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<blockquote data-quote="Turanil" data-source="post: 2589674" data-attributes="member: 9646"><p><strong>Encounter 51 - Things get difficult!</strong></p><p></p><p>So, the coffin is unbreakable? So what?! Enterprising and cunning PCs should think about the obvious: bring back the coffin right back into the chamber where was the cage and globe (i.e.: encounter #49). It requires five Strength checks at DC 28 in a row otherwise the coffin slips from the PCs' hands and goes back rolling until it crashes into the room #49 far below. Since the coffin is unbreakable it doesn't break though, but could break through the floor instead (Hardness 12, hit-points 42) crashing below in a room full of angry kuo-toa (the kuo-toa have no treasure).</p><p></p><p>But lets say the PCs eventually bring the coffin into the anti-magic room: once the coffin is there, it dissolves in 2d4 rounds. Then, the PCs have 1d6 rounds to put a head (any head!!!) on the headless body:</p><p></p><p>1) True Princess' Head: The party has completed the quest and all return teleported into Gomazetron's room. Each PC is given a nobility title, real estate, and a magical item of his choice (but only one, whether it is a vorpal sword or potion of healing). UNFORTUNATELY the PCs have yet to come across the true princess' head, and have no clue where it is. As such, you still have another gaming session or two beforehand of this marvellous adventure to enliven your players, you lucky DM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>2) False Princess' Head: The one in the globe (room 49) fits indeed perfectly. Now the princess looks like it's the real one. However nobody is teleported (Sense Motive check DC32 to detect that something is wrong here), and the party will have to bring back the princess by conventional means (Teleport spells don't work). Note that the false princess is charming and also generous with her charms. Although she is not a succubus and thus doesn't radiate evil, her appearance will be a portent of disaster. The false princess will sow discord and unhappiness in the kingdom, and everyone will die unless a party of brave adventurers (PLOT DEVICE HERE!!!) do something about it.</p><p></p><p>3) Orc Head: Since there are plenty of orcs to kill around, the PCs could have kept one and want to try to put it on the headless corpse. The result is to obtain an extremely vulgar prostitute that you could sell for 50 gp to a slaver.</p><p></p><p>4) A Skull. Putting any skull on the headless corpse transforms it into a 25th level lich that attacks on sight (although it has no eyes in the sockets).</p><p></p><p>5) An Owl's Head. You obtain an owlbear's variant that attacks for 1d8 rounds then die. Use the owlbear's stats +2.</p><p></p><p>6) Any other head simply doesn't fit (especially insects' head which <em>really</em> don't fit - period).</p></blockquote><p></p>
[QUOTE="Turanil, post: 2589674, member: 9646"] [B]Encounter 51 - Things get difficult![/B] So, the coffin is unbreakable? So what?! Enterprising and cunning PCs should think about the obvious: bring back the coffin right back into the chamber where was the cage and globe (i.e.: encounter #49). It requires five Strength checks at DC 28 in a row otherwise the coffin slips from the PCs' hands and goes back rolling until it crashes into the room #49 far below. Since the coffin is unbreakable it doesn't break though, but could break through the floor instead (Hardness 12, hit-points 42) crashing below in a room full of angry kuo-toa (the kuo-toa have no treasure). But lets say the PCs eventually bring the coffin into the anti-magic room: once the coffin is there, it dissolves in 2d4 rounds. Then, the PCs have 1d6 rounds to put a head (any head!!!) on the headless body: 1) True Princess' Head: The party has completed the quest and all return teleported into Gomazetron's room. Each PC is given a nobility title, real estate, and a magical item of his choice (but only one, whether it is a vorpal sword or potion of healing). UNFORTUNATELY the PCs have yet to come across the true princess' head, and have no clue where it is. As such, you still have another gaming session or two beforehand of this marvellous adventure to enliven your players, you lucky DM. :) 2) False Princess' Head: The one in the globe (room 49) fits indeed perfectly. Now the princess looks like it's the real one. However nobody is teleported (Sense Motive check DC32 to detect that something is wrong here), and the party will have to bring back the princess by conventional means (Teleport spells don't work). Note that the false princess is charming and also generous with her charms. Although she is not a succubus and thus doesn't radiate evil, her appearance will be a portent of disaster. The false princess will sow discord and unhappiness in the kingdom, and everyone will die unless a party of brave adventurers (PLOT DEVICE HERE!!!) do something about it. 3) Orc Head: Since there are plenty of orcs to kill around, the PCs could have kept one and want to try to put it on the headless corpse. The result is to obtain an extremely vulgar prostitute that you could sell for 50 gp to a slaver. 4) A Skull. Putting any skull on the headless corpse transforms it into a 25th level lich that attacks on sight (although it has no eyes in the sockets). 5) An Owl's Head. You obtain an owlbear's variant that attacks for 1d8 rounds then die. Use the owlbear's stats +2. 6) Any other head simply doesn't fit (especially insects' head which [I]really[/I] don't fit - period). [/QUOTE]
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