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<blockquote data-quote="nethervoid" data-source="post: 2580928" data-attributes="member: 35562"><p>Encounter 36 (Encounter 35 is missing from the manual)</p><p></p><p>When the PCs enter the room, read the text in the box:</p><p></p><p>[box]Upon entering the room, you see an ant carrying an amazing longsword, but the longsword is really too long for the ant to be swinging it like that, so it must be an ant of amazing strength, but what you realize is the ant is also dancing like the badgers, but it then turns into a badger like a werebadger might, but you also see the sword is dripping jello, which you find odd for a sword.</p><p></p><p>Roll a 1d4 to see if the PCs see the ant/badger's special shoes.[/box]</p><p></p><p>The PCs will attack the badger, and if they can kill it, he's a really mean badger, they get the sword, which is a sword of jellow turning*. They can swing the sword around until they find out its power of turning anything it touches into jellow, which but only not the hilt does or the warrior swinging it would already be turned into jellow.</p><p></p><p>ANT/BADGER - WEREBADGER ANTKIN - 1 HD, 7 hp, AC 7; Attacks: rapier 1d6. Edged weapons and arrows only do 1/2 damage.</p><p></p><p>The badger's skull turns into a door after it dies. The door is just a diversion from the chandelier decending over the skull to crush the PCs like a trap. The PCs cannot first detect this chandelier trap cause the DC is 78.</p><p></p><p>If they survive, the chandelier is really a portal to the next room to the east, after turning left once. Roll a 1d6.</p><p></p><p>*This sword is much too powerful, but we couldn't remove it as it's needed to kill the main bad guy's assistant in Encounter 92.</p><p></p><p>(the sword thing actually happened to me in a game - lol)</p></blockquote><p></p>
[QUOTE="nethervoid, post: 2580928, member: 35562"] Encounter 36 (Encounter 35 is missing from the manual) When the PCs enter the room, read the text in the box: [box]Upon entering the room, you see an ant carrying an amazing longsword, but the longsword is really too long for the ant to be swinging it like that, so it must be an ant of amazing strength, but what you realize is the ant is also dancing like the badgers, but it then turns into a badger like a werebadger might, but you also see the sword is dripping jello, which you find odd for a sword. Roll a 1d4 to see if the PCs see the ant/badger's special shoes.[/box] The PCs will attack the badger, and if they can kill it, he's a really mean badger, they get the sword, which is a sword of jellow turning*. They can swing the sword around until they find out its power of turning anything it touches into jellow, which but only not the hilt does or the warrior swinging it would already be turned into jellow. ANT/BADGER - WEREBADGER ANTKIN - 1 HD, 7 hp, AC 7; Attacks: rapier 1d6. Edged weapons and arrows only do 1/2 damage. The badger's skull turns into a door after it dies. The door is just a diversion from the chandelier decending over the skull to crush the PCs like a trap. The PCs cannot first detect this chandelier trap cause the DC is 78. If they survive, the chandelier is really a portal to the next room to the east, after turning left once. Roll a 1d6. *This sword is much too powerful, but we couldn't remove it as it's needed to kill the main bad guy's assistant in Encounter 92. (the sword thing actually happened to me in a game - lol) [/QUOTE]
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