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Advanced Dungeons & Dragons - Free

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obelisk. Torgel was a member of one<br />

such party that never returned.<br />

During an attack by hordes of<br />

Bullywugs, Torgel lost his spell<br />

book and now has only those spells<br />

he has memorized (but not yet cast)<br />

at his disposal. When he attempted<br />

to use his one teleport spell to<br />

escape the battle, the spell went<br />

awry and he was sent instead to the<br />

center of the obelisk maze.<br />

After losing a large salami and the<br />

tips of two fingers to one of the<br />

disintegrators, he gave up all<br />

attempts to escape the maze and<br />

settled in to await rescue, looking<br />

on this period of enforced (but well<br />

fed) captivity as a time for<br />

meditation and contemplation.<br />

New and Adapted Monsters<br />

Chak(New Monster)<br />

Armor Class: 5 (AC0 if armored)<br />

Move: 9*21<br />

Hit Dice: 5<br />

No. of Attacks: 1 weapon, 2 lightwand,<br />

or bite<br />

Damage: by weapon or 1d6 +<br />

poison<br />

THACO: 15<br />

Alignment: Any<br />

Size: L<br />

Intelligence: Avg. to High<br />

STs: 14<br />

STw: 13<br />

Special Attacks: poisonous bite,<br />

weapons, lightwands (13 charges<br />

each)<br />

Special Defense: shift out of<br />

phase<br />

The Chak are a race of intelligent<br />

beings closely related to phase<br />

spiders. They are the dominant<br />

creatures in Part 3 of this<br />

adventure. The Chak have prospered<br />

as merchants, trading among many of<br />

the races of the Inner Planes of<br />

Existence.<br />

Their society<br />

is large and<br />

advanced.<br />

Planets are<br />

ruled by local<br />

kings serving<br />

an emperor who<br />

rules from the race's home planet<br />

somewhere in the Prime Plane.<br />

Individual Chak may be of any<br />

alignment but tend to associate only<br />

with those of similar alignment (at<br />

least along good-evil lines). The<br />

average Chak lives over a thousand<br />

years. All Chak speak a common<br />

language of the same name, and many<br />

have learned to speak human Common<br />

and several other tongues through<br />

their dealings with other races.<br />

When speaking a "foreign language,"<br />

their speech patterns mimic their<br />

teachers. They develop some odd<br />

colloquial expressions, and these<br />

habits are hard to break. (The "gee<br />

whiz" phrase came into their<br />

vocabulary from contact with a<br />

paladin some 800 years past.)<br />

Noble Chak are 1-4 Hit Dice larger<br />

than the average, with a<br />

corresponding damage bonus (1-4),<br />

and are AC 3. Kings have at least 10<br />

Hit Dice, with bite damage 2d10 and<br />

AC0.<br />

The most common weapon used by the<br />

Chak is the lightwand, a seemingly<br />

innocent, light-producing device<br />

which, when fitted with a special<br />

control ring, can be fired as a<br />

laser (range 120', #AT 2/round, Dmg<br />

2d8, save vs. wands for 1/2 damage;<br />

target treated as AC 10 modified for<br />

magic or dexterity only). Other<br />

small weapons, such as daggers or<br />

hand axes, are also used. In their<br />

lair, over 40% of the Chak<br />

encountered are armed with lightwand<br />

weapons.<br />

Chak spin webs, but only in their<br />

residences, not throughout a Chak<br />

community. A webbed victim of 18 or<br />

greater Strength can break free in<br />

one round. For each point of<br />

Strength under 18, it takes one<br />

additional round to break free of<br />

Chak webbing.<br />

Though Chak can shift out of phase<br />

as normal phase spiders, entering<br />

the Ethereal Plane at will and<br />

returning when desired, they<br />

consider it very impolite to do so.<br />

Besides, the Ether is cold and<br />

possibly dangerous, so it is<br />

normally used only as a route to<br />

other planes, except in emergencies

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