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Advanced Dungeons & Dragons - Free

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can talk slowly while concentrating<br />

on the illusion, he cannot use his<br />

breath weapon or otherwise attack.<br />

He must drop the illusion to engage<br />

the PCs. He uses his spells, if<br />

possible, to his best advantage. The<br />

web spell, in particular, should be<br />

used against spell casters. When<br />

seriously attacked, he can cast an<br />

invisibility spell.<br />

Digger joins in the melee. He adds<br />

missile fire at spell casters or, if<br />

few PCs are left, may try to attack<br />

from behind. If caught, he<br />

surrenders and asks for a trial in<br />

the capital city, where he knows<br />

that the Thieves' Guild will help<br />

him.<br />

Henkus can certainly be subdued, at<br />

normal chances of success. If given<br />

the chance, he surrenders when<br />

reduced to 12 or fewer hit points.<br />

The pit slopes gently downward about<br />

50 feet and opens into a spacious<br />

room with large tunnel exits.<br />

Henkuss treasure is here: 3,000<br />

platinum pieces, 150 sarkums, 40<br />

gems (total value 16,000 gp), 20<br />

pieces of jewelry (total value<br />

20,000 gp), a potion of extrahealing,<br />

a potion of flying, a<br />

potion of speed, and two lightwands<br />

with control rings (10 charges<br />

each). Henkus begs to keep a few<br />

platinum pieces, gems, jewelry and<br />

sarkums. He offers a deal: if the<br />

PCs ever need a friend on the<br />

moon....<br />

Blue Dragon (Henkus): AC 2; MV 9"<br />

/24" ; HD 9; hp 63; #AT 3; THACO 12;<br />

Dmg 1-6/1-6/3-24; SZ L (42' long);<br />

AL LE: IN Very; STs 8, STw 7.<br />

Special Attacks: lightning bolt<br />

breath (100'x 5'); spells (see<br />

below)<br />

Charm Person (C 1s, R 12")<br />

Comprehend Languages (C 1r, R Touch,<br />

DR 45r)<br />

Magic Missile (C Is, R 15", 5d4+5)<br />

Invisibility (C 2s)<br />

Stinking Cloud (already used)<br />

Web (C 2s, R 4.5", DR 18T; 8 cu", I"<br />

min dimension)<br />

Phantasmal Force (already used)<br />

Digger: AC 1 (AC without shield = 4,<br />

AC rear = 7); MV 9"; hp 40; #AT I<br />

dagger or 2 arrows; THACO 16 (19 as<br />

thief); Dmg by weapon (plus<br />

adjustments, see below); SZ S<br />

(3'4"); AL N(E); IN Ave (8); STs 13,<br />

STw 12.<br />

Special Abilities: Modify attacks<br />

for STR 17 (+1/+1), DEX 17 (+2 to<br />

missiles), dagger +2, shortbow +2, 8<br />

arrows +1; attack from behind for<br />

triple damage; MS 72%, HS 59%, CW<br />

81%<br />

After the melee, the player<br />

characters can easily re-rescue all<br />

the prisoners. No Black Chak bother<br />

them unless they spend more than 12<br />

hours in the jail and retriever room<br />

area. If they rest for that long in<br />

this area, a squad of six Black<br />

Chak, all armed with lightwands,<br />

sneak up and attack, gaining a +1<br />

bonus to surprise.<br />

D6. Return<br />

No events or encounters occur on the<br />

trip back. If the PCs bring the<br />

princess back alive (whether or not<br />

they can identify her), they gain<br />

the good will of King Sarkum, the<br />

trade agreement (and a percentage of<br />

the trade revenue), and the 25<br />

sarkum reward (per survivor) for the<br />

rescue. The party gets<br />

a bonus of five sarkums for each<br />

additional live Chak rescued. Even<br />

glommers are worth one sarkum each.<br />

The PCs may return home at any time,<br />

where they will be welcomed,<br />

cheered, beset by pleas, praised,<br />

and eventually forgotten.<br />

If the PCs fail to return with the<br />

princess, or if they bring back her<br />

body (raise dead attempts fail),<br />

they get a saddened, "Gee whiz!<br />

Thanks for trying, anyway," from<br />

King Sarkum. The PCs must return the<br />

two loaned lightwands and are sent<br />

home. The obelisk is then turned off<br />

remotely by the Chak. It remains<br />

still and quiet until, a few years<br />

later, Sarkum has a problem and<br />

wants to see those valiant<br />

adventurers who visited last time.

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