Indigo's Dilema

	The party has just finished some great adventure and arrived back in a town when a strange man steps out and throws a dart at a random PC (perferable a mage (automatically hits)).  The man is wearing a robe with an emblem of two circles with an X through them.  The man is AC5 and when hit one time, disappears in his robes.
	The person that is hit suddenly feels weak and there is a strange aura around the person.  The dart had an unknown poison that causes a -1 on con per day until cured(the person will automatically return to full con when cured).  Someone in the town tells the party that Indigo is the only known cure.  If they ask on, Indigo is a 19th level wizard (but he had nothing to do with it) that lives in a tower that magically teleports to various locations.
	The tower was last seen to the north of the place they're in.  It is about a two days ride.  The party finds out all this from people in town along with other information.
	The tower is never in one place for long.
	It was last seen to the north.
	A crazy mage, Indigo, is the cure.
	And any thing else the DM can think up.
	Make up your own random encounters along the way.  There is none though within a mile of the tower.  The tower is three stories high and thirty foot square.

	Tower Of Indigo
1st floor
1. Reception room.  Richly furnished, Tapastries on the wall - Purple dinosouar, horseless carriage, 								picture of a man named Yendor
2. Bedroom - bed and an empty trunk
3. Kitchen - Normal kitchen items
4. Spiral staircase going up

2nd floor
1. A womans bedroom - bed and other normal womens items
2. Bedroom - bed, trunk with 10d10 gp, and a closet with a wizards robe
3. Library - normal books describing a 'space ship'?
4. Spiral staircase going up and down

3rd floor
1 room - Lab - Spell components, Elmo in a cage, tables, spiral staircase goin up and down, and a wizard (Indigo)
Roof (the stairs don't look like they been used in a long time)
A simple stone alter that obviously has not been used in a while

	Indigo agrees to help them, but first they must do something for him.  He wants a spell book that was stolen by Hogan the Mighty.  The book is unreadable to everyone but Indigo but any magic-user or cleric will be able to tell what it is.  He also wants you to free his daughter/apprentice, Cemmier, from Hogan.
	The book is trapped and can only be opened by a 12th lvl or higher wizard.  If someone tries (notice 'tries'), it sends off a 3d6 lightning bolt, the second time someone tries - 4d6, the third time - 5d6, and so on up to 10d6.  
	Indigo will not cure the person until he has the spell book and Cemmier.  He will teleport the party from the tower to Hogan's house.  As soon as they have her and the book, they are teleported back to the tower, where ever that might be.
	
	If they ask anyone about the emblem on the assailant,  they are told it belongs to 'saten'.  The 'saten' is a secret organization that operates by force and stealth combined.  Their purpose is to rid the world of any mages not under their control.  They will use any means neccessary to accomplish this.

Indigo 19 lvl wizard
5'6" tall
196 yrs old
Male Gray Elf
Hair: white
Eyes: gray
Align.: neutral
	He act like an absent minded old fool, but that is just an act, he is very bright.  He found Cemmier when she was a little girl and he has raised her ever since.  That was 65 yrs ago.  He now is training her to be a wizardess.

Cemmier 3rd lvl wizardess
5'5" tall
77 yrs old
Female Grey Elf
Hair: black
Eyes: brown
Align.: neutral good
	She was orphaned when she was 12 yrs old.  Indigo found her and took her in.  She is a very beautiful elf and men must sv vs. spell or fall in love with her (the first time they see her)

	Indigo and Cemmier will be used in later adventures.  Have them pop in from time to time to keep the party reminded of them.  Just remember, he act like an absent minded old man that wouldn't hurt a fly while Cemmier is his apprentice who's beauty can be deadly.  There two are also good for some relief in a boring campaign.