Advanced Dungeons & Dragons - Free
Advanced Dungeons & Dragons - Free
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