can talk slowly while concentrating on the illusion, he cannot use his breath weapon or otherwise attack. He must drop the illusion to engage the PCs. He uses his spells, if possible, to his best advantage. The web spell, in particular, should be used against spell casters. When seriously attacked, he can cast an invisibility spell. Digger joins in the melee. He adds missile fire at spell casters or, if few PCs are left, may try to attack from behind. If caught, he surrenders and asks for a trial in the capital city, where he knows that the Thieves' Guild will help him. Henkus can certainly be subdued, at normal chances of success. If given the chance, he surrenders when reduced to 12 or fewer hit points. The pit slopes gently downward about 50 feet and opens into a spacious room with large tunnel exits. Henkuss treasure is here: 3,000 platinum pieces, 150 sarkums, 40 gems (total value 16,000 gp), 20 pieces of jewelry (total value 20,000 gp), a potion of extrahealing, a potion of flying, a potion of speed, and two lightwands with control rings (10 charges each). Henkus begs to keep a few platinum pieces, gems, jewelry and sarkums. He offers a deal: if the PCs ever need a friend on the moon.... Blue Dragon (Henkus): AC 2; MV 9" /24" ; HD 9; hp 63; #AT 3; THACO 12; Dmg 1-6/1-6/3-24; SZ L (42' long); AL LE: IN Very; STs 8, STw 7. Special Attacks: lightning bolt breath (100'x 5'); spells (see below) Charm Person (C 1s, R 12") Comprehend Languages (C 1r, R Touch, DR 45r) Magic Missile (C Is, R 15", 5d4+5) Invisibility (C 2s) Stinking Cloud (already used) Web (C 2s, R 4.5", DR 18T; 8 cu", I" min dimension) Phantasmal Force (already used) Digger: AC 1 (AC without shield = 4, AC rear = 7); MV 9"; hp 40; #AT I dagger or 2 arrows; THACO 16 (19 as thief); Dmg by weapon (plus adjustments, see below); SZ S (3'4"); AL N(E); IN Ave (8); STs 13, STw 12. Special Abilities: Modify attacks for STR 17 (+1/+1), DEX 17 (+2 to missiles), dagger +2, shortbow +2, 8 arrows +1; attack from behind for triple damage; MS 72%, HS 59%, CW 81% After the melee, the player characters can easily re-rescue all the prisoners. No Black Chak bother them unless they spend more than 12 hours in the jail and retriever room area. If they rest for that long in this area, a squad of six Black Chak, all armed with lightwands, sneak up and attack, gaining a +1 bonus to surprise. D6. Return No events or encounters occur on the trip back. If the PCs bring the princess back alive (whether or not they can identify her), they gain the good will of King Sarkum, the trade agreement (and a percentage of the trade revenue), and the 25 sarkum reward (per survivor) for the rescue. The party gets a bonus of five sarkums for each additional live Chak rescued. Even glommers are worth one sarkum each. The PCs may return home at any time, where they will be welcomed, cheered, beset by pleas, praised, and eventually forgotten. If the PCs fail to return with the princess, or if they bring back her body (raise dead attempts fail), they get a saddened, "Gee whiz! Thanks for trying, anyway," from King Sarkum. The PCs must return the two loaned lightwands and are sent home. The obelisk is then turned off remotely by the Chak. It remains still and quiet until, a few years later, Sarkum has a problem and wants to see those valiant adventurers who visited last time.
MONSTERS STATISTICS CHART Name AC HD hp #AT Damage MV AL THACO Book SA SD Grippli 9 1+1 5 1 1d4 9"//15" N 18 MM2 Yes No or spear Grippli 8 2 16 1 ld4+l 9"//15" N 16 MM2 Yes No Attendant & special Grippli Tribal 7 3 24 1 ld6+l 9"//15" N 16 MM2 Yes No Mother & special Bullywug 6 1 5 3 1-2/ 3"//15" CE 19 FF Yes Yes or 1-2/ 1 2-5 or weapon +poison Bullywug 2 3 28 3 3-4/ 3"//15" CE 16 FF Yes Yes Chieftain or 3-4/ 1 4-7 Bullywug 2 2 12 3 2-3/ 3"//15" CE 16 FF Yes Yes Sub-Chief or 2-3/ 1 3-6 or weapon +poison Bullywug 6 1+7 11 3 1-2/ 3"//15" CE 16 FF Yes Yes Shaman or 1-2/ 1 2-5 or weapon Dragonfly, 3 7 35 1 3-12 1" /36" n 12 MM2 Yes Yes giant Snake, giant con- 5 6+1 30 2 1-4/ 9" N 13 MM Yes No Strictor 2-8 Snake, 5 4+2 25 1 1-3+ 15" N 15 MM Yes No giant poison poisonous Spider, 6 2+2 12 1 1-6+ 18" N 16 MM Yes No huge special Spider, 4 4+4 25 1 2-8+ 3" *12" CE 15 MM Yes No giant special Wasp, 4 4 25 2 2-8/ 6" /21" N 15 MM Yes No giant 1-4 +poison Bowler 4 1/2-1 2-5 1 bowler 6" + N 20 MM2 Yes Yes hp special