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Advanced Dungeons & Dragons - Free

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Cells 1-7<br />

Each of these cells contains a Chak<br />

prisoner of neutral alignment.<br />

Whenever one of these cells is<br />

opened, use the description below.<br />

You are looking down into a nakmetal<br />

box. At the bottom, sitting on<br />

the floor looking up at you, is a<br />

Chak. It immediately starts jumping<br />

up and down and cries out in human<br />

Common, "Gee whiz! Gee whiz! Have<br />

you come to save me? I am the<br />

Princess Keelee! Has my father,<br />

Sarkum the Great, sent you?"<br />

All seven of these female Chak claim<br />

to be the princess. They all believe<br />

it, too. They have been magically<br />

charmed and then psionically<br />

hypnotized. The real princess is one<br />

of the seven (determine at random)<br />

and she, too, has been charmed, but<br />

not hypnotized. All the Chak<br />

prisoners are friendly and helpful.<br />

A detect lie spell is of little use,<br />

as the subjects all believe the<br />

story they are telling to be true.<br />

All the Chak prisoners detect as<br />

charmed. Dispel magic removes the<br />

charms automatically but does not<br />

remove the psionic hypnosis.<br />

When any false princess is taken<br />

outside the jail room without first<br />

removing the charm, the hypnosis<br />

causes her to attack her rescuers by<br />

biting. The false princesses are<br />

actually Black Chak, not from King<br />

Sarkums group, despite their neutral<br />

alignment. (They are "camp<br />

followers." Decorum prohibits<br />

further elaboration.) However, if<br />

the charm is removed, they are<br />

slightly more clearheaded and are<br />

able to fight the hypnosis enough to<br />

resist attacking the PCs. They do,<br />

however, inform the PCs that they<br />

"feel a strange compulsion to attack<br />

you. Gee whiz!"<br />

Any Chak prisoner may be talked into<br />

"sniffing" the others. While still<br />

insisting<br />

that she is the Princess Keelee, a<br />

Chak prisoner should eventually find<br />

the true princess by smell ("Gee<br />

whiz! She smells like a princess,<br />

too!"). Of course, if none of the<br />

others smells like a princess, the<br />

sniffer is undoubtedly Keelee.<br />

The players may have deduced some<br />

other means of<br />

success. Judge as<br />

you see fit. The PCs<br />

may end up taking<br />

everyone from the<br />

jail anyway, as a<br />

general rescue<br />

mission, and this<br />

should succeed<br />

admirably if the<br />

charms are removed<br />

before departing.<br />

Cell 10<br />

The PC's old friend<br />

Digger is imprisoned<br />

here. He has been<br />

crying, but is<br />

overjoyed at the<br />

prospect of rescue, promising<br />

anything to achieve this result. His<br />

actual motives are evil. Digger<br />

tells the party about the Great<br />

Dragon in the area, carefully using<br />

only true statements.<br />

"It's like a hydra, but definitely<br />

draconian. It has many heads, all of<br />

different colors. The Chak here say<br />

that it started visiting after they<br />

bought a big spider-machine from a<br />

demon with two heads. That demon<br />

made a gate, somewhere around here,<br />

so the dragon could visit."

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