Actions

Dissolution Notes

From DivNull RPG

Revision as of 00:00, 17 September 2013 by imported>Wordman (More random tables)

Banewarrens (8-10)

See Dissolution Notes Banewarrens

The Malady (10-12)

See Dissolution Notes Malady


# of creatures needed to provide EL…
d100 Occupant 11 12 13 14 15 16 17
01-60 unoccupied
61-62 banshee 1
63 carnivorous crystal 1 2 3 4 6 8
64 carnivorous blob 1
65-66 chaos beast, advanced shadow 2 3 4 6
67-68 dybbuk 1
69 frost worm 1
70 giant, frost 2 3 4 6 8 12
71 ghorazagh, shadow 1 2 3
72 golem, bone 3 4
73 golem, brass 1 2
74 golem, iron 1 2 3 4
75-76 golem, stone 1 2 3 4
77-78 moon-beast 1 2 3 4 6
79-80 nightskitter 1 2 3 4 6
81-82 nightwalker 1
83-84 nightwing 1 2 3 4
85 protean, imentesh 2 3 4 6 8
86 protean, keketar 1
87 protean, naunets 4 6 8 12
88 protean, naunets, with one protean, imentesh 1 3 5 9 13
89 protean, naunets, with two protean, imentesh 2 6 10
90 retriever, shadow 1
91-92 shadow mastiff, advanced 6 8 12
93 shadows, led by one greater shadow 10 13
94-95 shadows, distorted, led by one greater shadow 4 9 14
96 shadows, greater, advanced 2 3 4 6 8
97-98 spectres 4 6 8 12
99 winterwight 1
00 wraith, dread 1 2 3 4


d100 Contents
1 connection to Prime Material Plane
2-41 nothing of consequence
42-65 trap
66-75 information
76-85 1d3 minor random magic items
86-90 1 medium random magic item
91 Pit of Insanity
92-00 Vault, locked with:
d100 Lock
1-10 Single good lock, DC 30
20-50 Single average lock, arcane locked (CL 14+1d6), DC 35
51-65 Two average locks, arcane locked (CL 14+1d6), DC 35
66-75 Single good lock, arcane locked (CL 14+1d6), DC 40. Add 5 to the treasure roll.
76-79 Two good locks, arcane locked (CL 14+1d6), DC 40. Add 5 to the roll determining the vault's contents.
80-85 Single superior lock, DC 40. Add 5 to the roll determining the vault's contents.
86-89 Two superior locks, DC 40. Add 5 to the roll determining the vault's contents.
90-95 Single superior lock, arcane locked (CL 14+1d6), DC 50. Add 10 to the roll determining the vault's contents.
96-98 No door; vault entirely sealed by wall of stone, 10 inches thick. Add 10 to the roll determining the vault's contents.
99-00 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.

The vault is protected by:

d100 Protection
1-5 No traps
6-10 Concealment. The entire vault door is obscured (behind a secret door, rubble, illusion, etc.).
11-15 A wyvern poison needle (or other CR 5) trap.
16-20 An acid fog (or other CR 7) trap.
21-30 An eternal glyphs (or other CR 9) trap.
31-45 A pit trap arrangement similar to the one seen in location 16, or other CR 11 trap.
46-60 An necromantic deathtrap (or other CR 13 trap).
61-75 An harm (or other CR 14) trap. Add 3 to the roll determining the vault's contents.
76-85 An chain lightning (or other CR 15) trap. Add 6 to the roll determining the vault's contents.
85-95 An disintegration (or other CR 16) trap. Add 9 to the roll determining the vault's contents.
96-99 An lightning gallery (or other CR 17) trap. Add 12 to the roll determining the vault's contents.
00 An deadly spear (or other CR 18) trap. Add 15 to the roll determining the vault's contents.

The vault contains:

d100 number of…
random magic items artifacts
minor medium major lesser major
1-10 1d3
1-10 1d3 1
1-10 1d3
1-10 1d6 1d4
1-10 1d3-1 1d3 1
1-10 1d3
1-10 1d4 1d3
101-110 1d6 1d4 1d3
111-115 1
116-119 1d4 1 1
120+ 1

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