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