Banewarrens (8-10)
See Dissolution Notes Banewarrens
The Malady (10-12)
See Dissolution Notes Malady
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# of creatures needed to provide EL…
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d100
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Occupant
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11
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12
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13
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14
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15
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16
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17
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01-60
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unoccupied
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61-62
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banshee
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1
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63
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carnivorous crystal
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1
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2
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3
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4
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6
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8
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64
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carnivorous blob
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1
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65-66
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chaos beast, advanced shadow
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2
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3
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4
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6
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67-68
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dybbuk
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1
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69
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frost worm
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1
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70
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giant, frost
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2
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3
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4
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6
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8
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12
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71
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ghorazagh, shadow
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1
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2
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3
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72
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golem, bone
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3
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4
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73
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golem, brass
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1
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2
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74
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golem, iron
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1
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2
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3
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4
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75-76
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golem, stone
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1
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2
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3
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4
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77-78
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moon-beast
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1
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2
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3
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4
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6
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79-80
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nightskitter
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1
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2
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3
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4
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6
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81-82
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nightwalker
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1
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83-84
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nightwing
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1
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2
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3
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4
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85
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protean, imentesh
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2
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3
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4
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6
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8
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86
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protean, keketar
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1
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87
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protean, naunets
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4
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6
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8
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12
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88
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protean, naunets, with one protean, imentesh
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1
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3
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5
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9
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13
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89
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protean, naunets, with two protean, imentesh
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2
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6
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10
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90
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retriever, shadow
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1
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91-92
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shadow mastiff, advanced
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6
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8
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12
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93
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shadows, led by one greater shadow
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10
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13
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94-95
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shadows, distorted, led by one greater shadow
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4
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9
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14
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96
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shadows, greater, advanced
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2
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3
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4
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6
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8
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97-98
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spectres
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4
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6
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8
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12
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99
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winterwight
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1
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00
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wraith, dread
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1
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2
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3
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4
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d100
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Contents
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1
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connection to Prime Material Plane
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2-41
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nothing of consequence
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42-65
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trap
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66-75
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information
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76-85
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1d3 minor random magic items
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86-90
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1 medium random magic item
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91
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Pit of Insanity
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92-00
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Vault, locked with:
d100
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Lock
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1-10
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Single good lock, DC 30
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20-50
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Single average lock, arcane locked (CL 14+1d6), DC 35
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51-65
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Two average locks, arcane locked (CL 14+1d6), DC 35
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66-75
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Single good lock, arcane locked (CL 14+1d6), DC 40. Add 5 to the treasure roll.
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76-79
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Two good locks, arcane locked (CL 14+1d6), DC 40. Add 5 to the roll determining the vault's contents.
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80-85
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Single superior lock, DC 40. Add 5 to the roll determining the vault's contents.
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86-89
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Two superior locks, DC 40. Add 5 to the roll determining the vault's contents.
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90-95
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Single superior lock, arcane locked (CL 14+1d6), DC 50. Add 10 to the roll determining the vault's contents.
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96-98
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No door; vault entirely sealed by wall of stone, 10 inches thick. Add 10 to the roll determining the vault's contents.
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99-00
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The inside of the vault is protected by an effect similar to a solid-wall forcecage (CL 16+1d4). The door is also locked (roll again to determine how; if this result is rolled again, one forcecage is nested in the other, etc.). Add 10 to the roll determining the vault's contents.
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The vault is protected by:
d100
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Protection
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1-5
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No traps
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6-10
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Concealment. The entire vault door is obscured (behind a secret door, rubble, illusion, etc.).
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11-15
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A wyvern poison needle (or other CR 5) trap.
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16-20
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An acid fog (or other CR 7) trap.
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21-30
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An eternal glyphs (or other CR 9) trap.
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31-45
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A pit trap arrangement similar to the one seen in location 16, or other CR 11 trap.
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46-60
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An necromantic deathtrap (or other CR 13 trap).
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61-75
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An harm (or other CR 14) trap. Add 3 to the roll determining the vault's contents.
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76-85
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An chain lightning (or other CR 15) trap. Add 6 to the roll determining the vault's contents.
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85-95
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An disintegration (or other CR 16) trap. Add 9 to the roll determining the vault's contents.
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96-99
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An lightning gallery (or other CR 17) trap. Add 12 to the roll determining the vault's contents.
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00
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An deadly spear (or other CR 18) trap. Add 15 to the roll determining the vault's contents.
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The vault contains:
d100
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number of…
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random magic items
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artifacts
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minor
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medium
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major
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lesser
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major
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1-10
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1d3
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1-10
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1d3
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1
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1-10
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1d3
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1-10
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1d6
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1d4
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1-10
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1d3-1
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1d3
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1
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1-10
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1d3
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1-10
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1d4
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1d3
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101-110
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1d6
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1d4
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1d3
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111-115
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1
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116-119
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1d4
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1
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1
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120+
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1
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Lesser artifacts might include: knucklebone of fickle fortune, runeslave cauldron, hourglass of shadows, cards from the pandemonium deck
Major artifacts might include: staff of the magi
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