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Advanced Dungeons & Dragons - Free

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are stripped and imprisoned for<br />

another day, and then equipped and<br />

prepared in the same way.<br />

Finder<br />

If you are using the pregenerated<br />

characters, brief your Finder player<br />

in private before play begins.<br />

Finder's church has become<br />

interested in the obelisk and has,<br />

through commune spells and other<br />

magical efforts, determined that it<br />

is a gateway to another world. The<br />

church has summoned Finder and<br />

instructed him to ensure peaceful<br />

and profitable relations with any<br />

alien races the group might<br />

encounter. If necessary, he is to<br />

reveal his true Charisma and take<br />

charge of the negotiations. However,<br />

Finder must not reveal this<br />

information to the king or the<br />

adventuring party before embarking<br />

on the mission.<br />

Role-Playing<br />

The dialogue with the spider race,<br />

the Chak, can be a source of much<br />

entertainment, especially if you<br />

take the time to personalize them.<br />

For example, try using a bright,<br />

happy voice for Ackack, and a low,<br />

gravelly one for King Sarkum.<br />

The Tunnels of Tatz<br />

Encounter Key<br />

Cl. Through the Portal<br />

The characters temporarily lose all<br />

their normal senses upon entering<br />

the portal. The next thing they<br />

know, they are all standing intact<br />

in a new place.<br />

C2. Arrival<br />

You suddenly find yourselves in a<br />

huge room, standing on a large,<br />

irregular, yellowish metallic object<br />

of some kind, about 10 feet above a<br />

reddish metal floor. A steep ramp<br />

descends down to floor level before<br />

you. All around you are hundreds of<br />

shiny black spiders, each about 4<br />

feet across. They nearly fill the<br />

floor of the room, which is about<br />

100 feet on a side. Dozens of light<br />

sources are scattered around the<br />

room, apparently held by the<br />

spiders. These lights are brighter<br />

than candles but dimmer than magical<br />

light. They give enough<br />

illumination, however, to see that<br />

the walls are covered with ornately<br />

decorated metal and the smooth metal<br />

ceiling is about 20 feet above your<br />

heads. There are no visible exits.<br />

The characters are not yet aware<br />

that they are standing on the broad<br />

back of a brass dragon, which is<br />

curled up into a sort of altar. The<br />

steep ramp in front of the<br />

characters is actually one of the<br />

dragon's wings. Its other wing is<br />

folded flat to its body behind the<br />

party. The dragon's neck, head, and<br />

legs are tucked neatly underneath<br />

and are not visible at this time.<br />

There are over 200 Chak (rhymes with<br />

Jack) crowded into this room. They<br />

have been awaiting the arrival of<br />

the characters. If the party<br />

attacks, the dragon lifts its head<br />

and breathes sleep gas. You may run<br />

the battle if you like or simply<br />

summarize the outcome. All<br />

characters who do not eventually<br />

fail a saving throw vs. the<br />

dragon's breath and fall asleep are<br />

overcome by the massed hordes of<br />

Chak, who capture them and render<br />

them unconscious. The characters<br />

awaken later, in a cell (see<br />

Prisoners).<br />

If the party takes no immediate<br />

action, soft clicking sounds start<br />

coming from the spiders, increasing<br />

in volume to a loud din which lasts<br />

for about a minute and then<br />

subsides. This is Chak applause. The<br />

characters then become aware that<br />

all the spiders have been sitting<br />

down (in whatever way spiders sit)<br />

because one of them near the party<br />

stands up, rising a foot or two<br />

above its fellows. It addresses the<br />

characters in human Common.<br />

C3. Reception<br />

The spider speaks. "Greetings, great<br />

and noble travelers. We welcome you

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