines are turned on, the lightning field overhead suddenly 
  goes out, and all is dark and quiet.  The lightning field remains turned 
  off for 1d6 turns.  The machines will operate only twice before they 
  must recharge, which takes a full 24 hours.  The vertical conveyor in 
  location 33 can be seen from here. The teleportal here can be used to 
  get back to the first (top) level of the Spire, but whether it transports 
  people to location 2 or location 18 is a 50-50 chance determined 
  separately for each traveler.
  33. Vertical Conveyor
  This room contains a tall structure like a bicycle chain or bulldozer 
  tread that extends upward into the lightning field above.  Large 
  containers resembling a bulldozer’s shovel blades are mounted upon 
  it at intervals of about six feet.  It is mounted on an ornate metal stand 
  that resembles a huge sawhorse.  There is a lever on one side of the 
  massive “sawhorse,” which is stiff and requires two people to move. 
  The lever activates the machine, which will begin the chain moving, 
  cranking the shovel blades upward into the lightning field, and then 
  back down in an endless loop, the shovels swinging to remain upright 
  through the whole journey.  That’s all it does.
  34. Main Oozanderthal Lair
  13 Oozanderthals live in this room, which is strewn with bones and 
  primitive cushions made from slitherrat fur.  Any battle will likely 
  begin in the crawlway, but some of the oozanderthals will crawl up 
  to the top of the walls and try to cut the party off, attacking them from 
  behind in the crawlway. (The oozanderthals’ slimy coating makes 
  them immune to electrical damage from the lightning field).
  Oozanderthals: HD 3; AC 8[11]; Atk 2 claws (1d4); Move 12; 
  Save 14; CL/XP 4/120; Special: Ooze coating causes seizures.
  HP: 24, 20, 15, 12, 12, 12, 12, 12, 12, 12, 12, 8, 5
  35. Empty Room with Floor Circles
  Four circles, five feet in diameter have been incised into the floor of 
  this room.  These do nothing.
  36. Grate and Access to Level 3
  Blobs of liquid lightning fall from the lightning field and run down 
  through a big funnel in the floor.  They fall every ten minutes, and 
  trickle down through a hollow support bar to a processing area in level 
  three.  This is one of the ways down to level three.  Unfortunately, 
  
  second Level
  13
  there’s a filtering grate halfway down the tube.  It can be broken very 
  easily, but will likely cause the party to get hit by some of the liquid 
  lightning (need to write up how this all happens).
  37. Cockatrice Machine Room
  This room contains a cockatrice, which (unlike most of the 
  monsters in the crystal) is not immune to lightning and cannot 
  leave its chamber.  There is a machine in the room, placed under a 
  steady drip of lightning-charged condensation from the ceiling.  The 
  machine has three dials and a metal button on it; the dials are stuck in 
  place by crusted mineral deposits.  Pushing the button causes a door 
  at the bottom of the machine to swing open and release whatever 
  creature the machine is currently set to create from the condensed 
  energy; it is currently set on “cockatrice.”  The machine only has 
  enough condensed energy to make one cockatrice.  None of the 
  readings on the dial are in a language that can be understood (the use 
  of Read Languages will reveal that they are: basilisk, blue dragon, 
  giant snake, slitherrat, and lightning lamprey).
  Cockatrice: HD 5; AC 6[13]; Atk 1 bite (1d3 + petrifaction); Move 6 
  (Fly 18); Save 12; CL/XP 7/600; Special: bite turns to stone.
  HP: 20
  38. Empty Room with 
  Maintenance Wands
  There are four very ornate staffs in this room, but they aren’t useful 
  for anything unless the party needs a metal bar six feet long.  One 
  thing about these – if one gets within ten feet of the grate blocking 
  the tube down from room 36, the staff will zap over to the grate, as 
  if by magnetism, and the grate will unlock and open without causing 
  any delay.  The staffs are used for maintenance on things that mostly 
  aren’t operational any more.
  39. Oozanderthal Lair
  This room contains 5 oozanderthals.  If they are being beaten, some 
  may attempt to flee over the walls to location 34.
  Oozanderthal: HD 3; AC 8[11]; Atk 2 claws (1d4); Move 12; 
  Save 14; CL/XP 4/120; Special: Ooze coating causes seizures, 
  immune to electricity.
  HP: 14, 12, 10
  40. Crane Room
  A hook suspended from an extremely thick iron chain hangs down 
  into this room from the obscured heights of the crackling lightning 
  field above.  This is a crane, and the hook can be cranked upward and 
  downward from the mechanism in location 45.  Any of the egg-tanks 
  can be hooked onto the crane by the loop of iron that is built onto the 
  top of each egg-tank, and these will insulate one occupant from the 
  lightning.  Other protections against lightning will also work.  From 
  the top of the crystal’s interior (after getting through the lower-altitude 
  level of low visibility), it is possible to see the open areas in the crystal 
  maze below.  A player map of level 2 is included, in case the party 
  takes advantage of the crane.  Note that the crawlways are not visible 
  from the top (or on the player map), since they have ceilings.
  41. Crane-Swinging Machine
  There is a lever mechanism on the Eastern wall of this room. 
  Pulling the lever causes the chain and hook apparatus (location 40) 
  to swing back and forth, but does not raise or lower it.  If this is used 
  while someone is in the lightning field suspended from the chain, it 
  will not cause problems – but the person up on the chain will have 
  a very unpleasant time of it as the chain begins swinging to and fro.
  42. Processing Track
  This room contains an oval-shaped track about ten feet across. 
  There is an oddly shaped cart on the tracks, made of crystal and carved 
  with runes. The entire setup is studded and almost covered with what 
  appears to be melted rock, that has hardened on it in patterns like 
  candle wax.  Explanation: This mineral-processing apparatus is 
  located under a slow drip of surface minerals that condense at the top 
  of the ceiling far above, then drip down.  Over the years, the dripping 
  mineral has hardened upon the non-functioning mechanism that once 
  collected and processed it.  The track and cart no longer function in 
  any way, although the cart can be broken loose, removed, and used as 
  an ordinary cart if the characters decide they need one.
  43. Pillar-Machine Room
  Note that if the characters linger in this room to play with the 
  machine, the phase spider from location 44 will come quietly to 
  investigate the noises.  This room contains four glow-geodes lying 
  on the floor.  There is a sort of pillar attached in the northwest and 
  southwest corner of the room, with a hole at eye level and a second 
  hole at floor level.  The pillar in the northwest corner does not 
  function.  However, the pillar in the southwest corner is an operating 
  machine that transforms glow-geodes into various possible products. 
  If a glow-geode is placed into the top hole, it will roll downward and 
  be transformed into something that will roll out of the floor-level 
  hole.  Roll 1d6 to determine what the glow-geode is transformed 
  into:
  1) Glowing sludge that creeps across the floor and then dies.
  2) +1 mace (followed by +1 sword if rolled again, followed by 
  wand of fireballs with 10 charges)
  3) Chunk of gold worth 300gp
  4) A cloak that will absorb 10 points of electrical damage before 
  disintegrating
  5) A telescoping rod of an unknown metal, about the width of a 
  finger, that can be extended to five feet in length.  If this is extended 
  and held vertically, it will suck in lightning in a radius of ten feet, 
  allowing people to move safely within the “shielded” area.  This 
  effect lasts for 3 turns, and then the rod is destroyed by the lightning.
  6) A chunk of crystal with what appears to be a small, living 
  octopus inside.  It does nothing, and if the crystal is cracked open, 
  the octopoid will die from exposure to the air.
  44. Phase Spider Lair
  A phase spider makes its lair in this room, and will come to 
  investigate any noises from location 43.  Part of the phase spider’s 
  treasure is 4 glow-geodes that can be used in the Spire’s machines 
  (either the one in location 43 or the ones found in level 3).  Other 
  treasure, which is scattered in the room, includes: 200gp, a gem 
  worth 100gp, a richly embroidered cloak worth 50gp, and a clerical 
  scroll with three Cure Light Wounds spells.
  Giant Phase Spider: HD 2+2; AC 6[13]; Atk 1 bite (1d6 + poison); 
  Move 18; Save 16; CL/XP 6/400; Special: lethal poison (+1 save 
  or die), dimension phasing.
  HP: 11
  45. Cranking Apparatus Room
  There is an ornate bronze crank on the wall of this room, attached 
  to a metal chain that disappears upward into the lightning field, 
  
  14
  angling toward where the center of the egg’s ceiling must be. This 
  is the cranking apparatus for the egg-lifter in room 40, and it can be 
  used to raise and lower the chain which descends into that location.  
  The crank amplifies the strength of anyone using it, so that a single 
  person at the crank can raise almost 1,000 pounds of weight.
  46.  Chamber of the Luhuloi
  Members of a peaceful race from another dimension, the luhuloi, 
  come in and out of the Northwestern wall of this egg, utterly unaware 
  that they are entering and leaving another world.  They believe the 
  quartz is a fine mist that blocks off their religious sanctuary underneath 
  the lightning.  They are about five feet tall, have light orange skin, and 
  blue hair that runs in a ridge down their spines.  They wear loincloths. 
  Although the luhuloi do not understand any language spoken by the 
  adventurers, they will pat them with friendly (webbed) hands and 
  nod wisely at everything they hear.  If the party somehow opens 
  communications without language, the luhuloi will try to communicate 
  that the pool in this room has magical properties.  To demonstrate, 
  they will throw a gold bracelet (100gp value) into the pool. Inside the 
  pool itself is a dangerous monster with tentacles laden with golden 
  bracelets.  If anyone tries sticking a hand or a 10ft pole into the water, 
  it will attack.  The total value of the gold bracelets is 3,300gp.
  Pool Monster: HD 8; AC 7[12]; Atk 4 tentacles (1d6); Move 6; 
  Save 8; CL/XP 9/1100; Special: None.
  HP: 32  
  Third Level
  Access
  The third level can only be reached by sliding through metal tubes from 
  locations 25, 28, and 36 - these tubes are the hollow interior of twisting 
  iron girders, part of the complicated structure supporting the four eggs.
  Notes: The third level is a machine level, used for the processing 
  of surface-essence.
  Wandering Monsters
  Every 30 minutes spent in the third level of the Spire has a 1 in 6 
  chance of attracting a wandering monster.  Roll 1d4 to determine the 
  type of monster:
  1. Slitherrat (1d3)
  2. Lightning lampreys (1d8)
  3. Giant fire beetles (light glands are blue rather than red) (1d8)
  4. Giant worker ants (mottled blue and white) (2d6) and 1d2 
  giant warrior ants.
  Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18; 
  Save 16; CL/XP 2/30; Special: None.
  Giant Warrior Ant: HD 3; AC 3[16]; Atk Bite (1d6+ poison); 
  Move 18; Save 14; CL/XP 4/120; Special: Poison 2d6 (save for 
  1d4 only).
  Giant Fire Beetle: HD 1+3; AC 4[15]; Atk 1 bite (1d4+2); Move 
  12; Save 18; CL/XP 1/15; Special: Light glands.
  Lightning Lamprey: HD 1; AC 9[10]; Atk 1 bite (1hp + 1d6 shock); 
  Move (Fly 6); Save 17; CL/XP 1/15; Special: Electrical bite.
  Slitherrats: HD 4; AC 5[14]; Atk 1 bite (1d6+1); Move 12 (bur-
  row 9, through crystal 24); Save 13; CL/XP 4/120; Special: Slide 
  through crystal, +1 to hit.
  Location Key
  47. Chute-Access to 25
  This room is where the chute from location 25 arrives; the iron 
  girder twists to enter the side of the crystal, and opens out directly to 
  the floor of the room.  A young blue dragon (which made its way into 
  the Spire through the top several years ago) has taken a fancy to this 
  chamber and lairs here.  It can spit a blast of electric lightning in a 
  line 5ft wide and 100ft long, for 16 hit points (save for half damage).  
  It does not speak or cast spells.  If it is frightened, the dragon will 
  fly up into the lightning field, but will keep an eye on the party and 
  (if the adventurers take any of its treasure) attack at an opportune 
  moment.  If it was badly frightened and the adventurers do not take 
  its treasure, it will simply avoid them in the future.  The treasure is a 
  disorganized scattering of items on the floor: 3 glow-geodes, 600gp, 
  bones representing several skeletons (mainly those of slitherrats and 
  lightning lampreys, but including one or two from oozanderthals), 
  a golden lamp (100gp) a ruby (250gp), and a chunk of silver worth 
  50gp (weighs 100 pounds).
  Young Blue Dragon (8HD): HD 8 (16hp); AC 2[17]; Atk 2 claws 
  (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 8; CL/XP 6/400; Spe-
  cial: spits lightning (16hp, save for half).
  HP: 16
  48. Chute-Access to 36
  This room is where the chute from location 36 arrives, in the same 
  manner as the chute in location 47.  In this area, the tube empties 
  into a large crystal bowl with a drain at the side. The drain leads to 
  a pipe that disappears into the northeast wall just behind the bowl. 
  If the characters wait until some of the liquid lightning comes down 
  the pipe, they will see it drop into the bowl, spin around like liquid 
  mercury, and then be sucked into the pipe.
  49. Chute-Access to 28
  This room is the termination point for the chute down from location 
  28; the iron tube extends down to the floor, where there is a hole the 
  size of a door.  All around the chute, strange geometric shapes have 
  been incised into the floor, leading to the northeast and southeast and 
  then forming two circles of carven shapes almost ten feet in diameter, 
  just at the entry to the corridors (these circles are marked on the 
  map).  If a person stands or steps into the north circle, the southern 
  circle will instantly levitate anything on it upward into the lightning 
  field (20ft into the air), at which point the levitation power will stop 
  and allow the person (or thing) to fall back to earth.  Between the 
  electrical and the falling damage, this is a fairly dangerous trap. 
  However, it could be used against monsters, even those immune to 
  electricity, just for the falling damage.
  50. Teleporter Room
  Anyone stepping into the area marked “T” on the map will instantly 
  be teleported to location 56.  The transition is so smooth it cannot be 
  felt, and the two rooms are identical.
  51. Statue Room
  This room contains the statue of a creature that is almost but not 
  quite human.  Its head is long and almost like that of an evil-looking 
  horse.  It is dressing in the flowing robes of a wizard and it carries 
  an ornate staff.  This is a statue of the wizard Iomnogoron before his 
  second Level
  
  third level
  15
  
  16
  third level
  self-transformations into an immortal ooze-being were completed.  
  This room is identical to locations 57 and 65.
  52. Room of Damaged 
  Crystalline Golems
  This room contains three crystalline golems, each of them very 
  badly damaged from the battle between Iomnogoron and his 
  minions, after the wizard went mad.  The statistics below describe 
  their conditions (one has only one fist, one has reduced hit points, 
  and the third has –4 to hit):
  Armless Crystalline Golem: HD 8 (32 hp); AC 3[16]; Atk 1 fist 
  (1d10); Move 6; Save 8; CL/XP 9/1100; Special: Immune to fire 
  and lightning.
  Bashed-Up Crystalline Golem: HD 8 (10 hp); AC 3[16]; Atk 2 
  fists (1d10); Move 6; Save 8; CL/XP 9/1100; Special: Immune to 
  fire and lightning.
  Headless Crystalline Golem: HD 8 (32 hp); AC 3[16]; Atk 2 fists 
  (1d10); Move 6; Save 8; CL/XP 9/1100; Special: Immune to fire 
  and lightning. This golem suffers a –4 on its to-hit rolls.
  Treasure: The treasure in this room is in a large chest of smoky 
  quartz – it is not transparent enough to see the interior.  The chest itself 
  is worth 1,000gp and weighs 100 pounds.  Inside is a bag containing 
  350gp, a second bag containing 3 gems worth 100gp each, and a third 
  bag containing a golden orb studded with gems, worth 1,500gp.
  53.  Machine Room
  This room contains two machines: the one on the southwest wall 
  is lit with a glowing light, and the machine on the northeast wall is 
  dark and inert.  The glowing machine is a potion-making machine 
  with a hole on top about the size of a golf ball.  There is a spout 
  in the middle, just above a metal plate, and there is a rack of glass 
  bottles (four of them are intact, several others are smashed) beside 
  the machine.  There are three small transparent windows in the 
  machine, a blue lever, a red lever.  Two of the windows contain 
  numbers (currently “1” and “2”), and the third shows runes which 
  resemble the letters “ZHA.”  Pulling the blue lever spins the numbers 
  like a slot machine, the runes identify what the potion maker will 
  make as a result, and the red lever tells the potion maker to make 
  the potion out of a glow-geode (assuming one has been inserted at 
  the top).  Every time the blue lever is pulled, whether or not a glow-
  geode is inside the machine, roll a d4 for each of the number dials. 
  Read the result below to find out what potion this would make (and 
  the corresponding label in the “description” window).  Note that 
  the machine will not make a potion until there is a glow-geode in 
  the machine and the red lever is pulled; at this time, the machine 
  will make whatever potion the current dial setting indicates.  The 
  blue lever can be pulled as many times as desired, to get the right 
  combination of numbers before pulling the red lever (the players may 
  be aware that “ZHA” is a warning).
  1,1: potion of fly (descriptive runes: “KTHI”)
  1,2: vial of hemlock poison (descriptive runes: “ZHA”)
  1,3: potion of cure light wounds (descriptive runes: “OAN”)
  1,4: potion of resist energy (electricity), 1d6 turns (descriptive runes: “ATO”)
  2,1: potion of cure light wounds (descriptive runes: “OAN”)
  2,2: vial of hemlock poison (descriptive runes: “ZHA”)
  2,3: potion of cure light wounds (descriptive runes: “OAN”)
  2,4: potion of bull’s strength (descriptive runes: “LIN”)
  3,1: potion of resist energy (electricity), 1d6 turns (descriptive runes: “ATO”)
  3,2: vial of hemlock poison (descriptive runes: “ZHA”)
  3,3: potion of cure light wounds (descriptive runes: “OAN”)
  3,4: potion of haste (descriptive runes: “MAR”)
  4,1: inert liquid (descriptive runes: “IOCTI”)
  4,2: vial of hemlock poison (descriptive runes: “ZHA”)
  4,3: potion of cure light wounds (descriptive runes: “OAN”)
  4,4: MACHINE BREAKS (descriptive runes: “ZHA”)
  54. Hidden Treasure Room
  This room contains hundreds and hundreds of crystallized 
  Neanderthal skulls, piled about a foot deep on the floor.  Anyone 
  sifting through them will find that there are several items of treasure 
  in here as well.  It will take 5 turns to gather all of it together, with 
  the “find” for each turn being as follows: (1) one of the skulls is 
  gold, weighing 10 pounds and worth 200gp, (2) a rotted leather bag 
  containing 300gp, (3) a wand of cure light wounds with 7 charges, 
  usable by a cleric only, with the command word “Jax” carved into the 
  handle, (4) a scattering of 100gp, (5) a scattering of 10gp.
  55.  Gelatinous Triangle Lair
  This room contains four gelatinous triangles, the result of an 
  experiment in which Iomnorogon bisected two gelatinous cubes into 
  two triangular shapes each.  Stairs lead down to location 66 on the 
  fourth level through a broad iron tube.
  Gelatinous Triangle: HD 2; AC 8[11]; Atk 1 (2d4); Move 6; Save 
  13; CL/XP 3/60; Special: Paralysis, immune to lightning and cold.
  HP: 15, 9, 7, 6
  56. Teleport Room
  Anyone stepping into the area marked “T” on the map will be 
  instantly transported to location 64.  If the teleporter has just been 
  
  third level
  17
  used (from location 50), it will begin recharging to move people from 
  here to area 64 (takes 2 turns).  During this process, it can continue to 
  accept teleportations from location 50.
  57. Identical Statue Room One
  This room contains the statue of a creature that is almost but not 
  quite human.  Its head is long and almost like that of an evil-looking 
  horse.  It is dressing in the flowing robes of a wizard and it carries 
  an ornate staff.  This is a statue of the wizard Iomnogoron before his 
  self-transformations into an immortal ooze-being were completed.  
  The room is completely identical to rooms 51 and 64.
  58.  Korog Technician’s Hideout
  This room contains another Korog technician, part of the small 
  expedition that is exploring and using the Spire while the causeway 
  is open.  This one has been slightly wounded by a trap, and is hiding 
  out in this isolated chamber.  He is alert, and will use his wand of 
  paralysis in an attempt to paralyze attackers while they are still atop 
  the walls in the lightning field.
  Wounded Korog Technician: HD 4, 10 hit points; AC 4[15]; 
  Atk by weapon (1d8); Move 12; Save 13; CL/XP 5/240; Special: 
  wand of paralysis (5 charges).
  HP: 10
  Treasure: the technician carries 50gp in a belt pouch.
  59. Ragged Craw Camp
  This chamber contains several (15) bird-like creatures dressed in 
  ragged, filthy robes, arguing vehemently in low voices.  There are 
  several wine bottles scattered around the room and a distinct smell of 
  sour wine.  Although the party can’t understand the voices, it is clear 
  that a couple of the bird-men are badly slurring their words.  This 
  is the temporary encampment of a nomadic bunch of subterranean 
  ragged craws that have been wandering through the caverns beneath 
  the Spire for years.  On their way up into the Spire, they dashed past 
  Iomnorogon in the fourth level in a panic, and ended up here.  At 
  this point, terrified by the entire situation, the lightning fields, the 
  traps, and the monsters, they are arguing about whether to continue 
  proceeding upward or to try dashing back past Iomnorogon.  They 
  are speaking in their own language in low voices, but the party will 
  probably hear them ahead of time.  They speak common, and will 
  be overjoyed to find some potential saviors.  If attacked, they will 
  flee until cornered and then fight.  They have no idea where they 
  are or how to retrace their steps, since they pelted here at top speed. 
  However, they can describe Iomnorogon’s chamber (circle of pillars, 
  throne, a couple of stone basins), describe Iomnorogon himself, 
  and warn the party that he hides behind a large curtain.  Their story 
  is somewhat exaggerated; Iomnorogon is supposedly the size of a 
  house, and casts magical fear spells (ahem).  If the party does not 
  wipe them out, the ragged craws will try to follow them at a safe 
  distance (trying to get out of the Spire), muttering quietly among 
  themselves.  If the party tries to use one of them for any useful 
  purpose, several of them will begin shrieking in fear, immediately 
  calling down 1d6 lightning lampreys to investigate the noise.
  Ragged Craw: HD 3; AC 9[10]; Atk 2 claws (1d4) and beak 
  (1d3) or sleeping darts (1d2, roll Saving Throw or sleep for 1d6 
  rounds); Move 12; Save 14; CL/XP 3/60; Special: Detect Magic, 
  Dispel Magic (as 4th Level Magic User).
  HP: 24, 20, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 8, 3.
  Treasure: 14 empty wine bottles, a 50-pound bag of seeds, 20 
  sleeping darts, 15gp, 2 full wine bottles labeled “Yarkok’s Wine: 
  don’t touch,” 1 glow-geode, a 10ft pole, and a scroll containing a 
  spell that makes the parchment it is cast from turn into a mouse.
  60. Storage Area
  This room contains a tall, clear crystal tube with 5 glow-geodes 
  at the bottom (it’s quite a reach to get them out).  Obviously it once 
  contained many more.  The room also contains several empty boxes 
  and chests, none of which have any use to the adventurers.
  61. Crystal Cutter Storage Area
  This room contains a vertical crystal cabinet in which there is a 
  five-foot long silver implement resembling a Weedeater, with a disk 
  at one end and a sort of handle at the other end.  At the side of the 
  box is a compartment with a hole at the top, about the size of a golf 
  ball.  The cabinet can be opened easily.  The implement inside is a 
  heavy-duty crystal cutter.  The business end has the runes “ZHA” 
  inscribed on it, and the other end has a ring attached by a short chain.  
  When it is directed at a crystal wall, and the ring is yanked out to its 
  full extension (it is attached to a chain about two feet long inside the 
  cutter), the other end of the cutter begins whirring, and any crystal 
  in its path will begin dissolving.  The cutter has ten charges, and cuts 
  through ten feet of crystal with each charge.  If the cutter is directed 
  at a living being within ten feet, it will inflict 2d6 points of damage 
  with no saving throw and no to-hit roll (this expends one charge).  If 
  the cutter is in the cabinet and a glow-geode is placed in the adjacent 
  box, the cabinet will glow for a moment and the cutter will recharge 
  (5 charges). The maximum number of charges it can hold is ten. The 
  stairs lead down to location 67 on the fourth level, through a broad 
  iron tube.
  62. Second Machine Room
  This room contains two machines.  One glows and hums softly, the 
  other is dark and appears to have been chewed upon by something 
  big.  There is a glow-geode underneath the dead machine, which 
  rolled underneath in the days when the machines were in use, 
  without anyone noticing.  The functional machine has a door on the 
  top somewhat like a washing machine, and a tall funnel (with a hole 
  inside about the size of a golf ball).  If a weapon is placed into the 
  machine, and a glow geode is rolled into the funnel, the machine will 
  enchant the weapon to +1 (and no more than +1).  Glow-geodes rolled 
  into the funnel when there is not a weapon inside are not destroyed, 
  but they can’t be retrieved, either.  They can be seen down there if 
  someone peers into the funnel, but they are stuck until a weapon is 
  placed in the machine.  When the machine is used successfully, of 
  course, the glow-geode is consumed in the process.
  63. Identical Statue Room Two
  This room contains the statue of a creature that is almost but not 
  quite human.  Its head is long and almost like that of an evil-looking 
  horse.  It is dressing in the flowing robes of a wizard and it carries 
  an ornate staff.  This is a statue of the wizard Iomnogoron before his 
  self-transformations into an immortal ooze-being were completed. 
  The room is completely identical to rooms 51 and 65.
  64. Teleportal Room
  This teleportal accepts teleportations from location 57.  If anyone 
  steps out of the teleportation field and then steps back in, he will be 
  transported to area 50.
  
  18
  fourth level
  
  65. Identical Statue Room Three
  This room contains the statue of a creature that is almost but not 
  quite human.  Its head is long and almost like that of an evil-looking 
  horse.  It is dressing in the flowing robes of a wizard and it carries 
  an ornate staff.  This is a statue of the wizard Iomnogoron before his 
  self-transformations into an immortal ooze-being were completed. 
  The room is completely identical to rooms 51 and 57.
  Fourth Level
  Wandering Monsters
  No wandering monsters are found in the fourth egg-crystal.
  Location Key
  66.  Stair Room One
  This area contains the stairs to location 55 on the third level. This 
  chamber has no unusual features.  As with the higher egg-crystals, 
  the top of the crystal is open-air and is charged with a lightning field.
  67. Stair Room Two
  TThis room has stairs up to location 61 on the third level.  This 
  chamber has no unusual features.  As with the higher egg-crystals, 
  the top of the crystal is open-air and is charged with a lightning field.
  68. Dead Machine Room
  There is a strange machine in this room, a box with a funnel at the 
  top and a door in the side.  Crystal tubing spirals up and down the 
  sides like intertwining vines (this machine is dead and does nothing 
  – any glow-geodes dropped into the funnel will just roll down into 
  the body of the machine and can be retrieved unchanged through the 
  little door).
  69. Trap Room
  This room contains six pillars, each reaching only as high as the 
  top of the wall. Anyone stepping into one of the 10x10ft areas that 
  does not contain a pillar will instantly become coated in a hard shell 
  of quartz.  The quartz can be hammered away, in which case the 
  person inside takes 1d6 hit points of damage, or it can be effortlessly 
  and painlessly removed with a blast from the crystal cutter found in 
  location 61.
  70. Imprisoned Minion
  This room contains an egg-tank that houses one of Iomnogoron’s 
  pre-human minions, still alive.  It will gesture frantically to the party, 
  pointing to the dials at the bottom of the tank and doing everything 
  it can to persuade them to release it.  This is UlwaKorm, one of the 
  few minions who remained loyal to the wizard.  However, over the 
  course of centuries of imprisonment, he has changed his attitude and 
  will help the adventurers to kill his former master as best he can. 
  He cannot walk, for his preservation in the egg-tank was imperfect, 
  and his tremendous age has taken some effect on him.  However, he 
  will try to communicate to the best of his ability where Iomnogoron 
  is located (drawing the large chamber on their map if they have 
  one – or sketching it out and pointing if they do not).  He will also 
  draw a sketch picture of the wizard if he can – a stick figure inside 
  a cone-like shape with two tentacles (the slime).  He will also draw 
  some jagged lines to try and depict the fact that Iomnogoroth can 
  cast spells.
  Korog Technician: HD 4, 10 hit points; AC 4[15]; Atk by 
  weapon (1d8); Move 12; Save 13; CL/XP 5/240; Special: wand 
  of paralysis (5 charges).
  HP: 32
  71. Living Quarters of the 
  Slain Minions
  This room apparently once served as the luxurious living quarters 
  for several human-like creatures, although it seems to have been 
  destroyed.  A few beds, still partially intact, have been smashed 
  against the walls, and tables are likewise bashed apart in the center of 
  the room with other piles of broken wood that might once have been 
  chairs.  The carpets on the floor are still in good condition, except 
  that they, and most of the broken piles of furniture, are spattered with 
  slime.  The walls, also, appear to have been splashed and speckled 
  with the oozy, mucus-like substance.  There are three piles of what 
  look like bones here.  The bones themselves are not covered in slime, 
  but the heaviest coating of the stuff is centered around them.
  Each pile of bones is non-human; these are the pre-human minions 
  of Iomnogoron, slain when the wizard began to go mad.  Inspection 
  of any of the slime in the room reveals that it has hardened, and 
  inspection of the bone-piles will turn up a fair amount of jewelry 
  that the creatures were wearing when Iomnogoron killed them.  (10 
  pieces of jewelry worth 100gp each).
  72. Treasure Basin
  This room contains a round, circular basin of stone, covered by a 
  coruscating field of magical force.  Inside the basin, there are several 
  objects, vaguely visible.  There are only two ways to get into the 
  basin: using the crystal cutter from location 61 (which will strip 
  away the force field) or smashing the stone basin, which needs a 
  mace, hammer, or similar instrument.  Smashing the basin takes 4 
  turns, and the noise will certainly attract Iomnorogon (location 74), 
  who will approach over the top of the wall and attack with spells, 
  retreating again if it seems prudent.  If no one is watching the walls 
  as the rest of the party hammers away at the basin, the encounter is 
  likely to begin badly for the party.
  Treasure: the basin contains a staff of invisibility (10 charges) 
  which is also a +1 weapon even after the charges are used; a holy 
  symbol that grants a +1 to turning attempts (or 5% bonus); a sword 
  that is +1, +2 versus oozes and slimes and is able to damage creatures 
  normally immune to sharp weapons; and a scroll of protection 
  against dragon breath (+4 to saving throws, 10 turn duration).  The 
  total value of this treasure for scoring purposes is 5000gp.
  73. Mesh Treasure-Basket Room
  This room contains a complex structure of wires arranged into a 
  sphere with effectively a very close mesh.  One wire leads upward 
  into the lightning field.  The mesh sphere is electrified; this isn’t 
  apparent from looking at the wires themselves, but the wire up 
  into the lightning field should be an obvious warning for reasoning 
  players.  Anyone immune to lightning can push aside the wires 
  without being shocked; the wire into the lightning field cannot be 
  cut unless the characters are able to create some sort of scissor-like 
  apparatus; hacking at it will just sway the basket around.  Pushing the 
  19
  fourth level
  
  20
  fourth level
  wires of the basket aside with poles or cloth-covered hands doesn’t 
  allow enough precision to get through the tangle of wires, which 
  is quite thick; only bare hands (or something ingenious the author 
  hasn’t thought of) will do the trick.  The basket contains a treasure 
  chest with 500gp inside.
  74.  Lair of Iomnogoron
  In the center of this huge chamber, a stairwell leads downward, 
  surrounded by bizarre crystalline carvings resembling gargoyles. 
  The stairwell is surrounded by a circle of pillars about thirty feet in 
  diameter.  Two long stone basins of green stone stand just outside 
  the circle of pillars, one to the west and one to the east, about ten 
  feet from the walls.  These are carved with strange runes and glyphs. 
  There is a throne at the north end of the room, dusty and apparently 
  unused for a long time.  In the southeast corner, a long curtain 
  mounted on sturdy iron rods closes off that part of the chamber.
  The hulk of Iomnogoron is behind the curtain, where it will prepare 
  for combat or cast spells to begin the battle, depending on what the 
  players do.
  This huge room is the lair of the creature that Iomnogoron has 
  become.  He is a desiccated, almost skeletal creature encased in a 
  huge pillar-like glob of transparent ooze, dependent upon it for his 
  almost immortal lifespan. The creature is no longer sane, but is 
  cunning and still evidences a dangerous intelligence.  Iomnogoron 
  can cast spells at the same time his outer ooze attacks with its two 
  tentacles. 
  Iomnogoron: HD 10; AC 4[15]; Atk 2 tentacles (1d8); Move 9; 
  Save 5; CL/XP 14/2300; Special: Spells.
  HP: 45
  Iomnogoron’s spells: (4/4/3/2/2):
  Charm Person x3, Sleep, Detect Invisibility, Invisibility, Mir-
  ror Image, Web, Dispel Magic, Fireball, Haste, Confusion x2, 
  Feeblemind, Teleport
   
  
  21
  fourth level
  One Night Stands: Spire of Iron and Crystal is written under version 1.0a 
  of the Open Game License. As of yet, none of the material first appearing 
  inOne Night Stands: Spire of Iron and Crystal is considered Open Game 
  Content.
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  One Night Stands: Spire of Iron and Crystal, Copyright 2011,  Frog God 
  Games, Author Scott Casper.
  
  22
  
  23
  www.tabletopadventures.com
  Try Tabletop Adventures’ 
  Bits of Darkness Series
   for tidbits of description of 
  those very dark places 
  where adventurers
  are wont to travel.
  Bits of Darkness: 
  Dungeons, Caverns and 
  Dungeons II.
  
  24
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - ONS3 Spire of Iron Crystal.pdf