RCDUPFPD003a Dungeonlands Tomb of the Lich Queen Bonus Tables PF

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    DISCLAIMERDungeonlands is not reality. Te GM sets a

    scene in a fictional realm and the players playcharacters in it. Repeat afer me, I am not mycharacter. I cannot do the things that my charactercan do because he is a fictional character in a

    fictional universe.Dont try to fly just because yourcharacter can fly. Dont kill anyone just becauseyour character is a master o the Scottish claymore.Roleplaying is meant to be un, but comes withserious responsibilities.

    CREDITWHERECREDITSDUEWords: Darren Pearce, Joel Sparks

    Rules: Paris Crenshaw, Vladimir Presnyak

    Edits: Aaron Acevedo, Richard . Balsley

    Cartography: Alida Saxon

    Illustrations: James Denton, Jason Engle, GilPearce, Alida Saxon

    Design & Layout:Aaron Acevedo

    This document is copyright Savage Mojo Ltd 2013.All rights reserved. It is for personal use only, and may be

    printed for personal use. It may not be modied, distributedor sold without written permission.

    Compatibility with the Pathnder Roleplaying Game

    requires the Pathnder Roleplaying Game from PaizoPublishing, LLC. See http://paizo.com/pathnderRPG formore information on the Pathnder Roleplaying Game.Paizo Publishing, LLC does not guarantee compatibility,and does not endorse this product.

    Pathnder is a registered trademark of Paizo Publishing,LLC, and the Pathnder Roleplaying Game and thePathnder Roleplaying Game Compatibility Logo aretrademarks of Paizo Publishing, LLC, and are used underthe Pathnder Roleplaying Game Compatibility License.See http://paizo.com/pathnderRPG/compatibility for moreinformation on the compatibility license.

    version1.pathnder130408

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    MONSTER TABLES

    1. Shrunken Heads

    2. Filth Gone Mad

    3. Waking Nightmare

    4. Immaterial Stalkers

    5. Dema the Unseeing

    6. Cadaverous Giant Worm

    7. Chamber o Cloth

    8. Dread Hurler

    1. SHRUNKENHEADS(CR1)Whirling toward you is a cloud o spinning,

    cackling, shrunken human heads, most o themreduced to clattering skulls.

    While odd and disturbing, the Skull Swarm isno real threat. It whirls toward the living to engulthem in its 10 f. space o little, biting heads.

    Skull Swarm (CR 1): Init +2; Sensesdarkvision60 ft., Perception +0; AC14, touch 14, at-footed12 (+2 Dex, +2 size), hp 9 (2d8); Fort +0, Ref+2, Will +3; Defensive Abilities swarm traits;Immuneundead traits, weapon damage; Spdy 40ft. (perfect); Meleeswarm (1d6); Special Attacksdistraction (DC 11); CMB +1; CMD 8 (cant betripped); SkillsFly +6.

    2. FILTHGONEMAD(CR 7)Tis cave is more like a midden. Great heaps

    o rotting things, scum-covered pools o sewage,and piles o filth cover everything, and the smell islike a physical blow. From the largest pool bursts a

    screaming mass o tentacles, flinging ordure in alldirections as it charges.

    Plaguebearer Otyugh (CR 7):Init+0; Sensesdarkvision 60 ft., scent, Perception +10; AC 19,touch 9, at-footed 19 (+10 natural, -1 size); hp102(12d8+48), Fort+7, Ref+4,Will+8; DR5/slashingor piercing; Immunedisease; Spd20 ft., Melee2tentacles +15 (1d8+6 plus grab), bite +15 (1d6+6plus disease); Space10 ft., Reach10 ft. (15 ft. withtentacle); Special Attacks constrict (tentacle1d8+6 plus disease); CMB+16 (+20 grapple); CMD26 (28 vs. trip).

    Disease (Ex):Sewer Madness: Bite or constrictinjury; saveFortitude DC 21;onset1d3 days;frequency1/day; effect1d4 Dex damage , 1d4 Con damage, and1d4 Wis damage; cure2 consecutive saves.

    3. WAKINGNIGHTMARE(CR8)Te vague figure in the shadows wavers like

    smoke, and yet, you know that you have seen theace beore, and will see it once more beore theend.

    Somehow, the hungry spirit o an animatedream became trapped in this realm, where itcraves the solidity that can only come rom eedingon the souls o those who have them still. Temore its victims waste away in nightmare, themore strength it eels, and the closer to somehowbreaking back into its home plane.

    Animate Dream (CR 8): Init +4; Sensesdarkvision 60 ft., Perception +17; AC20, touch 20,at-footed 15 (+5 deection, +4 Dex, +1 dodge);

    hp 90 (12d10+24); Fort +10, Ref +8, Will +12;Defensive Abilities incorporeal; SR 19; Spd y40 ft. (perfect), Meleeincorporeal touch +16 (6d8negative energy plus nightmare curse); CMB +16;CMD 32; Languagestelepathy, 100 ft.

    Spell-Like Abilities (CL 12th; concentration+17): 3/daydeep slumber(DC 18), dimension door,nightmare (DC 20); 1/dayconfusion (DC 19), fear(DC 19), phantasmal killer(DC 19)

    Nightmare Curse: Curseincorporeal touch;saveWill DC 21; frequency1/day; effect1d4 Wisdomdrain and target is fatigued; cure3 consecutive savesor dispel evil, dream,or remove curse.

    4. IMMATERIALSTALKERS(CR9)From the edge o your eye, you see a translucent

    figure slip out o the wall and then out o sightagain. A ew moments later, the same thinghappens, but the figure seems much larger. Whatis going on?A crafy hunter and a mighty troll

    ROLLINGONTHETABLES

    Any time a random result is required or

    Monsters, reasure, raps and the like, roll 1d8

    and consult the tables ound in this booklet. I

    you are using the Dungeonlandscards, insteado rolling on the tables, draw an equal number

    o cards rom the appropriate decks.

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    once stalked each other through these corridorsor days. Beore they could finish their greatcontest, something else killed them both. But theirdissatisfied spirits continue the chase, pausing onlyto take otherworldly vengeance on intruders whomeach considers likely allies o whatever ended theirlives. Trough magic or very timely persuasion,characters might convince one o these spectresnot to attack, or even to accept the party as allies indestroying the other. Should either hunter or trolllearn o the others destruction, the survivor willade away, its purpose gone.

    Spectre (CR 7): Init+7; Sensesdarkvision 60 ft.,Perception +17;Auraunnatural aura (30 ft.);AC15,touch 15, at-footed 12 (+2 deection, +3 Dex); hp52 (8d8+16); Fort+4, Ref+5,Will+9; DefensiveAbilities channel resistance +2, incorporeal;Immuneundead traits;Weaknessesresurrectionvulnerability, sunlight powerlessness; Spdy 80 ft.(perfect); Melee incorporeal touch +10 (1d8 plusenergy drain); Special Attacks create spawn,energy drain (2 levels, DC 16); CMB+6; CMD21

    Spectral Rock Troll (CR 7): Init +5; Sensesdarkvision 60 ft., low-light vision, scent, Perception+16; AC11, touch 11, at-footed 10 (+1 deection,+1 Dex, -1 size); hp52 (8d8+16); Fort+7, Ref+3,

    Will +1; Defensive Abilities channel resistance+4, incorporeal, rejuvenation; Immune undeadtrait; Spd30 ft., y 30 ft. (perfect);Meleecorruptingtouch +6 (7d6 Fort DC 15 half); Space10 ft.,Reach10 ft.; SpecialAttackscreate spawn; CMB+7;CMD19; SQvanish; SkillsIntimidate +17.

    Corrupting Touch (Su): Spectral trolls gain anincorporeal touch attack. As a standard action a troll

    inicts a number of d6s equal to its CR in damage.The damage is not negative energyit manifestsin the form of physical wounds and aches fromsupernatural aging. Creatures immune to magicalaging are immune to this damage, but otherwise thedamage bypasses all forms of damage reduction. AFortitude save (DC 15) halves the damage inicted.

    Vanish (Su):Spectral trolls vanish in direct sunlight.They are not harmed by it, nor does it cause themany discomfort: they simply do not appear in sunlight.Spectral trolls that are held, restrained, conned,or imprisoned (including magical means such astemporal stasis) vanish in direct sunlight. Once night

    has fallen, a spectral troll reappears. (If the spectraltroll was magically held or restrained, the magicdoes not resume when it reappears.)

    Creatures killed by a spectres touch becomespectres in 1d4 rounds, under their creators control.Humanoids killed by the spectral rock troll rise 1d3days later as free-willed specters. Any spawn createdwill become assistants in the great hunt.

    5. DEMATHEUNSEEING(CR 9)Shattered white stone litters the floor o this

    area. On a pile o chunks is an intact emale head.With a hissing laughter, it aces you, displaying acrown o dozens o writhing serpents. Its eyes aresolid white and burn with supernatural orce.

    Tis doomed and miserable individual is Dema,

    a blind medusa. Her inability to see through her owneyes protects her rom any theoretical reflection oher Gaze attack, while the perception o her snake-hair allows her to sense any movement. Demalives only to destroy, especially human males.Examination o the stone ragments would showthat they are smashed statues o previous victims.Dema gets two attacks per round; when anyone iswithin 30 f., she makes one use o her petriyinggaze and one shot rom her magic, poisoned bow.I oes close to melee she grabs them so her snakescan bite while wrestling (Str 10) to make themmeet her gaze.

    Dema:Init+6; Sensesall-around vision, blindsight,darkvision 60 ft., Perception +16; AC19, touch 16,at-footed 13 (+4 cover, +2 Dex, +3 natural); hp76 (8d10+32), Fort+6, Ref+8 (plus +2 for cover),

    Will+7; Spd30 ft.; Meleesnake bit +5 (1d4 pluspoison); Ranged +1 longbow of seeking +11/+6(1d8/x3 plus poison); Special Attacks petrifyinggaze (Fort DC 16); CMB+8; CMD20.

    Gear: +1 longbow of seeking, 20 poisoned arrows(same as bite venom), 60 arrows.

    Poison (Ex): Biteinjury; save Fort DC 18;frequency1/round for 6 rounds; effect1d3 Str; cure2consecutive saves.

    6. CADAVEROUSGIANTWORM(CR 9)

    Tis looks vaguely amiliar -- a huge worm,possibly once purple, but with rotting flesh and atruly remarkable odor.

    Te purple worm corpse does not move orreact -- it is simply dead, not undead. However, itsinsides writhe with two Rot Grub Swarms (CR 7

    each). Any attack that does at least 1 hp damagecauses the skin to split and a swarm to burst out,covering everything in a 10 f. space and thencrawling toward whatever seems alive. All whowitness this must make a DC 15 Fort save or benauseated, with a new save each round to recover.

    Characters in the initial space covered by aswarm must make a DC 19 Reflex save or beinested at once: 1d4 Con damage per round whilein swarm plus 1d6 additional rounds. Te swarmcontinually crawls toward new victims. I not

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    disturbed, the second swarm will crawl out o thecollapsing behemoth to investigate in 5 rounds.

    Rot Grub Swarm (CR 7): Init +2; Sensesblindsense 30 ft., Perception +0; AC20, touch 20,at-footed 18 (+2 Dex, +8 size); hp85 (10d8+40);Fort +11, Ref +5, Will +3; Defensive Abilitiesswarm traits; Immune mind-affecting effects, weapondamage; Spd 10 ft.; Melee swarm +10 (2d6 plusdistraction and infestation); Space10 ft., Reach0ft.; Special Attacksdistraction (DC 19), infestation;CMB ; CMD .

    Infestation (Ex): Living creatures taking damagefrom a rot grub swarm become infested unless theysucceed at a DC 19 Reex save. On a failed save,infested creatures take 1d4 points of Con damageper round. This effect continues as long as thevictim remains in the swarm and continues for 1d6rounds after it leaves the swarm. Any energy-basedattack (including damage from negative energy)that deals at least 5 points of damage to the victimautomatically destroys all of the rot grubs infestingit, ending the effect prematurely. Additionally, anyeffect that removes disease instantly ends a rot grubinfestation. Immunity to disease offers no defense.

    7. CHAMBEROFCLOTH(CR 10)A once-opulent tent ceiling dangles in strips

    and rags. Cloth wall-hangings are shredded andbeouled and more rags cover the floor. Suddenlythe corners o the room rise like cloth-wrappedwings and old inward, blocking out air and light.Te dry and fleshy surace begins to squeeze.

    Mummifed Trapper (CR 10): Init+7; Sensesblindsense 10 ft., darkvision 60 ft., scent, Perception+27; AuraDespair (30ft., DC 19); AC31, touch 11,at-footed 28 (+3 Dex, +20 natural, -2 size); hp110(13d8+52); Fort+9, Ref+7,Will+13; DefensiveAbilities amorphous, channel resistance +4; DR10/piercing or slashing, 5/; Immunecritical hits,precision damage, undead traits; Resistblows, cold10;Weaknesses light sensitivity, re vulnerability;Spd10 ft., climb 5 ft., y 40 ft. (poor); Meleeslam+24 (3d6+17 plus grab plus mummy rot); Space15 ft., Reach 10 ft.; Special Attacks constrict(3d6+17), grab, smother, curse (mummy rot); CMB+28 (+32 grappling); CMD41 (cant be tripped)

    FeatsBlind-Fight, Combat Reexes, Great Fortitude,Improved Initiative, Skill Focus (Perception), SkillFocus (Stealth), Toughness

    SkillsAcrobatics +3 (-5 jump), Climb +25, Fly +2,Perception +27, Stealth +21 (+29 in rocky areas)

    Despair (Su):Once the trapper has revealed itself,all creatures within a 30-foot radius that see it mustmake a DC 19 Will save or be paralyzed by fear for1d4 rounds. Whether or not the save is successful,

    that creature cannot be affected again by this abilityfor 24 hours.

    Mummy Rot (Su) Curse and diseaseslam; saveFort DC 19; onset1 minute; frequency 1/day; effect1d6 Con and 1d6 Cha; cure. Mummy rot is both acurse and disease and can only be cured if the curseis rst removed, at which point the disease can bemagically removed.

    8. DREADHURLER(CR 10)In the middle o this cavern stands a quivering

    mound o grey jelly the size o a small house, alumpy, worm-like chimney protruding rom thetop. Te appendage bends toward you to show adisturbingly human mouth, puckered as i to spit.

    Dread Hurler: Init+0; Senses blindsight 60 ft.,tremorsense 120 ft., Perception +10; AC12, touch4, at-footed (-4 Dex, +8 natural, -2 Size); hp 170(20d8+80); DR15/slashing; Spd0. Rangedrangedtouch +14 (spits one Small Black Pudding per roundto a range of 60 ft, 2d6 bludgeoning + 1d4 acid). TheHurler contains 18 puddings and can grow a newone each day.

    Against oes closer than 15 eet, the hurlerinstead dribbles a pudding onto the target, dealingonly 1d6 impact damage to target and pudding,plus the puddings acid damage to the target.

    When spit by the Hurler, both pudding and itstarget take 2d6 damage rom impact. Te targetalso takes 1d4 acid damage. I they survive theattack, the puddings all into a square adjacent tothe target and attack on the ollowing round. Tese

    small puddings cannot split and break apart intosour-smelling goop when killed.

    Small Black Pudding (CR 1): Init -5; Sensesblindsight 60 ft., Perception -5; AC6, touch 6, at-footed 6 (-5 Dex, +1 size); hp13 (1d8+9); Fort+1,Ref -2, Will -2; Defensive Abilities ooze traits,split; Spd20 ft., climb 15 ft.; Meleeslam +1 (1d4+3plus 1d4 acid); Space5 ft., Reach5 ft.; CMB+2(+6 grapple); CMD7 (17 vs bull rush)

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    NEXUS TABLES1. Abago's Antimagic Accident

    2. Baalthar's Blinding Bumble

    3. Blaylock's Bloodbath

    4. Chan's Chattering Chill

    5. Cretturna's Comortless Conjunction

    6. Doctor Distowain's Disturbing Deoliation7. Ellier's Eventul Emotions

    8. Fernando's Faithul Firestorm

    1. ABAGOSANTIMAGICACCIDENTA crack in the void appears or a split second,

    and with a loud clapping noise, all magic within(CR x 5 f.) is snuffed out. emporary magic,such as potion effects and ongoing spells, ispermanently nullified. Permanent magic items

    resume unctioning in (CR) rounds. Summonedcreatures and objects return whence they came.At the GMs discretion, shapeshifers are orcedback to their true orm (10+CR Fort save orStunned) and highly magical creatures take (CR)d6 nonlethal damage.

    2. BAALTHARSBLINDINGBUMBLEA beam o darkness shoots uncontrollably

    rom the casters hand and strikes the eyes o onerandom creature within (CR x 5 f.) Te target is

    stricken blind but gains a random new sense orthe duration:

    d8 Sense Gained

    1-3 Blindsense, 60 f.

    4-5 Innate Detect Magic ability, alwayson, 60 f. cone.

    6-7 Keen Scent ability to track by scentand to pick up the smells o living things within180 f. o open air.

    8 Innate ability as a Rod o EnemyDetection.

    Every (CR) minutes, the victim must make aFort save at DC = 10+CR; i it succeeds, the effectsend.

    3. BLAYLOCKSBLOODBATHA berserk spirit o warare settles on the minds

    o those near this event. Every creature within CRx 5 f. must make a Will save at DC = 10 + CRor becomes enraged towards those considered

    enemies. Affected creatures will close with any oein sight, gain +2 Strength, +2 Constitution, and 2AC, and can only move and make melee attacks.No spellcasting, missile weapons, or item useare allowed. I no enemies are available, affectedcreatures suffer visions o bloody triumph and areShaken. Te effect lasts CR rounds.

    4. CHANSCHATTERINGCHILLTe temperature in a sphere o CR x 5 f.

    radius around the caster drops suddenly. Moisturecondenses onto every glass or metal surace, thenturns to rost. Liquids take a coat o rime. Creatureseel an unearthly cold penetrate to their very bones.Each suffers 1d6 negative energy damage andmust make a Fortitude save with DC = CR + 10 ortake 1 point o Strength damage. Te chilled areapersists or CR rounds, as liquids reeze solid, rostthickens, and snowflakes orm and all. Creatures,including the caster, can move out o the effect, butthose who remain suffer the same negative energyand Strength damage each round.

    5. CRETTURNASCOMFORTLESSCONJUNCTION

    Every creature within CR x 5 f. hears a gong-like chime in its mind, even i dea or under aSilence effect. wo random creatures, PCs ipossible, hear the exact same note and become ableto read each others every thought or CR minutes.Te orced intimacy is extremely embarrassing.Tey can hide nothing rom each other, except thateach can make a Will save at DC = 10 + CR to keepexactly one deep dark secret. Players o charactersunder this effect should sit together and whisper ornote down every action beore taking it, giving theother a chance to react beore anyone else.

    6. DOCTORDISTOWAINSDISTURBINGDEFOLIATION

    A wave o darkness and dust originates with thecaster and roils out to a CR x 5 f. radius and halthat in height. Every living plant within the effecthas its leaves turn black and brittle. Small, ordinaryplants such as grass and erns are killed. Bushesand small trees lose their leaves and go dormantuntil the next Spring. rees and other very largeplants lose their leaves where the magic touchedand lose hal their productivity or the next year.Animate plant creatures take CRd6 damage with aFort save or hal damage, DC = 10 + CR.

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    7. ELLIFERSEVENTFULEMOTIONSA strange thrill runs along the nerves o every

    living creature in a CR x 5 f. radius in all directions.Te powerul emotions o otherworldly spirits flowthrough them, with varying effects. Saving throwsto avoid the worst effects are Will saves with DC =10 + CR.

    d6 Emotion 12 Fear. Save or gain the Coweringcondition.

    3 Glee. Insane delight plasters a grinon the characters ace. Save or become Fascinatedwith just how unny everything is.

    4-5 Grie. Limitless sadness and losswash over the character. Save or begin weepingand gain the Stunned condition.

    6 Pain. Echoes o past torture inflict4 on attack rolls, skill checks, and ability checks.No save.

    8. FERNANDOSFAITHFULFIRESTORM

    Hundreds o invisibly tiny gates pop openbetween the casters location and some fiery realm.Te air or CR x 5 f. in radius and hal that heightfills with sparks o fire, which all slowly over thecourse o a round. Every creature nearby suffersCR / 2 points o fire damage, unless it spends theround doing nothing but moving and brushing

    away sparks, in which case a Reflex save with DC= CR prevents the damage. Flammable items havea 50% chance to ignite in small flames. Sparkscontinue to appear and all or CR rounds, withthe same damage and chance o starting fires, andhorribly, the cloud moves with the caster.

    TRAP TABLES1. Te Flying Monkey

    2. Te Mute Monkey

    3. Tree Pits

    4. Spitting Ceiling

    5. Spore Chain

    6. Fall Into Madness

    7. Erroneous Portcullis

    8. Foul Deluge

    1. THEFLYINGMONKEY(CR 1)Boing! Tis trap is mainly intended to mock

    trespassers. When the door opens, a small catapultlaunches a six-inch golden statue o a monkey(gold-plated stone, 100 gp) at the doorway. Temonkeys mouth is open in a silent scream o ear.

    Flying Monkey Trap (CR 1)

    Type mechanical; Perception DC 20; DisableDeviceDC 20

    Effects

    Triggerlocation; Resetrepair

    Effect Atk +6 ranged (1d4 damage)

    2. THEMUTEMONKEY(CR 5)Six-oot tall, ugly, purple mushrooms line

    the walls o this cavern. A DC 10 Knowledge(dungeoneering) check identifies these mushroomsas shriekers. It seems relatively easy to avoid settingthem off by staying quiet and keeping light sourcesat least 10 eet away rom them.O course, thingswont be as easy as they appear.

    In the center o the room, a gold statue o amonkey sits on an altar (gold-plated stone, 100gp). Te monkey holds its hands over its mouth.Te top o the altar is carved with a 3 x 3 squaregrid, with the monkey resting in the center square.

    When anyone approaches within 30 f. o thealtar, a magic missilespell is activated with a timedelay. I the monkey is moved rom the centersquare to the bottom right square within 1 round,

    the magic missilespell is cancelled. Otherwise, fivemissiles dart out and strike five widely separatedshriekers, causing the room to erupt in piercingshrieks or 3 rounds, during which no other soundcan be heard. All nearby monsters are alerted andthe GM may wish to draw a Monster Card or rollor a random encounter. Te altar will repeat itstrap unction up to 24 more times. Attempts todetach it rom the floor destroy it.

    Mute Monkey Trap (CR 7)

    Type magic; PerceptionDC 26; Disable DeviceDC 26; Bypassspecial (see above)

    EffectsTrigger proximity (alarm); Reset automatic, 1minute

    Effect magic missilesstrike 5 shriekers

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    3. THREEPITS(CR 10)Along this hallway, three 10-f. squares in a row

    are trappedfirst with a pit, then a pressure plate,then another pit. On a DC 20 Perception check,the PCs notice the first pit. Beating a DC 25 allowsthem to notice the pit and the pressure plate. Ona DC 30, they discover all three mechanisms.Disabling each area requires a DC 20 DisableDevice check.

    Stepping on the square o either o the primarypit traps causes it to open, dropping victims 40eet unless they make a DC 20 Reflex save. Placingat least 50 lbs on the pressure plate between thepits prevents both pits rom opening. However,disabling the pressure plate prevents it romholding the pits closed. A short corridor joins thetwo pits at the bottom, but the floor o this corridoris also trapped with a 30-f deep, spiked pit.

    Characters who deeat the primary pit trapsstill gain experience or deeating the spiked pit.

    Primary Pit Traps (CR 3 each, 2 pits)

    Type mechanical; Perception 20 (see below);Disable DeviceDC 20

    Effects

    Triggerlocation; Resetmanual

    Effect40-ft.-deep pit (4d6 falling damage); DC 20Reex avoids; multiple targets (all targets in a 10-ft.-square area)

    Secondary Spiked Pit Trap (CR 8)

    Type mechanical; Perception25; Disable DeviceDC 20

    EffectsTriggerlocation; Resetmanual

    Effect30-ft.-deep pit (3d6 falling damage); pit spikes(Atk +13 melee, 1d4+1 spikes per target for 1d6+3damage each plus poison [blue whinnis]); DC 25Reex avoids; multiple targets (all targets in a 10-ft.-square area)

    Blue Whinnis

    Typepoison, injury; SaveFortitude DC 14

    Frequency1/round for 2 rounds

    Initial Effect 1 Con damage; Secondary Effectunconsciousness for 1d3 hours;Cure1 save

    4. SPITTINGCEILING(CR 9)Six carvings o human mouths are spaced

    every 5 f. along the 15-f.-high ceiling o this30-f.-long hallway.A large colony o green slime(CR 4) lives in the space above the mouths.Whenanyone passes under one o the mouths withoutsaying the password, the mouth spits green slimeat that character, requiring a Reflex save to avoidthe slimes effects (1d6 Con damage per round;can be scraped off during first round o contact,destroying scraper; does 2d6 to wood and metal,ignoring metals hardness). Each mouth works 4times and there are 24 units o slime above. Eachmagic mouth must be disarmed separately.

    Green Slime Trap (CR 9)

    Type magic; Perception26; Disable DeviceDC26; Bypasspassword

    Effects

    Triggerlocation; Resetautomatic

    Effect mouth spitsgreen slime; DC 25 Reex avoids;multiple targets (6 mouths, 4 targets per mouth)

    5. SPORECHAIN(CR 9)Down the corridor ahead, the walls are pierced

    by our large windows. Tere is only darknessbeyond the windows, although you can catch aglimpse iron bars set well back rom the nearestwindow. A relatively obvious pressure plate(Perception DC 15, Disable Device DC 20) is setinto the floor at the very start o this corridor.

    Halway down the corridors 45-f. length is a moresubtle plate (Perception DC 25, Disable Device DC20). Placing at least 30 pounds on the obvious plateprevents the second one rom triggering the trap.Otherwise, pressure on the second plate fires acrossbow bolt into each o our chained gas spores(Tome of Horrors Complete, Frog God Games)floating behind the barred windows, resulting inour violent,overlapping explosions that blow outthe windows and affect everyone in the hall and 5f. beyond it in each direction.

    Exploding Gas Spore Trap (CR 9)

    Type mechanical; Perception25; Disable Device

    DC 20; BypassspecialEffects

    Triggerlocation; Resetnone

    Effect gas spore explosions (4 explosions, 6d6damage each, DC 15 Reex save per explosion forhalf damage); multiple targets (all creatures in thecorridor and 5 feet beyond)

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    6. FALLINTOMADNESS(CR 11)Tis very well-camouflaged pit is only 20 f.

    deep, but it is ull o insanity mist.

    Insanity Mist Pit Trap (CR 11)

    Type mechanical; Perception30; Disable DeviceDC 20

    Effects

    Triggerlocation; Resetautomatic (1 minute)Effect 20-ft.-deep pit (2d6 falling damage pluspoison [insanity mist]); DC 25 Reex avoids; multipletargets (all targets in a 10-ft.-square area)

    Insanity Mist

    Typepoison, inhaled; SaveFortitude DC 15

    Frequency1/rounds for 6 rounds

    Effect 1d3 Wis damage;Cure1 save

    7. ERRONEOUSPORTCULLIS(CR 12)A heavy portcullis blocks the doorway out o

    this room. A Perception check o DC 10 spots aheavy lever on the other side, and a DC 15 EscapeArtist check will allow a Medium-sized characterto reach it. A DC 20 Perception check is requiredto note that, the lever is coated with dragon bile.

    I pulled, the lever opens a 30-f.-deep pit withspikes at the bottom, just in ront o the portcullis.Te pit recloses and latches in one round. A hiddenswitch (Perception DC 25) unlatches the portcullisso that it can be easily raised.

    Portcullis Pit Trap (CR 12)

    Type mechanical; Perception20; Disable DeviceDC 20; Bypassswitch (Perception DC 25)

    Effects

    Triggertouch; Resetautomatic (1 round)

    Effect poison on lever (dragon bile); 30-ft.-deeppit (3d6 falling damage); pit spikes (Atk +13 melee,1d4+1 spikes per target for 1d6+3 damage each;DC 20 Reex avoids; multiple targets (all targets ina 10-ft.-square area in front of portcullis)

    Dragon Bile

    Typepoison, contact; SaveFortitude DC 26

    Frequency1/round for 6 rounds

    Effect 1d3 Str damage

    8. FOUL DELUGE(CR 11)wo doors in this room are crafed o heavy

    iron. Examining the exit door or traps (PerceptionDC 20) reveals that when it is opened, the ar doorwill close (Disable Device DC 28).A Perceptioncheck (DC 25) reveals that the metal is colder thanit should be. Te check will not reveal that thetemperature difference is due to a mass o wateron the doors other side. As soon as the door isunlatched, the water blasts the door open. Tosewithin 5 eet must make a DC 15 Reflex save toavoid being hit by the door and taking 2d6+3damage.Meanwhile, water floods the room. I theopposite door was allowed to close, the room fillsin 10 rounds. Worse, the water is, in act, unholywaterand so filthy that those in contact with it areexposed to disease.

    Unholy Water Trap (CR 11)

    Type mechanical; Perception20; Disable DeviceDC 28

    EffectsTriggertouch; Resetnone

    Effect possible drowning, unholy water (damagesgood outsiders, 2d4 if splashed, 10d4 damageper round for partial submersion, 20d4 if totallysubmerged), disease (bog rot, Fort DC 16); multipletargets (all creatures in the room)

    Bog Rot

    Typedisease, contact; SaveFortitude DC 16

    Onset 1 day; Frequency1/day

    Effect 1d6 Str, Dex, Con or Cha damage (determinerandomly using 1d4);Cure

    Creatures aficted with bog rot do not heal naturallyand only gain one-half benet from magical healinguntil the disease is cured. Unlike normal diseases, bogrot continues until the victim reaches Constitution0 (and dies) or receives a remove disease spell orsimilar magic.

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    TREASURE TABLE 11. Night Sword

    2. Armor o Storms

    3. Zylgaards Orb

    4. Wol Shield

    5. Drakkars Fang

    6. Susperinas Staff7. Ring o Oman

    8. Cloak o Kendra

    1. NIGHTSWORDTis sleek black blade has been used or

    countless ages to battle oes such as vampires,demons and the undead. It is rumored to havebeen orged rom the spine o a greater demon andquenched in the tears o a saint.

    Te blade normally unctions as a +2 holylongsword. Against evil outsiders, undead or,evil shapeshifers, attacks with the sword ignoredamage reduction and prevent ast healing andregeneration effects rom unctioning or oneround. Vampires slain by the sword do not assumegaseous orm and are instead utterly destroyed.Additionally, summoned evil outsiders slain by thesword are permanently killed and do not reorm 24hours later as normal.

    2. ARMOR

    OF

    STORMS

    Tis bulky suit o chain and plate has seenbetter days, the leather straps look worn and theedges are slightly dulled on the metal. Te Armoro Storms is however anything but old and ruined.It was given to the Storm Giant Angmir on hisfirst great battle and whilst he died, the armor hasprotected those o lesser size to this day.

    Tis suit o +5 full-plate makes it wearerimmune to all electricity damage.

    3. ZYLGAARDSORBTe sorcerer Zylgaard made many magic orbsduring his tenure as head o the Mage Guild oNymas. Many o the orbs have been lost or stolen,but the orb which takes his name is the mostpowerul and is said to have the soul o a darkangel buried deep within.

    An arcane caster holding the orb may cast anyspell he has in his spell book (or knows) withoutexpending a prepared spell or spell slot. Tis drains

    the orb o a number o charges equal to the level othe spell cast. Te caster takes a penalty to a randomability score equal to the number o charges used(this cannot reduce the ability score below 1). Tispenalty lasts until the caster next prepares spells.I the owner uses the orb again beore the penaltyhas worn off, apply a new penalty to a new abilityscore (i all ability scores have penalties, apply tothat with the lowest these penalties stack) Teorb has 20 charges, which replenish daily.

    4. WOLFSHIELDAylla the Wol was a amous warrior rom the

    Realm o Relic, she carried with her a silver andivory shield carved with the image o a snarlingwol. Tis allowed her to take on the wol s shape,strength, hearing or vision but only per day. Shewas killed in the Battle o oken Bridge and hershield lost to the annals o time.

    Te wielder o this +3 heavy shieldmay use beastform IIas a supernatural ability to transorm into adire wol as a ree action once per day. In this orm,the wielder also gains the wol s movement speed,the benefits o the Run, Skill Focus (Perception),and Weapon Focus (bite) eats, and the ability tospeak with wolves, dire wolves, and dogs, as well asgaining the enhancement bonus o the shield as ashield bonus to AC. Te transormation lasts or 1hour or until the wielder chooses to change back.

    5. DRAKKARSFANGTis is the name given to a huge serrated axe

    which is shaped like a bears head ull o massiveteeth. Tis obsidian and bronze weapon has a longwooden handle carved with swirls and patterns,capped in dyed dark brown leather and woundwith strong cord. It grants its wielder a powerulroar which can shatter stone, knock over oes andintimidate lesser oes.

    Whenever the wielder o this +2 thunderinggreataxedeals more than double the targets HDin damage with the weapon (afer DR, etc), thewielder may immediately make an intimidate

    check as a ree action to demoralize the opponent.Additionally, the wielder gains the benefits o theIntimidating Prowess eat.

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    6. SUSPERINASSTAFFLady Susperina Davan was a powerul sorceress

    who excelled in command over the elements; thisstaff is imbued with the power o both fire andstorm. It is said she attempted to harness fire andice and ailed miserably, this drove her to seek outeven more powerul ways to enchant items. Sadly itwas all or naught since her last enchantment wentwrong and she was captured into the very staff shesought to enchant. It looks like a very simple sixoot long staff topped with a hexagonal ruby.

    Tis +1 quarterstaffalso unctions similarly toa magical staff. Its user can expend a charge to castfireball. Additionally, a user can expend chargesrom the staff to apply a metamagic eat he or shehas to a prepared/known spell that deals fire orlightning damage spontaneously, without changingthe casting time o the spell or expending a higherspell slot. Tis use expends a number o chargesequal to the spell level adjustment o the eat used.

    It has a caster level o 10, holds 10 charges, andmay be recharged as a normal staff.

    7. RINGOFOMANTe songwriter/playwright/perormer Oglo

    Oman was renowned or his stirring oratory, hisstunning perormances and great theatre skills. Itwas all a lie; he wore a powerul enchanted ringwhich gave him superb oratory command andan amazing charisma when acing an audience.Without it, he sounded like fingernails down glass.

    Te ring was a single silver band topped with a cutemerald.

    Te ring grants its wearer a +4 enhancementbonus to Charisma as well as a +3 competencebonus on Charisma-based checks

    8. CLOAKOFKENDRA Kendras cloak was worn by the scheming

    rogue Kendra Morgan and allowed her to vanishinto thick shadows at will. Unortunately the cloakwas also cursed to reveal her at the moment o

    her greatest triumph, this all black garment has asimple tailored cowl and flows around the wearer,it is tied by a single silver drawstring at the neck.Te curse only affected Kendra Morgan, who stoleit rom the original owner.

    Te cloak grants the wearer a +5 competencebonus to Stealth checks and the ability to castdarknessat will.

    TREASURE TABLES 21. Long Matches

    2. Woven Rope

    3. Blade Boots

    4. Blade Ring

    5. War Horn

    6. Gold inderbox7. Saddlebags

    8. Ornate Scabbard

    1. LONGMATCHES Tis wooden box contains twelve long and

    stout matches, they are wrapped in a shea or lealike paper which keeps them dry. Te box has asingle brass hinge which squeaks a little when the

    lid is opened, the matches are dry and there is along striker-strip on the back o the box whichallows the user to light the matches with ease. Telid is carved with a circle insignia and the box ismade o dark oak.

    Tese reliable matches are well-crafed and well-protected against humidity. I a check is necessaryto light a fire under unavorable conditions, thesematches lower the DC by 2.

    2. WOVENROPETis tough rope is dark grey in color and

    woven o two distinct types to give it strength andflexibility. It is thirty eet long and thinner than thenormal hemp style ropes o its kind. One o theends is knotted as though its been used beore andits slightly scuffed in places.

    Tis silk rope is much stronger than normal. Ithas 8 hit points and requires a DC 28 Str check tobreak.

    3. BLADEBOOTSTese are sturdy brown leather boots with

    reinorced toe-caps and heavy heels. Inside the ronto the boot is a six inch long knie which springsout via a hidden mechanism activated by smackingthe boot down hard against a solid surace. Carehas to be taken when using such devices in theexact pressure applied when running.

    Te blade o these boots is extremely hard todetect (user automatically takes 20 on sleight ohand checks to conceal the blade). When extended,

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    the blade unctions as a dagger. Rolling a 1 on anacrobatics check made to jump activates the bladeat an inopportune moment as the user lands,extending the blade. Make an attack roll using theDC o the check as the attack bonus; i it hits, theuser deals damage to themselves with the blade.

    4. BLADERINGTis steel ring is the size o a medium weddingband, with no ornamentation or precious stonesset in the circle. It has a very thin blade on theunderside and is ofen used by cutpurses to slice thedrawstrings o coin pouches easily when robbingan unsuspecting mark. Teyre designed to be asplain as possible as to avoid any undue attention.

    Tis ring unctions as a gauntlet, allowing theuser to make lethal unarmed attacks. It is hard tospot, giving observers a -10 on perception checksto identiy it as a weapon

    5. WARHORNTis large horn is made rom ivory, ebony, steel

    and bronze. Its shaped like a large fish at one endwith a flanged mouth and the tail has a silver cap.Te cap has an oval reed made rom thin woodand when the horn sounds it has a beautiul clearvibrating note which can be heard or miles. Finallythere is a silver and black cord which allows it to beslung over the back or hooked onto a belt.

    When used in a confined space, all creatures

    with 5 f are deaened or 1 round (Fort DC 12negates).

    6. GOLDTIN DERBOXTis ancy tinderbox is a small one, made o

    metal covered in fine gold lea. Te shape is ovaland the lid has a golden lion embossed on the top.Inside there are the usual contents, a flint and steel,though theyre also lion themed with a lions heador both o them clamping its jaws onto the steeland the flint respectively. Teres a small amounto tinder, tightly packed in a small parchmentpouch inside the box. Te initials AA appear onthe underside.

    As per normal flint and steel but worth 120gold.

    7. SADDLEBAGSTese cream colored saddlebags are o fine

    make; they have a ew scuff marks across the lef

    bag and contain some rolled up parchment scrolls.A ew coins o various denominations are in theright bag and official documentation rom variouskingdoms has been bundled into the right handbag. Perhaps they belonged to a courier or somekind o spy.

    Coins come to 10 gold in various currencies.

    8. ORNATESCABBARDTis metal scabbard has icons o eagles and

    birds o prey all over it, made o gold and obsidianwith an inlay o diamond. Te scabbard is ora regular sized long sword and has a red cordwrapped around one end.

    Tis finely-crafed scabbard grants a +2 todiplomacy checks vs. NPC with military ties.