TEXT: paizo.com, Johnee Hurt <johneeh@outlook.com>, Jan 24, 2015
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  d%  Event  
  Other  
  information  
  3.5  
  Pathfinder  
  01-40  Rainbow 
  pattern-
  based trap  
  The shifting pat-
  terns leave you 
  feeling confused 
  rather than fasci-
  nated.  
  CR 5; magic device; timed trigger; 
  automatic reset; spell effect (rainbow 
  pattern that causes illusory confusion, 
  7th level wizard, Will DC 16 negates); 
  Search DC 29, Disable Device DC 29  
  Rainbow Pattern XP 1,600 Type spell; Percep-
  tion DC 29; Disable Device DC 29; Trigger 
  timed; Duration instantaneous Reset automatic 
  (instant) Effect spell effects (rainbow pattern that 
  causes illusory confusion, 7th level  wizard; multi-
  ple targets (all creatures in 20-ft radius burst)  
  41-70  Nightmare-
  based trap  
  This induces a 
  waking nightmare 
  that leaves some-
  one feebleminded  
  CR 6; magic device; timed trigger; 
  automatic reset; spell effect (nightmare 
  that causes illusory feeblemind, 9th 
  level wizard, Will DC 17 negates); 
  Search DC 30, Disable Device DC 30  
  Nightmare XP 2,400 Type spell; Perception DC 
  30; Disable Device DC 30; Trigger timed; Dura-
  tion instantaneous Reset automatic (instant) 
  Effect spell effects (nightmare that causes 
  illusory feeblemind, 9th level  wizard; one target 
  (random creature in 20-ft.-radius burst)  
  71-90  Mislead-
  based trap  
  An image of an 
  ancient mage ap-
  pears to cast sym-
  bol of fear .  
  CR 7; magic device; timed trigger; 
  automatic reset; spell effect (mislead 
  that works like symbol of persuasion, 
  11th level wizard, Will DC 19 negates); 
  Search DC 31, Disable Device DC 31  
  Mislead XP 3,200 Type spell; Perception DC 
  31; Disable Device DC 31; Trigger timed; Dura-
  tion instantaneous Reset automatic (instant) 
  Effect spell effects (mislead that works like 
  symbol of persuasion, 11th level  wizard; multiple 
  targets (all creatures in 60-ft.-radius burst)  
  91-99  Simulacrum-
  based trap  
  Forms an image of 
  the person that 
  triggers it being 
  horrifically killed, 
  inducing insanity.  
  CR 8; magic device; timed trigger; 
  automatic reset; spell effect 
  (simulacrum that causes illusory insan-
  ity, 13th level wizard, Will DC 20 ne-
  gates); Search DC 32 Disable Device 
  DC 32  
  Simulacrum XP 4,800 Type spell; Perception 
  DC 32; Disable Device DC 32; Trigger timed; Du-
  ration instantaneous Reset automatic (instant) 
  Effect spell effects (simulacrum that causes 
  illusory insanity, 13th level  wizard; one target 
  (random creature in 20-ft.-radius burst)  
  00  
  Scintillating 
  pattern trap  
  If anyone is 
  stunned and drops 
  items, they ran-
  domly rigger 1d3 
  of the other traps.  
  CR 9; magic device; timed trigger; 
  automatic reset; spell effect 
  (scintillating pattern, 15th level wizard, 
  Will DC 22 negates); Search DC 33, 
  Disable Device DC 33  
  Scintillating Pattern XP 6,400 Type spell; Per-
  ception DC 33; Disable Device DC 33; Trigger 
  timed; Duration instantaneous Reset automatic 
  (instant) Effect spell effects (scintillating pattern, 
  15th level  wizard; multiple targets (all creatures in 
  20-ft.-radius burst)  
  Random encounters around Krelgar Keep - from the south 
  Random Encounters 
  d%  Item  
  Other information  
  01-40  Fouled piece of weaponry  
  If handled, Fort DC 13 prevents shakes Contact; 1 days; 1d8 Dex  
  41-70  Repairable simple or light weapon  
  01-40 Simple Light; 41-70 Simple 1-handed; 71-90 Martial Light; 91-00  
  Martial 1-handed (5 in total)  
  71-90  2 Allips (once only)  
  One Klavek and one Vikmordere; they suspend their fight to face down the PCs.  
  71-90  2 Allips (once only)  
  One Klavek and one Vikmordere; they suspend their fight to face down the PCs  
  91-99  Battlegrave flesh golem (CR 6)  
  Rises from a mass grave but cannot move (it has both reduced Dex and Str). Only 
  one exists.  
  Random encounters around Krelgar Keep - from the west 
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  Random Encounters 
  d%  Item  
  Other information  
  3.5  
  Pathfinder  
  01-30  Rusted, pitted, 
  flattened camp 
  item  
  If handled, Fort DC 15 prevents 
  rust finger. Injury; 1d2 days; 
  Damage 1d4 Dex,1d2 Cha;  
  N/A  
  N/A  
  31-55  Repairable 
  simple melee 
  weapon  
  Roll % dice: 01-45 Light; 46-80 
  One-handed; 80-00 Two-
  handed (5 in total)  
  N/A  
  N/A  
  56-75  Huge spider  
  (once only)  
  Spot/Perception DC 20 to notice 
  there is a House Gullion mark 
  on its back.  
  Huge monstrous spider  Ogre spider  
  76-90  4 Vikmordere 
  warriors  
  (once only)  
  Scavengers that will  fight until 
  two are killed (after which they 
  flee).  
  Vikmordere warriors  
  Vikmordere warriors  
  91-99  Spectre  
  (once only)  
  Undead Klavek warrior intent  
  on “slaying all the enemy!”  
  Spectre  
  Spectre  
  00  
  Vikmordere  
  marker  
  Triggers a word of chaos trap  
  CR 8; magic device; 
  proximity trigger (detect 
  law); automatic reset; 
  spell effect (word of 
  chaos, 13th-level cler-
  ic); Search DC 32; Dis-
  able Device DC 32  
  Word of Chaos XP 4,800 Type spell; Percep-
  tion DC 32; Disable Device DC 32 Trigger 
  proximity ; Duration instantaneous Reset auto-
  matic (10 minutes) Effect spell effects (detect 
  law and word of chaos, 13th level cleric); multi-
  ple targets (all lawful creatures in 40-ft.-radius 
  burst)  
  Random encounters around Krelgar Keep - from the north  
  Random encounters between Krelgar Keep and Embla  
  Creature  
  Within 1 mile of Holoth (%)  
  Deep in the Underworld (%)  
  Within 1 mile of Embla (%)  
  Centipede Swarm  
  01-30  
  01-15  
  01-40  
  Darkmantle  
  31-50  
  16-30  
  41-55  
  Delver  
  51-55  
  41-55  
  56-60  
  Destrachen  
  56-65  
  56-60  
  61-70  
  Gray Ooze  
  66-80  
  61-90  
  71-85  
  Lurker Above  
  81-00  
  91-00  
  86-00  
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  Random Encounters 
  Underworld Encounter/Event Table between Embla and Holoth  
  d%  
  Cave Type  
  Features  
  Formations  
  Material of 
  caves and 
  tunnels  
  Cause of 
  caves  
  Monsters or 
  Humanoids  
  Conditions  
  01-05  
  Dead  
  Bedding plane  
  Flowstones  
  Packed dirt  
  Carbonic acid  
  Bat Swarm  
  Below freezing  
  06-10  
  Live  
  Faults  
  Stalactites  
  Limestone  
  Sulphuric acid  
  Centipede 
  Swarm  
  Freezing  
  11-15  
  Ossuary  
  Joints  
  Stalagmites  
  Chalk  
  Lava  
  Colossal Mon-
  strous Centipede  
  Very Cold  
  16-20  
  Animal pen  
  Cracks  
  Helictites  
  Dolomite  
  Waves  
  Fungal Crawler  
  Cold  
  21-25  
  Epigenic  
  (surface cave)  
  Karst (rough  
  limestone country)  
  Soda straws  
  Marble  
  Flowing stream  
  Phycomid  
  Cold and wet  
  26-30  
  Hypogenic  
  (deep cave)  
  Gallery  
  Columns  
  Salt  
  Aeolian (wind)  
  Roper  
  Wet  
  31-35  
  Plutonic  
  (heat formed)  
  Ley tunnel entrance  
  Steps  
  Gypsum  
  Glacial  
  Slime Mold  
  Cold and dry  
  36-40  
  Mazelike  
  Stream  
  Solid lava mounds  
  Lava  
  Fault fractures  
  Vegepygmy  
  Normal  
  41-45  
  Underground 
  spring  
  River  
  Ice structures  
  Ice  
  Groundwater 
  seepage  
  Black Pudding  
  Warm and dry  
  46-50  
  Dead end  
  Lake  
  Island on a lake  
  Packed sand  
  Hydrogen  
  sulphide  
  Charda or  
  Clawbat  
  Dry  
  51-55  
  Former sea cave  
  Sinkhole  
  Whirlpool in a  
  sinkhole  
  Hardened mud  Unstable ground  
  Darkmantle  
  Warm and wet  
  56-60  
  Isolated chamber 
  (no way in)  
  Drainhole  
  Oil seepage  
  Petrified wood  
  Unstable ceiling  
  Delver  
  Warm  
  61-65  
  Branchwork  
  Water table lines  
  Gem vein  
  Fungus colony  
  Meteor strike  
  Destrachan  
  Very warm  
  66-70  
  Angular network 
  loops  
  Rock strata lines  
  Precious metal 
  vein  
  Coral colony  
  Explosion  
  Drider  
  Hot  
  71-75  
  Braided passages  
  Rift caves  
  Iron pyrite vein  
  Sea kelp colony  
  Earthquake  
  Gibbering 
  Mouther  
  Very hot  
  76-80  
  Spongework  
  Lava mold caves  
  Natural pit trap  
  Avalanche  
  boulder piles  
  Contents  
  teleported out  
  Gray Ooze  
  Hypothermic  
  81-85  
  Ramiform  
  Open vertical lava 
  tunnel  
  Natural falling 
  block trap  
  Sandstone  
  Spell  
  Lurker Above  
  Dehydrating  
  86-90  
  Pit caves  
  Tectonic plate  
  fracture  
  Squeeze hole 
  (small/smaller 
  creatures)  
  Earthquake 
  damaged  
  structures  
  Creature  
  Mercane  
  Merchant(s)  
  Fatiguing  
  91-95  
  Dead  
  Open lava  
  40ft+ climb to keep 
  on path  
  Reclaimed  
  dungeon  
  Fire  
  Exiled drow 
  rogues/ warriors  
  Exhausting  
  96-00  
  Live  
  Steam geyser  
  40ft+ drop to keep 
  on path  
  Magical  
  underground 
  carved clouds  
  Mining  
  Purple worm 
  young or adults  
  Deeper darkness  
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  Random Encounters 
  Fungi Forest - Random Flora Encounter Table  
  d%  
  Type of Mushroom  
  Common Name  
  Rarity  
  1-12  
  Videre Spongos  
  Twilight Caps  
  Common  
  13-24  
  Fantafungi  
  Peaceful Giant  
  Common  
  25-36  
  Glaucan-Deporphus  
  Glistening-Saucer  
  Common  
  37-47  
  Scutum Boletus  
  Shield Mushroom  
  Common  
  48-57  
  Suffocatio  
  Poisonpuff  
  Uncommon  
  58-67  
  Kekel’ji  
  Fountain of the Gods  
  Uncommon  
  68-77  
  Audire Boletus  
  The Funnel Fungi  
  Uncommon  
  78-85  
  Sumulis-Tangrielis  
  Meaty Mushroom  
  Rare  
  86-89  
  Pizmutiaas  
  Poison-Pods  
  Very Rare  
  90-93  
  Mortem Diasporus  
  Necroshroom  
  Very Rare  
  94-97  
  Sangre-Tigre  
  Tiger Blood  
  Very Rare  
  98-00  
  Lunarae  
  Moon Child  
  Legendary  
  Fungi Forest - Random Fauna Encounter Table  
  d%  
  Encounter  
  Number of  
  Creatures / Duration  
  Location  
  1-5  
  Drow Trophy Hunters  
  Six Drow Assassins  
  Any  
  6-10  
  Drow Loggers  
  Six Drow Raiders  
  Fungi Forest, Jungle  
  11-18  
  Rift Flumphs  
  Colony (16)  
  Rift (Any)  
  19-28 
  roll again  
  Fungi Sweat  
  Detriment  
  (1d4+2 minutes)  
  Any  
  29-38  
  Spore Clouds  
  Hazard (varies)  
  Any  
  (Suffocation in the Rift)  
  39-46  
  Fungal Ankhegs  
  Four (choose size)  
  Any  
  47-60  
  Mulch Crawlers  
  Pairs  
  Entrance from the Back 
  Road (Any)  
  60-64  
  Shambling Mound  
  Four  
  Any  
  65-73  
  Colossal Centipede  
  Pair  
  The Rift  
  74-80  
  Vegepygmy  
  Three Dozen  
  Ruins of the Rift, The Rift  
  81-86  
  Carnivorous Mush-
  room patch  
  As the spell (CL 10th)  
  Fungi Forest  
  87-92  
  Myceloid Devotees  
  5-6  
  Ruins of the Rift  
  93-96  
  Magma Roc  
  Pairs  
  The Rift (Any)  
  97-100  
  Puffball  
  (Floating Fungus)  
  Hazard (varies)  
  Any  
  d%  
  Creature(s) attracted  
  01-10  
  Young Ankheg  
  11-18  
  Standard Ankheg  
  19-24  
  Advanced Ankheg  
  25-34  
  Immature Bulette  
  35-42  
  Young Bulette  
  43-48  
  Standard Bulette  
  49-58  
  Standard Grick  
  59-66  
  Mature Grick  
  67-72  
  Advanced Grick  
  73-82  
  Immature Earthwyrm  
  83-90  
  Young Earthwyrm  
  91-96  
  Adult Earthwyrm  
  97-98  
  Titan Centipede  
  99-00  
  Magma Roc  
  Fungi Forest - Random Encounters  
  in the Drow Region  
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  Important References 
  Influences on Diplomacy Rolls when Releasing Slaves in Holoth  
  Predominant race is...  
  Dwarves  
  Humans  
  Others  
  Drow  
  Starts as....  
  Indifferent  
  Friendly  
  Indifferent  
  Unfriendly  
  Improves if... present in party  
  Dwarf,  
  svirfneblin  
  Human, half-any, 
  or paladin/good 
  cleric  
  Own type or within 2 
  alignment steps  
  Same alignment  
  Bonus to roll per type  
  +3  
  +4  
  +3  
  +3  
  Worsens if... present in party  
  Drow,  
  any NE aligned  
  Drow, any NE or 
  CE aligned  
  Any more than 2 align-
  ment steps apart  
  Gnome, dwarf, elf  
  Penalty per type  
  -2  
  -3  
  -1 per additional step  
  -1 (elf -6)  
  Retry penalty per failure  
  -2  
  -1  
  -3  
  -2  
  The Effects of the Flesh on the Demiplane of Venom if Eaten  
  d%  
  Visible effect  
  Time  
  Internal effect  
  Time  
  Fort DC  
  for 1/2 time  
  01-30  
  Vomiting (60%) or  
  diarrhea (40%)  
  1d2+1 hours  
  -1 Con  
  4 hours  
  25  
  31-55  
  Vomiting and  
  diarrhea  
  2d2+2 hours  
  -2 Con  
  2d4+4 hours  
  28  
  56-75  
  Severe vomiting (60%)  
  or diarrhea (40%)  
  6d4 hours  
  -1 Dex, -2 Con  
  1 day+2d6 
  hours  
  30  
  76-90  
  Severe vomiting  
  and diarrhea  
  6d4+6 hours  
  -2 Dex, -2 Con, -1 Cha  
  1 day+8d3 
  hours  
  32  
  91-00  
  Poisoning  
  1d3+1 rounds  
  -1 Con per round  
  1d3+1 days  
  35  
  101-105  
  Severe poisoning  
  3d2+1 rounds  
  -1 Con (50%)  
  or -1 Str (50%) per round  
  3d2+1 days  
  38  
  106-109  
  Seizures  
  2d6 minutes  
  -2 Dex, -2 Wis, -2 Cha  
  1d2+1 days  
  40  
  110-112  
  Severe seizures  
  5d12 minutes  
  -2 Dex, -2 Wis, -2 Cha  
  1d3+3 days  
  42  
  113-114  
  Brain damage  
  Permanent/1 week  
  -3 Int, -3 Wis  
  Permanent 
  /1 week  
  45  
  115  
  Death  
  Instant  
  All to zero  
  N/A  
  50  
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  Record of Items Returned to Makinnga  
  Name  
  Item  
  Item Description  
  Aura Strength  
  Seconds  
  Maelora  
  1 
   
   
   
  (any time during the first 7  
  2 
   
   
   
  rounds of the fight)  
  3 
   
   
   
  Maelef  
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
  Maroena  
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
  Maltorya  
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
  Gyloof  
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
  Coranzan  
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
  Sor  
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
  Mathorn  
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
  Gal  
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
  Makinnga  
  1 
  robe of bones (if returned)  
  Moderate  
   
   
   
   
  Total number 
  of seconds  
   
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  Important References 
  Crossing the Rope Bridges on the Demiplane of Venom  
  Total  Event on a failed  
  Reflex save  
  Effect on the PC(s) on the bridge  
  Effect on the PC(s) who need to  
  cross the bridge  
  01-25  
  A plank breaks off just as the 
  PC moves forward and takes 
  his weight off of it  
  Any PC on the bridge that still needs to make Re-
  flex saves to get to the other side adds +5 to their 
  rolls on this table if they fail  
  All following PCs crossing make an additional Reflex 
  save when crossing this point, and add +5 to their rolls 
  on this table if they fail  
  26-45  
  A plank breaks off just as the 
  PC starts to move forward and 
  begins to put his weight on it  
  Every PC on the bridge, including the one who has 
  just broken the plank, makes an additional Re-
  flex  DC 15 save when crossing this point, and 
  adds +5 to their rolls on this table if they fail  
  Every PC that needs to cross the bridge makes an 
  additional Reflex DC 15 save at this point, and adds +5 
  to their rolls on this table if they fail  
  46-65  
  The bridge constantly sways 
  in the perpetual light breeze, 
  but a sudden wrong move by 
  the PC increases the effect  
  The rocking increases the difficulty of any remain-
  ing Reflex saves to DC 25 for the next 1d4+4 
  minutes and adds +5 to rolls on this table for all 
  PCs on the bridge if they fail a Reflex save  
  For all following PCs, the rocking increases the difficul-
  ty of Reflex saves to DC 25 for the next 1d4+4 minutes 
  and adds +5 to the rolls on this table if the Reflex save 
  is failed  
  66-80  
  A plank creaks, cracks, and 
  crumbles away beneath your 
  feet, but you have a moment 
  to prepare  
  Anyone with a pack on their back, or sacks at their 
  waist, has a cumulative 10% chance for every 10 
  lbs. of weight carried to become wedged between 
  the planks and suspended for 1d6 rounds. Then 
  the planks break and they plunge into the sea 
  below  
  When crossing the point where the plank has crumbled 
  away, PCs need to make an additional Reflex DC 20 
  roll. If failed, they add +10 to the roll on this table. On a 
  natural 1, they instantly find themselves plunging into 
  the sea below  
  81-95  
  A plank breaks and the PC 
  starts to fall toward the Venom 
  Sea below  
  Allow a single DC 20 Reflex save to catch oneself, 
  dangling from the bridge. If over 100 lbs. of weight 
  is carried in packs and sacks, the planks simply 
  break immediately and the PC plunges into the 
  Venom Sea. If less than 100 lbs, roll again on this 
  table  
  When crossing the point where the plank has broken, 
  PCs need to make a DC 22 Reflex save. If failed, they 
  add +10 to the roll on this table. On a natural 1, they 
  instantly find themselves plunging into the sea below  
  96-105  1d4+1 planks break and the 
  PC starts to fall  
  PCs may catch themselves with a Reflex DC 25 
  save or else plunge into the sea below. The PC 
  who makes the save may attempt to maneuver 
  across the ropes using hand-over-hand tactics, or 
  wait for another PC to pull them to safety (a dan-
  gerous move given the fragility of the planks)  
  When crossing the point where the planks have bro-
  ken, PCs need to make a DC 25 Reflex save. If failed, 
  they add +20 to the roll on this table. On a natural 1, 
  they instantly find themselves plunging into the sea 
  below. This applies if they attempt to rescue a PC 
  hanging from the bridge  
  106-115  The ropes on the bridge have 
  become worn over the years 
  and begin to unravel  
  The PC must race across the bridge in 1d4+4 
  rounds or the entire bridge collapses into the sea 
  (50%) or rips loose from only one side (50%) and 
  dumps any PC who can't hold onto the damaged 
  bridge (Reflex DC 28) into the sea while the planks 
  of the bridge are suspended vertically  
  The remaining PCs must race across the bridge in 
  1d4+4 rounds or the entire bridge collapses into the 
  sea (50%) or rips loose from only one side (50%) 
  dumping PCs who can't hold onto the damaged bridge 
  (Reflex DC 28) into the sea while the planks of the 
  bridge are suspended vertically  
  116-120  The bridge begins to come 
  apart at multiple points  
  The PC has 1d4+1 rounds to finish crossing or risk 
  being dumped into the sea. A PC on the bridge 
  may catch themselves with a DC 30 Reflex save 
  and dangle from a rope if the bridge collapses  
  The remaining PCs have 1d4+1 rounds to cross or risk 
  being dumped into the sea. Any PC on the bridge may 
  catch themselves with a DC 30 Reflex save and dangle 
  from a rope if the bridge collapses  
  121-123  There is a cracking sound 
  from a point behind (75%) or 
  ahead (25%) of the PC. The 
  next round, the bridge snaps 
  at that point  
  PCs have 1d4 rounds to cross or risk being 
  dumped into the Venom Sea. PCs on the bridge 
  may catch themselves with a DC 32 Reflex save 
  and dangle from a rope  
  Remaining PCs have 1d4 rounds to cross or risk being 
  dumped into the Venom Sea. PCs on the bridge may 
  catch themselves with a Reflex DC 32 save and dangle 
  from a rope  
  124-125  The bridge snaps in half in 1 
  round  
  Anyone crossing is dumped into the Venom Sea. 
  PCs on the bridge may catch themselves with a 
  Reflex DC 35 save and dangle from a rope  
  Remaining PCs are stranded on whichever side of 
  the bridge they find themselves on  
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  Important References 
  Events as the PCs Fight Matron Maelora  
  Rd  PCs’s expected  
  actions  
  Makinnga’s allies’  
  actions  
  The enemy’s actions  
  Vidre’s actions  
  1  
  The fight with the drow and 
  creatures in this room  
  begins.  
  All 5 undead are making their 
  way towards this area.  
  Maelora’s supporters all attack the PCs, as 
  described in the entries for areas T32 and T33; 
  Maelora concentrates on killing arcane magic 
  users.  
  The vidre is climbing 
  up the outside of the 
  tower.  
  2  
  The fight continues and it 
  may be now that Maelora 
  becomes involved, as the 
  PCs should recognize she 
  is the one to distract.  
  All 5 undead are lurking out-
  side this area in non-corporeal 
  form.  
  The fight is taken to the PCs by each support-
  er; Maelora will move from arcane to divine 
  magic users if all the former are dead.  
  The vidre continues its 
  climb.  
  3  
  The fight continues.  
  The vampires appear; the first 
  enters the Vidrefacte.  
  The fight continues; Maelora thinks the vam-
  pires are helping her.  
  The vidre continues its 
  climb.  
  4  
  The fight continues.  
  The second vampire enters 
  the Vidrefacte.  
  The fight continues; Maelora displays supreme 
  confidence.  
  The vidre starts to 
  pound against the side 
  of the tower.  
  5  
  The fight continues.  
  Ucecarne and Venthori ap-
  pear; Ucecarne enters the 
  Vidrefacte; Venthori prevents 
  Maelora from touching the 
  Vidrefacte.  
  The fight continues; Maelora recognizes 
  Ucecarne and Venthori; Maelora turns towards 
  the Vidrefacte and faces Venthori.  
  The vidre continues to 
  break into the tower.  
  6  
  The PCs help stop Maelora 
  reaching the Vidrefacte as 
  well as fighting her support-
  ers and creatures.  
  Tarankeerath appears; 
  Venthori enters the Vidrefacte; 
  Tarankeerath prevents Mae-
  lora from touching the 
  Vidrefacte.  
  The fight continues; Maelora now faces 
  Tarankeerath.  
  The vidre continues to 
  break into the tower.  
  7  
  The PCs continue to fight 
  Maelora as well as her 
  supporters.  
  Tarankeerath enters the 
  Vidrefacte.  
  The fight continues; Maelora flies into a total 
  rage and gives the PCs all her attention.  
  The vidre continues to 
  break into the possibly 
  -groaning tower.  
  8  
  The PCs continue to fight 
  Maelora as well as her 
  supporters.  
  —  
  The fight continues; Maelora flies into a total 
  rage and gives the PCs all her attention.  
  The vidre continues to 
  break into the possibly 
  -groaning tower.  
  9  
  The PCs continue to fight 
  Maelora as well as her 
  supporters but become 
  aware of the sounds com-
  ing from the tower.  
  —  
  The fight continues; Maelora flies into a total 
  rage and gives the PCs all her attention, but 
  becomes aware of the sounds coming from the 
  tower.  
  The vidre is almost 
  through into the possi-
  bly-groaning tower.  
  10  The PCs leave the area 
  and begin their race to the 
  door to escape the crum-
  bling tower.  
  —  
  Maelora screams and heads for the door, leav-
  ing any remaining House Gullion supporters to 
  their fate, unless the PCs prevent her; support-
  ers fight or flee as the GM decides.  
  The vidre bursts into 
  the tower to either fight 
  to grab the Vidrefacte 
  OR just grab the now -
  abandoned crystal.  
  11  The PCs race back down 
  through the tower.  
  —  
  All House Gullion representatives that are still 
  alive leave this area.  
  The vidre continues to 
  fight or leaves as ap-
  propriate.  
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  The Collapse of Tolgorith Tower - Danger Chart  
  Cat  Dangers (Exterior) with Save/Damage  
  Dangers (Interior) with Save/Damage  
  A  
  Cracks appear in the walls down the whole height of the exterior 
  of the tower and the roof opens up.  
  Interior blocks fall from the ceiling; all are attacked by falling slabs, +12 
  melee, 2d6 damage.  
  B  
  Cracks begin to link from level to level of the exterior and the 
  tower begins to lean; Reflex DC 30 or be thrown against the wall 
  for 1d6 damage; movement reduced by one-quarter.  
  Interior floor cracks and parts fall 40 feet to next floor; Reflex DC 30 to 
  evade and remain upright, DC 25 to evade but be prone; fail means a fall 
  for 4d6 damage, movement reduced by one-quarter.  
  C  
  Exterior walls twist violently tossing PCs against them; Reflex DC 
  40 to catch oneself otherwise 2d6 damage and 30% chance of 
  being stunned or dazed for 1d4 rounds if save failed.  
  Interior walls explode as pressure becomes too great; Reflex save DC 40 
  to shield oneself otherwise 2d6 damage and 30% chance of being stunned 
  or dazed for 1d4 rounds if save failed.  
  D  
  Large chunk of exterior wall falls into the group hitting 1d4+1 
  PCs; 3d6 damage, Reflex DC 30 for half; 40% chance of being 
  stunned or dazed for 1d6 rounds if save failed.  
  An entire interior wall collapses on 1d4+1 PCs; 3d6 damage, Reflex DC 30 
  for half; 30% chance of being stunned or dazed for 1d6 rounds if save 
  failed.  
  E  
  Another 2 vidre climb into the tower from the exterior and chal-
  lenge the PCs.  
  A group of House Gullion guards trying to escape down the same stairwell 
  grapple with the PCs further delaying progress.  
  F  
  A blast of magical sonic energy from somewhere outside tears 
  through the wall; 2d6 damage, Will DC 40 for half.  
  A blast of magical sonic energy from either above or below tears through 
  the floor or ceiling; 2d6 damage, Will DC 40 for half.  
  G  
  Exterior wall breaks open spilling guards, others and parts of 
  tower to the ground; Reflex DC 20 to avoid fall, 4d6 damage x 
  current level of tower. Movement reduced by half.  
  Damage by release of energy from 3 magical traps; 2d6+3 damage from 
  each, one each of Fortitude, Reflex and Will DC 22 for half damage from 
  each. Movement reduced to half.  
  H  
  Most exterior walls fall into the tower onto ceiling of Level 2; 3d6 
  damage, Reflex DC 30 for half; 60% chance of being pinned for 
  1d3+2 rounds if save failed.  
  Debris from above floors now falling onto the ceiling of Level 2 with only 
  Level 2 and below possible to be in; 3d6 damage, Reflex DC 30 for half; 
  60% chance of being pinned for 1d3+2 rounds if save failed.  
  I  
  All exterior walls collapse onto the ceiling of Level 1; 6d6 dam-
  age, Reflex DC 30 for half; Fortitude save DC 35 or movement 
  reduced by three quarters due to dust inhalation.  
  All interior walls and floors collapse onto the ceiling of Level 1; 6d6 dam-
  age, Reflex DC 30 for half; Fortitude save DC 35 or movement reduced by 
  three quarters due to dust inhalation.  
  J  
  All outer walls of Level 1 simultaneously collapse inwards; 8d6 
  damage, Reflex DC 25 for half.  
  All inner walls of Level 1 simultaneously collapse; 8d6 damage, Reflex DC 
  25 for half.  
  K  
  Exterior rubble falls into the dungeon and folds in on itself; 12d6 
  damage, Reflex DC 40 for half. Only a stalagmite remains at 
  ground level  
  Interior rubble sucked into the dungeon; 12d6 damage, Reflex DC 40 for 
  half. Only a stalagmite remains at ground level.  
  Time in seconds 
  (rounds)  
  Tower  
  Level 5  
  Level 4  
  Level 3  
  Level 2  
  Level 1  
  Dungeon  
  01-12 (0-2)  
  A  
  A  
  A  
  A,F  
  A  
  A  
  A  
  13-24 (3,4)  
  A,B  
  A,B  
  A  
  A  
  A,F  
  A,F  
  A  
  25-36 (5,6)  
  B,C  
  B,A,C  
  A,B  
  A,B  
  A,B  
  A,F  
  A,F  
  37-48 (7,8)  
  C,D  
  B,C,A  
  B,A,C  
  A,C,G  
  B,A  
  A,B,D  
  A,F  
  19-60 (9,10)  
  C,D,E  
  C,D,A,F  
  D,C,F,A  
  F,C,GA  
  C,D,A  
  C,F,D,A  
  A,C,F  
  61-72 (11,12)  
  D,F,C  
  F,D,G,A  
  A,F,E,G  
  G,D,F,A  
  C,G,D,A  
  D,C,G,A  
  F,C,A  
  73-84 (13,14)  
  G,F,D  
  G,F,D,A  
  F,G,D,A  
  F,G,A  
  G,F,E  
  F,G,D,A  
  F,G,C,A  
  85-96 (15,16)  
  H,G  
  H,D  
  H,G  
  H,C  
  C,D,G  
  G,C,F  
  F,G,C,A  
  97-108 (17,18)  
  I,F  
  I,F  
  I,F  
  I,F  
  I,F  
  A,B,D,G  
  F,G,C,A  
  109-120 (19,20)  
  J  
  -  
  -  
  -  
  -  
  J  
  G,F,D  
  121 onwards (21+)  
  K  
  -  
  -  
  -  
  -  
  -  
  K  
   
  If there is only 1 letter in the box, the chance of it happening is 100%. 
   
  If there are 2 letters in the box, the chance of each happening is 65%/35% in the order they are written. 
   
  If there are 3 letters in the box, the chance of each happening is 45%/35%/20% in the order they are written. 
   
  If there are 4 letters in the box, the chance of each happening is 40%/30%/20%/10% in the order they are written. 
   
  If H is in the box, this will always happen, with a 20% chance for any other letter as well. 
   
  If I is in the box, this will always happen, with a 15% chance for any other letter as well.  
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Adventure a Week/Adventures/Rise of the Drow - DM Screen - Random Encounters.pdf