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dangerousdungeons:chapter5 [2019/06/03 01:14] robertfreemandaydangerousdungeons:chapter5 [2019/06/03 01:19] robertfreemanday
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- Cave crickets are normally noisy but harmless pests. If a cricket is within 20' of an adventurer when it begins chirping it will drown out all intelligible speech and have a 1 in 3 chance of drawing all hostile creatures within hearing range (90'). If disturbed or frightened, a cave cricket has a 1 in 6 chance of inadvertently jumping on a character and inflicting 1d4 points of damage. Those that do not land on a character will still kick a random target within 10' with its powerful hind legs (at normal to-hit chances) . +Cave crickets are normally noisy but harmless pests. If a cricket is within 20' of an adventurer when it begins chirping it will drown out all intelligible speech and have a 1 in 3 chance of drawing all hostile creatures within hearing range (90'). If disturbed or frightened, a cave cricket has a 1 in 6 chance of inadvertently jumping on a character and inflicting 1d4 points of damage. Those that do not land on a character will still kick a random target within 10' with its powerful hind legs (at normal to-hit chances) . 
  
- Cave crickets are a pale, white colour . They are voracious eaters, and eat cloth, fungi, paper, and vegetation.+Cave crickets are a pale, white colour . They are voracious eaters, and eat cloth, fungi, paper, and vegetation.
  
 **Treasure**: None **Treasure**: None
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- Cave fishers are large insects with a hard-exoskeleton that subsist by trapping and eating other creatures that intrude into their subterranean lairs. They trap prey by shooting a long, adhesive filament from their proboscis up to 60' and then reel in the hapless prey at a rate of 15' per round. If prey enters their lair but does not blunder into the filament they will reel it in (1 round) and attempt to shoot it at the prey, repeating the process until the prey is snared. When employing this method they attack as a 6HD monster, and can pull in prey weighing up to 400lbs. The filament is extremely strong and thin and can only be cut by a weapon of +1 or better and will go unnoticed 80% of the time within 10'. Outside this range it cannot be detected at all. Once reeled in, the cave fisher uses its two powerful pincers to kill and dismember the prey. The filament is extremely adhesive, but can be dissolved by liquids containing alcohol or the blood of the cave fisher itself.+Cave fishers are large insects with a hard-exoskeleton that subsist by trapping and eating other creatures that intrude into their subterranean lairs. They trap prey by shooting a long, adhesive filament from their proboscis up to 60' and then reel in the hapless prey at a rate of 15' per round. If prey enters their lair but does not blunder into the filament they will reel it in (1 round) and attempt to shoot it at the prey, repeating the process until the prey is snared. When employing this method they attack as a 6HD monster, and can pull in prey weighing up to 400lbs. The filament is extremely strong and thin and can only be cut by a weapon of +1 or better and will go unnoticed 80% of the time within 10'. Outside this range it cannot be detected at all. Once reeled in, the cave fisher uses its two powerful pincers to kill and dismember the prey. The filament is extremely adhesive, but can be dissolved by liquids containing alcohol or the blood of the cave fisher itself.
  
- **Treasure**: Cave fisher lairs are usually littered with the bones and possessions of its victims. The GM should place appropriate incidental treasure.+**Treasure**: Cave fisher lairs are usually littered with the bones and possessions of its victims. The GM should place appropriate incidental treasure.
  
 **Cave Moray** **Cave Moray**
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- Cave morays are slug-like creatures that live live in cyst-like burrows in cave walls and strike out at prey passing within 3-5' before withdrawing into their cyst again. This lunging attack is so quick that there is only a 5% chance of striking the body, which has an AC of 5.+Cave morays are slug-like creatures that live live in cyst-like burrows in cave walls and strike out at prey passing within 3-5' before withdrawing into their cyst again. This lunging attack is so quick that there is only a 5% chance of striking the body, which has an AC of 5.
  
- **Treasure**: None+**Treasure**: None
  
 **Cephaloids** (Brain Eaters) **Cephaloids** (Brain Eaters)
  
  
- 
-|    |    | 
 |**Frequency:**|  Rare  | |**Frequency:**|  Rare  |
 |**No. Encountered:**|  1d4 or 4d4+8  | |**No. Encountered:**|  1d4 or 4d4+8  |
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 These effects can only be reversed by a separate //Wish// spell for each round of damage. After consuming a victim's brain, a cerebral stalker will scamper off to hunt for new prey. These effects can only be reversed by a separate //Wish// spell for each round of damage. After consuming a victim's brain, a cerebral stalker will scamper off to hunt for new prey.
  
- **Treasure**: None+**Treasure**: None
  
  
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-**Charnel**** ****Worm**+**Charnel Worm**
  
  
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 These worms are typically found in places with large numbers of dead, cemeteries and necropoleis primarily. They appear as large, sickly white worms that reek of death. Though eyeless, they can sense animal matter in their vicinity and will seek to feed on it. Upon a hit, the victim must Save vs. Death or be afflicted by a necrotizing disease that will cause the victim's flesh to rot and die, doing an additional 2d6 damage and leaving permanent scarring. The dead flesh is then consumed by the worm. Though extremely tough despite their soft appearance, the worms are susceptible to fire (Saves are at -2 and damage is +1 per die). Larger versions are rumored to exist in some places. These worms are typically found in places with large numbers of dead, cemeteries and necropoleis primarily. They appear as large, sickly white worms that reek of death. Though eyeless, they can sense animal matter in their vicinity and will seek to feed on it. Upon a hit, the victim must Save vs. Death or be afflicted by a necrotizing disease that will cause the victim's flesh to rot and die, doing an additional 2d6 damage and leaving permanent scarring. The dead flesh is then consumed by the worm. Though extremely tough despite their soft appearance, the worms are susceptible to fire (Saves are at -2 and damage is +1 per die). Larger versions are rumored to exist in some places.
  
- **Treasure**: (WiP)+**Treasure**: (WiP)
  
 **Cheiropteran ** **Cheiropteran **
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 **Cooshee**  **Cooshee** 
- 
  
  
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 Dark Things are solitary creatures that are believed to be related in some way to Crypt Things (q.v.). They are never encountered outside of their lairs, which are almost always found in certain lonely and ancient dungeons deep underground. Because of their rarity, sages have not come to any firm conclusions about their origins or motivations, but it is known that they are not undead. Some have surmised that they may be the victims of a particularly potent curse which compels them to spend a millennium or more toiling away at their appointed task. Three varieties of dark things have been documented here, and the GM is encouraged to develop their own varieties with unique tasks. Dark Things are solitary creatures that are believed to be related in some way to Crypt Things (q.v.). They are never encountered outside of their lairs, which are almost always found in certain lonely and ancient dungeons deep underground. Because of their rarity, sages have not come to any firm conclusions about their origins or motivations, but it is known that they are not undead. Some have surmised that they may be the victims of a particularly potent curse which compels them to spend a millennium or more toiling away at their appointed task. Three varieties of dark things have been documented here, and the GM is encouraged to develop their own varieties with unique tasks.
  
-** Dark Scrivener**: These creatures resemble human-sized skeletons clad in tattered and dusty robes. When encountered, a dark scrivener will be found sitting at a desk or writing table, writing in a book or on a scroll. Dark scriveners will almost certainly be surrounded by several dusty bookshelves or piles of scrolls. If examined, fully 60% of these books or scrolls will be //cursed //or otherwise harmful (//Explosive Runes//, etc.). The remainder will contain Magic-User spells of 1st-9th lvl, determined randomly by the GM. When a dark scrivener has completed a particular book or scroll, a fresh volume or parchment will magically appear before them and they will begin  writing anew. If disturbed in any way, a dark scrivener will //teleport// the interloper(s) either 3d100 feet away on the same dungeon level (25%), 1d3 dungeon levels away (up or down determined randomly) (50%), or 1d10 miles away on the surface (25%). A Saving Throw vs. Spells is possible. Merely examining the books and scrolls surrounding a Scrivener is not considered disturbing it.+**Dark Scrivener**: These creatures resemble human-sized skeletons clad in tattered and dusty robes. When encountered, a dark scrivener will be found sitting at a desk or writing table, writing in a book or on a scroll. Dark scriveners will almost certainly be surrounded by several dusty bookshelves or piles of scrolls. If examined, fully 60% of these books or scrolls will be //cursed //or otherwise harmful (//Explosive Runes//, etc.). The remainder will contain Magic-User spells of 1st-9th lvl, determined randomly by the GM. When a dark scrivener has completed a particular book or scroll, a fresh volume or parchment will magically appear before them and they will begin  writing anew. If disturbed in any way, a dark scrivener will //teleport// the interloper(s) either 3d100 feet away on the same dungeon level (25%), 1d3 dungeon levels away (up or down determined randomly) (50%), or 1d10 miles away on the surface (25%). A Saving Throw vs. Spells is possible. Merely examining the books and scrolls surrounding a Scrivener is not considered disturbing it.
  
- If an interloper makes their Saving Throw they may attack the dark scrivener which will retaliate with a swipe of its bony claws. Attempting to interfere with a dark scrivener's writing will also spur the creature to attack. Scriveners are completely immune to any mind-affecting spells in addition to a 50% resistance to other magic. Dark scriveners will not respond to any attempts to parlay. +If an interloper makes their Saving Throw they may attack the dark scrivener which will retaliate with a swipe of its bony claws. Attempting to interfere with a dark scrivener's writing will also spur the creature to attack. Scriveners are completely immune to any mind-affecting spells in addition to a 50% resistance to other magic. Dark scriveners will not respond to any attempts to parlay. 
  
- **Treasure**: Aside from the books and/or scrolls found near a dark scrivener, they possess no treasure. +**Treasure**: Aside from the books and/or scrolls found near a dark scrivener, they possess no treasure. 
  
-** Dark Minstrel**: Dark minstrels are identical to dark scriveners except in the following ways: they appear as skeletons dressed in the tattered costume of a troubadour with an out of tune lute, lyre or other musical instrument. When encountered, they will always be playing the same endlessly tedious ballad. Those approaching within 10' of the minstrel must make a Saving Throw vs. Spells. Those victims that fail their Saving Throw are magically //held// and must listen to the dark minstrel's endless noodling until they die from thirst and starvation or the effect is //dispelled//.  +**Dark Minstrel**: Dark minstrels are identical to dark scriveners except in the following ways: they appear as skeletons dressed in the tattered costume of a troubadour with an out of tune lute, lyre or other musical instrument. When encountered, they will always be playing the same endlessly tedious ballad. Those approaching within 10' of the minstrel must make a Saving Throw vs. Spells. Those victims that fail their Saving Throw are magically //held// and must listen to the dark minstrel's endless noodling until they die from thirst and starvation or the effect is //dispelled//.  
  
- **Treasure**: Dark minstrels possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM.  +**Treasure**: Dark minstrels possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM. 
- **Dark Philosopher**: These are identical to the dark scrivener except in the following ways: They are skeletal in appearance and clad in the tattered and dusty robes of a pedant or other academic. When encountered, they will be ranting about a philosophical conundrum with no possible correct answer:  how many angels can dance on the head of a pin, how deep is the abyss of Narak, where does magic come from, why do all clerics abhor edged weapons, etc. This soliloquy will be understood by any intelligent being regardless of what language they speak. Like the dark minstrel, victims approaching within 10' must make a Saving Throw vs. Spells or be magically //held// forced to  listen to the dark philosopher's tedious drivel until they die from thirst and starvation or the effect is //dispelled//+
  
-** Treasure**: Dark philosophers possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM. +**Dark Philosopher**: These are identical to the dark scrivener except in the following ways: They are skeletal in appearance and clad in the tattered and dusty robes of a pedant or other academic. When encountered, they will be ranting about a philosophical conundrum with no possible correct answer:  how many angels can dance on the head of a pin, how deep is the abyss of Narak, where does magic come from, why do all clerics abhor edged weapons, etc. This soliloquy will be understood by any intelligent being regardless of what language they speak. Like the dark minstrel, victims approaching within 10' must make a Saving Throw vs. Spells or be magically //held// forced to  listen to the dark philosopher's tedious drivel until they die from thirst and starvation or the effect is //dispelled//.  
 + 
 +**Treasure**: Dark philosophers possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM. 
  
 **Decapus** **Decapus**
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- The endless corpse & debris-filled battlefields of the Fields of Perdition are ruled by the demodands - a race of evil, cunning creatures renowned for their ruthlessness. On their home plane they are organized into a roughly feudal hierarchy of dukes (shator), earls (kelubar) and commoners (farastu). On other planes, including the Prime Material, they are typically encountered alone. +The endless corpse & debris-filled battlefields of the Fields of Perdition are ruled by the demodands - a race of evil, cunning creatures renowned for their ruthlessness. On their home plane they are organized into a roughly feudal hierarchy of dukes (shator), earls (kelubar) and commoners (farastu). On other planes, including the Prime Material, they are typically encountered alone. 
  
  
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- The farastu is the least powerful of the demodands. It is a tall, slender humanoid, with long arms and heads and bat-like wings. The skin of the farastu constantly excretes a sticky, tar-like substance. There is a 1 in 20 chance anything that hits or is hit by a farastu will adhere to it for 1d6 segments. If the farastu sticks to an opponent when it attacks it will immediately gain another attack. If an opponent sticks to the farastu during its own attack round, the farastu will gain +4 to initiative in the following round. If a weapon or other object sticks to the farastu, there is a 1 in 4 chance that the object will be wrenched from the opponent's grasp and the farastu will gain the initiative on the following round. +The farastu is the least powerful of the demodands. It is a tall, slender humanoid, with long arms and heads and bat-like wings. The skin of the farastu constantly excretes a sticky, tar-like substance. There is a 1 in 20 chance anything that hits or is hit by a farastu will adhere to it for 1d6 segments. If the farastu sticks to an opponent when it attacks it will immediately gain another attack. If an opponent sticks to the farastu during its own attack round, the farastu will gain +4 to initiative in the following round. If a weapon or other object sticks to the farastu, there is a 1 in 4 chance that the object will be wrenched from the opponent's grasp and the farastu will gain the initiative on the following round. 
  
- All farastu have //darkvision//. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 19. +All farastu have //darkvision//. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 19. 
  
- Farastu can use the following innate spell-like abilities once per round at will as an 11<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Three times per day they can employ //Fog Cloud// or //Weakness//. Twice per day they can use //Dispel Magic//. On the Fields of Perdition they can //Gate// in 1d2 other farastu with a 40% chance of success.  +Farastu can use the following innate spell-like abilities once per round at will as an 11<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Three times per day they can employ //Fog Cloud// or //Weakness//. Twice per day they can use //Dispel Magic//. On the Fields of Perdition they can //Gate// in 1d2 other farastu with a 40% chance of success.  
  
- **Treasure:** If encountered in their lair on the Fields of Perdition, a farastu will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%). +**Treasure:** If encountered in their lair on the Fields of Perdition, a farastu will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%). 
  
 **Kelubar Demodand ** **Kelubar Demodand **
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- The kelubar are the earls of the demodands. They are dark-skinned, squat, thickly-built humanoids with large bat-like wings. The skin of a kelubar excretes an acidic substance that will cause an additional 1d6hp of damage with each successful hit unless the victim makes a Saving Throw vs. Poison. If a kelubar successfully hits with all three of its attacks it has grappled and enslimed the victim causing an additional 4d6hp of damage (Save vs. Poison for half damage).  +The kelubar are the earls of the demodands. They are dark-skinned, squat, thickly-built humanoids with large bat-like wings. The skin of a kelubar excretes an acidic substance that will cause an additional 1d6hp of damage with each successful hit unless the victim makes a Saving Throw vs. Poison. If a kelubar successfully hits with all three of its attacks it has grappled and enslimed the victim causing an additional 4d6hp of damage (Save vs. Poison for half damage). 
- +
- All kelubar have darkvision. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 20. +
- +
- Kelubar have the following innate spell-like abilities which they can use,  once per round, at will, as 13<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can employ //Dispel Magic//, //Fog Cloud//, and //Weakness//. Once per day they can use a //Ray Of// //Enfeeblement//. On the Fields of Perdition they can //Gate// in 1d2 other kelubar with a 50% chance of success.  +
- +
-** Treasure:** If encountered in their lair on the Fields of Perdition, a kelubar will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%).  +
- +
  
 +All kelubar have darkvision. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 20.
  
 +Kelubar have the following innate spell-like abilities which they can use,  once per round, at will, as 13<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can employ //Dispel Magic//, //Fog Cloud//, and //Weakness//. Once per day they can use a //Ray Of// //Enfeeblement//. On the Fields of Perdition they can //Gate// in 1d2 other kelubar with a 50% chance of success. 
  
 +**Treasure:** If encountered in their lair on the Fields of Perdition, a kelubar will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%). 
  
  
 **Shator Demodand** **Shator Demodand**
  
-** ** 
  
 |**Frequency:**|  Very Rare  | |**Frequency:**|  Very Rare  |
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- The shator rule over lesser demodands from their strongholds in the Fields of Perdition. They are very squat with loose folds of hide hanging across their broad frames. While they are capable of tearing flesh and rending bones with their claws they prefer to wield large weapons likes flails or two-handed swords (+4 to-hit, +9 to damage).  +The shator rule over lesser demodands from their strongholds in the Fields of Perdition. They are very squat with loose folds of hide hanging across their broad frames. While they are capable of tearing flesh and rending bones with their claws they prefer to wield large weapons likes flails or two-handed swords (+4 to-hit, +9 to damage).  
  
- All shator have //darkvision// and have excellent hearing and smell and can be surprised only 10% of the time. Their loose hide affords them -1 to to-hit and damage from edged weapons. Additionally, they are immune to acid and poison and take half damage from cold and fire. They are immune to fear and phantasm magic. They have an effective Strength of 21. +All shator have //darkvision// and have excellent hearing and smell and can be surprised only 10% of the time. Their loose hide affords them -1 to to-hit and damage from edged weapons. Additionally, they are immune to acid and poison and take half damage from cold and fire. They are immune to fear and phantasm magic. They have an effective Strength of 21. 
  
- Shator have the following innate spell-like abilities which they can use at will, one at a time, once per round as a 15<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can //Dispel Magic// or employ //Weakness //and //Fog Cloud//. Once per day they can employ //Beguile// (as a //**rod of beguiling**//), //Cloudkill//, //Ray Of Enfeeblement//, and //Stinking Cloud//. On the Fields of Perdition they can //gate// in 1d8 other shator with a 60% chance of success. +Shator have the following innate spell-like abilities which they can use at will, one at a time, once per round as a 15<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can //Dispel Magic// or employ //Weakness //and //Fog Cloud//. Once per day they can employ //Beguile// (as a //**rod of beguiling**//), //Cloudkill//, //Ray Of Enfeeblement//, and //Stinking Cloud//. On the Fields of Perdition they can //gate// in 1d8 other shator with a 60% chance of success. 
  
- **Treasure**: If encountered in their lair on the Fields of Perdition, a shator will have 1d3 x 1,000cp (20%), 1d4 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d4 x 1,000gp (30%), 1d6 x 100pp (30%), 1d6 x 10 gemstones (55%), 5d6 pieces of jewelry (50%), and 1d2+3 magic items of any sort (50%). +**Treasure**: If encountered in their lair on the Fields of Perdition, a shator will have 1d3 x 1,000cp (20%), 1d4 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d4 x 1,000gp (30%), 1d6 x 100pp (30%), 1d6 x 10 gemstones (55%), 5d6 pieces of jewelry (50%), and 1d2+3 magic items of any sort (50%). 
  
  
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 Demonikin are incredibly resilient; they can take a great deal of damage and feel no pain. Further, when brought to negative hit points, they will appear to die, but in truth they are simply regenerating and will leap back into a fight in d4 rounds, restored to ¼ of their original hit points (round up). Because of this ability, they fear nothing except fire, which will kill them permanently. They are somewhat resistant to cold attacks (-1 damage per die). Demonikin are incredibly resilient; they can take a great deal of damage and feel no pain. Further, when brought to negative hit points, they will appear to die, but in truth they are simply regenerating and will leap back into a fight in d4 rounds, restored to ¼ of their original hit points (round up). Because of this ability, they fear nothing except fire, which will kill them permanently. They are somewhat resistant to cold attacks (-1 damage per die).
  
-** Treasure**: 1d8×1,000 cp (50%), 1d6×1,000 p (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), random magic sword, armour or misc. weapon (10%) +**Treasure**: 1d8×1,000 cp (50%), 1d6×1,000 p (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), random magic sword, armour or misc. weapon (10%) 
  
 **Devil Dog** **Devil Dog**
dangerousdungeons/chapter5.txt · Last modified: 2020/05/25 20:27 by robertfreemanday

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