Realm of Chaotic Order


Homebrew and House Rules


Ok, This is my first attempt at a Solo (no GM) campaign setting for Pathfinder. It's a dungeon craw with a twist. Please let me know what you think about it. I would love all positive and negative feedback.


Your hero wakes up in a field that stretches on for as far as you can see. Standing in different locations are various multi-colored doors.
Rules of Chaos:
1. Death is only a set back. If you die you will wake up in the Room of Infinity. Just choose another door and start again. You will only have the gear for a 1st level character and all your items will be lost forever in the Chaos. Only your memories and experience last thought death.
2. Experience is gained only by exploring more rooms. You get 10xp for the first room you pass through, which is then multiplied by the number of room you explore consecutively. So if you explore 5 rooms deep into one of the doors you will have earned 150xp (10 for the first room, 20 the second, 30 for the third, 40 for the fourth and 50 for the fifth, 10+20+30+40+50=150). If the hero dies or can not continue further and must return to the Room of Infinite doors. Then he/she restarts the experience at 10. This does not count for simple backtracking to open more doors. Only when you return to the Room of Infinite doors.
3. Skill checks can only be made once and due to the nature of the Chaos you can never take a ten unless a class feature says otherwise.
4. All spells are cast at the characters’ class level unless specifically specified.
5. Items. A PC lower than level 6 can not use Medium Magic items. A PC lower than level 12 can not use Major Magic items.

The Order of sequesnce is:
Door Roll
Room Roll
Encounter Type Roll
Next Door Roll
Repeat

Now there is a TON of rolling, but it is about as solo as you can get.


Door
Roll d100 and generate a random door
1. A Door stands with 3 colored key holes. If the Red, Blue, and Yellow keys are used to unlock them than the character has escaped the Realm of Chaotic Order
2. The Door is a Wall of Blades
3. Iron door, Unlocked
4. Iron door, Locked DC 15 Lockpicking
5. Iron door, Stuck DC 13 Strength check
6. Iron door, Unlocked
7. Iron door, Unlocked, Trapped
8. Iron door, Locked DC 18 Lockpicking, Trapped
9. Iron door, Stuck DC 16 Strength check, Trapped
10. Iron door, Unlocked
11. Iron door, Locked DC 25 Lockpicking
12. Iron door, Stuck DC 23 Strength check
13. The Door is a Wall of Thorns
14. Wooden door, Unlocked
15. Wooden door, Locked DC 15 Lockpicking
16. Wooden door, Stuck DC 13 Strength check
17. Wooden door, Unlocked
18. Wooden door, Unlocked, Trapped
19. Wooden door, Locked DC 18 Lockpicking, Trapped
20. Wooden door, Stuck DC 16 Strength check, Trapped
21. Wooden door, Unlocked
22. Wooden door, Locked DC 25 Lockpicking
23. Wooden door, Stuck DC 23 Strength check
24. Stone door, Unlocked
25. Stone door, Locked DC 15 Lockpicking
26. Stone door, Stuck DC 13 Strength check
27. Stone door, Unlocked
28. Stone door, Unlocked, Trapped
29. Stone door, Locked DC 18 Lockpicking, Trapped
30. Stone door, Stuck DC 16 Strength check, Trapped
31. Stone door, Unlocked
32. Stone door, Locked DC 25 Lockpicking
33. Stone door, Stuck DC 23 Strength check
34. The Door is a Wall of Fire
35. Hidden Perception DC 10 Iron door, Unlocked
36. Hidden Perception DC 10 Iron door, Locked DC 15 Lockpicking
37. Hidden Perception DC 10 Iron door, Stuck DC 13 Strength check
38. Hidden Perception DC 10 Iron door, Unlocked
39. Hidden Perception DC 10 Iron door, Unlocked, Trapped
40. Hidden Perception DC 10 Iron door, Locked DC 18 Lockpicking, Trapped
41. Hidden Perception DC 10 Iron door, Stuck DC 16 Strength check, Trapped
42. Hidden Perception DC 10 Iron door, Unlocked
43. Hidden Perception DC 10 Iron door, Locked DC 25 Lockpicking
44. The Door is a Wall of Iron
45. Hidden Perception DC 15 Iron door, Stuck DC 23 Strength check
46. Hidden Perception DC 15 Wooden door, Unlocked
47. Hidden Perception DC 15 Wooden door, Locked DC 15 Lockpicking
48. Hidden Perception DC 15 Wooden door, Stuck DC 13 Strength check
49. Hidden Perception DC 15 Wooden door, Unlocked
50. Hidden Perception DC 15 Wooden door, Unlocked, Trapped
51. Hidden Perception DC 15 Wooden door, Locked DC 18 Lockpicking, Trapped
52. Hidden Perception DC 15 Wooden door, Stuck DC 16 Strength check, Trapped
53. Hidden Perception DC 15 Wooden door, Unlocked
54. Hidden Perception DC 15 Wooden door, Locked DC 25 Lockpicking
55. The Door is a Wall of Stone
56. Hidden Perception DC 20 Wooden door, Stuck DC 23 Strength check
57. Hidden Perception DC 20 Stone door, Unlocked
58. Hidden Perception DC 20 Stone door, Locked DC 15 Lockpicking
59. Hidden Perception DC 20 Stone door, Stuck DC 13 Strength check
60. Hidden Perception DC 20 Stone door, Unlocked
61. Hidden Perception DC 20 Stone door, Unlocked, Trapped
62. Hidden Perception DC 20 Stone door, Locked DC 18 Lockpicking, Trapped
63. Hidden Perception DC 20 Stone door, Stuck DC 16 Strength check, Trapped
64. Hidden Perception DC 20 Stone door, Unlocked
65. Hidden Perception DC 20 Stone door, Locked DC 25 Lockpicking
66. Hidden Perception DC 20 Stone door, Stuck DC 23 Strength check
67. The Door is a Wall of Force
68. Iron door, Unlocked
69. Iron door, Locked DC 15 Lockpicking
70. Iron door, Stuck DC 13 Strength check
71. Iron door, Unlocked
72. Iron door, Unlocked, Trapped
73. Iron door, Locked DC 18 Lockpicking, Trapped
74. Iron door, Stuck DC 16 Strength check, Trapped
75. Iron door, Unlocked
76. Iron door, Locked DC 25 Lockpicking
77. Iron door, Stuck DC 23 Strength check
78. Wooden door, Unlocked
79. Wooden door, Locked DC 15 Lockpicking
80. Wooden door, Stuck DC 13 Strength check
81. Wooden door, Unlocked
82. Wooden door, Unlocked, Trapped
83. Wooden door, Locked DC 18 Lockpicking, Trapped
84. Wooden door, Stuck DC 16 Strength check, Trapped
85. Wooden door, Unlocked
86. Wooden door, Locked DC 25 Lockpicking
87. Wooden door, Stuck DC 23 Strength check
88. The Door is a Prismatic Wall
89. Stone door, Unlocked
90. Stone door, Locked DC 15 Lockpicking
91. Stone door, Stuck DC 13 Strength check
92. Stone door, Unlocked
93. Stone door, Unlocked, Trapped
94. Stone door, Locked DC 18 Lockpicking, Trapped
95. Stone door, Stuck DC 16 Strength check, Trapped
96. Stone door, Unlocked
97. Stone door, Locked DC 25 Lockpicking
98. Stone door, Stuck DC 23 Strength check
99. The Doors is a Wall of Ice
100. The Door is a Wall of Force

Open Door
Roll d(Pending) to generate the random trap/door open effect
(Pending)


Room
Roll 1d10 for Room Size
1. Room 10ft x 10ft
2. Room 15ft x 15ft
3. Room 20ft x 20ft
4. Room 30ft x 30ft Roll twice on the Furnishings table
5. Room 40ft x 40ft Roll twice times on the Furnishings table
6. Room 50ft x 50ft Roll three times on the Furnishings table
7. Room 60ft x 60ft Roll three times on the Furnishings table
8. Room 70ft x 70ft Roll three times on the Furnishings table
9. Room 100ft x 100ft Roll four times on the Furnishings table
10. Room is a door to the Room of Infinity

Roll 1d6 for Room Scale
1-4. Room normal sized
5. All furnishings in room ½ normal size
6. All furnishings twice normal size

Roll 1d100 for Room Furnishings in addition to encounter conditions.
1. Simple chair
2. Fancy chair
3. Bloody chair Roll on Random Contents Table
4. Simple deck Roll on Random Contents Table
5. Fancy desk Roll on Random Contents Table
6. Blood covered desk Roll on Random Contents Table
7. Alter to Evil god – room has Unhallowed spell in effect
8. Alter to Good god – room has Hallowed spell in effect
9. Alter to Natural god - Roll on Random Contents Table
10. Dead body in corner Roll on Random Contents Table
11. Half eaten body in center of room Roll on Random Contents Table
12. Stairs leading up to another Door
13. Stairs down leading to another Door
14. Table full of fresh food – Eating like drinking random potion plus Cure Major Wounds
15. Table full of food – Eating like drinking random potion
16. Table full of rotten food – Eating causes instant death and Reincarnation (as per spell. Reroll 100 on the chart)
17. Spear stands straight into the air one inch off the ground, cannot be moved.
18. Three empty boxes
19. Steady dip coming for ceiling but water never pulls just seeps into cracking in floor
20. Light (all sources of light spell or other wise) is twice as bright
21. Light (all sources of light spell or other wise) is half as bright
22. An Orcish Love poem painted in blood cover one wall
23. Master work manacles attacked to the ceiling hold the skeleton of a humanoid
24. The floor is replaced with a pool of fresh water 10ft deep. Do not roll encounter check, do not roll again on Furnishings Table
25. Hear the voices of past loved ones all around Take -2 to all checks and rolls
26. Hear the voices of past loved ones encouraging you Take +2 to all check and rolls in this room
27. The entire room is upside down. Gravity is reversed in this room making it hard to enter and exit. Roll again on Furnishings Table
28. All spells are suppressed and spell casting is impossible in this room.
29. Duration of all spells with a duration longer than one round are now infinite in this room. Leaving the room refreshes their duration as if just cast for the first time.
30. Shrink to half height while in this room as spell Reduce Person
31. Grow to twice size as with spell Enlarge Person
32. Remove all negative spell effect when entered room
33. Room is filled with ice. Treat as if every square in a Wall of Ice as the spell. Roll on Hostile Encounter table. Treat monster as trapped in ice
34. Treat room as filled with Wall of Thorns. Roll on Hostile Encounter table. Treat monsters as trapped.
35. Room is made of steel. Walls, ceiling, floor and all other Furnishings.
36. Room is effected by Zone of Silence as the spell
37. Every turn while in the room a Magic Missile is cast at one random target in the room.
38. Sleep spell is cast ever round at ever target in the room
39. Ever turn you take 1 point of cold damage while in room
40. Ever turn you take 1 point of fire damage while in room
41. Ever turn you take 1 point of acid damage while in room
42. Ever turn you take 1 point of electric damage while in room
43. Ever turn you take 1 point of unholy damage while in room. If evil character, you heal instead of take damage.
44. Ever turn you take 1 point of holy damage while in room. If good character, you heal instead of take the damage.
45. Doorway behind disappears leaving only a blank wall
46. Room has yellow wall paper covering ever square inch of the room.
47. Wall are perfect mirrors reflects any spells that are cast at them back to their source
48. Room is filled with Solid Fog as per the spell. Roll on the Hostile Encounter table.
49. All spells are cast as with Empowered Spell feat for free
50. All spells are cast with Quickened Spell for free
51. Middle of the room has Prismatic Sphere as the spell cast in the middle of it
52. A table in the room casts Make whole every time a broken item is placed on it. Caster level is always twice as high as the item placed on it. Moving the table in anyway removed the magic forever.
53. Room grants one Limited wish the first time character enters the room and only the first time.
54. Character can cast Levitate at will in this room
55. Character is under the effect of invisibility as long has he/she remains in the room.
56. Table in the room will cast Identify once a day on any item place on the table. Does allow indentifying of Artifacts. Moving the table in anyway breaks the magic
57. Table casts Disintegrate on any magic item placed on it. A means permanently to destroy a cursed item. Moving the table in anyway breaks the magic
58. A Heroes Feast is cast on a table once a day. Moving the table in anyway breaks the magic
59. Room under the constant effect of entangle.
60. All targets other than character are under the effect of Divine Power while in this room
61. Room is filled with Deeper Darkness
62. A pile of poop is sitting in the middle of the room
63. A pile of rocks litters the floor. All movement in the room requires a DC 10 balance check to move around or target fall prone
64. Burning carpet
65. Discarded remains of another groups of travelers. They have been picked clean.
66. The floor of the room is covered in non-harmful snakes that just slither around dead or alive they make moving around in the room slippery. Moving required a DC 15 Balance check or fall prone.
67. A full sized unmade bed
68. Broken torches litter the floor
69. A barrel is full of rats other wise completely empty
70. A painting of a King’s eyes follow you where every you walk in the room
71. A stone statue keeps reciting out loud his family tree
72. A rusty suit of armor salutes you when you walk in the room. If touched it falls apart.
73. What appears to be a pile of coins turns out to be candy wrappers
74. A full bedpan lies in the corner
75. A silhouette of a woman dances on the wall
76. The temperature in the room feels 10 degrees hotter
77. The temperature in the room feels 10 degrees colder
78. A soft steady breeze blows through the room with no source
79. The floor of the room is covered in grass.
80. The walls are covered by a Prismatic Wall. Touching the walls causes the target to get hit by one of the layers rolled at random.
81. A waterfall flows down one of the walls. Drinking the water causes the effect of a random potion
82. Room is filled with normal fog. Creatures 5 feet away have concealment.
83. An Alchemists table has 1d6 random potions
84. On a table is a deck of cards which is a Deck of Many Things. The deck can only be used in this room and if it is ever removed it disappears and reappears lying back on the table.
85. A pile of blank papers is scattered on the floor
86. The top of a free is poking out of the floor of this room
87. The trunk of a free grows through the floor through the ceiling.
88. The roots of a tree hang down from the ceiling
89. A visual illusion of the character mimics every move you do while in this room
90. Spooky music can be heard coming from the room behind the character
91. The floor of this room is actually quicksand. It appears normal until the character steps into the room. Roll encounter as normal. After the character enters the room everything starts to sink. The quicksand is bottomless.
92. A small camp fire is burning
93. The ceiling is covered in gummy bears
94. A extra door is in the floor is this room
95. A extra door is on the ceiling of this room
96. A Magic Blue Key sits in this room
97. Smooth Jazz plays through this room. Gain +1 to all attack and damage rolls
98. A single random treasure sits in this room. Roll on the treasure table. Do not roll an Encounter.
99. Spooky lights float about lighting the whole room as with torch light
100. A Gnome dances silently in the corner of the room

Note: Various Tables mentioned here are still pending


Encounter Type
Roll d6 for random encounter type
1. Empty room skip to Next Door
2. Roll on the hostile encounter table
3. Roll on the non- hostile encounter table 1
4. Roll on the Room Trap table
5. Just a treasure box – Roll on the Treasure Table
6. Roll on the non-hostile table 2


Non-hostile Table 1.
Roll 1d20
1. A genie appears before the character and gives his/her a chance to gamble. All items the character is wearing must make a DC 20 Will save or become cursed Roll on the random curse table. If the save is over come by 5 or more (Will save of 25+) the item currently equipped becomes better. Wands and Staves renew their charges to full, Weapons and Armor gain +1 to their Enhancement bonuses, and Rings and Wondrous item no longer take up a slot. Roll a will save for each item separately. After the choice is made either yes or no. The genie disappears to never be seen again (unless a roll of a one again on the non-hostile table)
2. A succubus sits in the room crying. The body of an injured human Barbarian lays at her feet unconscious and bleeding. He is at -18 Hp and has 2 turns till he bleeds to death. The Succubus pleads that you heal him and she will give you a reward. DC 15 Heal check required. The Barbarian has been hit with acid arrow and is unable to Stabilize on his own. If the Character succeeds the Succubus will thank him/her and open a portal to Hell and walk away leaving a treasure behind. Roll on the Treasure Table. If the Character fails the Succubus will attack to kill.
3. A Unicorn is trapped in a bear claw trap. If you free it you will be given a random potion. DC 20 Disable Device check.
4. A Merchant Gnome (see new creatures) has set up shop here. He will by any items you have for sale but only for 10% the total value. He says that he is the only one here nice enough to buy items and you can’t do better than him anywhere.
5. A Merchant Gnome (see new creatures) has set up shop here and will sell any mundane item but a double the normal cost.
6. A Merchant Gnome (see new creatures) has set up shop here and has 1d20 worth of random Minor Wondrous items. He sells them for double their value.
7. A Merchant Gnome (see new creatures) has set up shop here and has 1d10 worth of random Medium Wondrous items. He sells them for double their value.
8. A Merchant Gnome (see new creatures) has set up shop here and has 1d4 worth of random Major Wondrous items. He sells them for double their value.
9. A Merchant Gnome (see new creatures) has set up shop here and has 1d20 worth of random Treasure Table items. He sells them for double their value.
10. A bard is at a loss for new music. He wants to hear an original tune. He will pay you for something new. DC 10 perform check to impress the bard. He will give the character 100 gold, and an extra 100 for every 5 points the hero exceeds the DC.
11. The floor is replaced by an empty nothingness. Falling will cause instant death. There is a tight rope leading to a platform in the center of the room with a Treasure chest containing one Treasure Table roll. A tight rope leads to each other door in the room. A DC 10 balance or acrobatics check is required for each 5 ft step. If the character fails make a reflex DC 10 to catch the wire on the way down. A DC 10 Climb check is required to climb along the rope or climb the wire.
12. A Solar and Azar are in a heated argument. They require mediation. DC 15 Diplomacy check to stop their fighting and work it out.
13. A human Warrior is trying to gather information from a prisoner in a cage. He requires help. DC 20 Intimidation check required to help. If you are successful he will give you one random treasure. Roll on the Treasure Table.
14. A Wizard in this will make one Wondrous type magic item of the characters choice for double the gold cost.
15. A Wizard in this will make one Ring type magic item of the characters choice for double the gold cost.
16. A Wizard in this will make one Armor magic item of the characters choice for double the gold cost.
17. A Wizard in this will make one Weapon magic item of the characters choice for double the gold cost.
18. A Wizard in this will make one Wand magic item of the characters choice for double the gold cost.
19. A Wizard in this will make one Staff magic item of the characters choice for double the gold cost.
20. A Wizard in this will make 5 potions magic item of the characters choice for double the gold cost.

Non-Hostile Table 2
Roll 1d20
1. A Balor will make a deal with the character if the PC gives the Balor every items he is carrying and in possession of to include money and cloths. The Balor will give the PC a Magic Red Key. If the PC says no then the Balor will vanish to another room. If the PC attacks the Balor it will move to kill.
2. The hilt of a +4 Longsword is sticking out of the floor. DC 20 Strength check to remove. If the first try fails then every time you try after will cause 1d6 Unholy damage increasing by another 1d6 every try (ei. 1d6 the second try, 2d6 third try, 3d6 the forth, etc…)
3. A lich phylactery lies on the table in the shape of a ruby heart. Holding it gives you +1 caster level on all spell effects.
4. A lich sits in this room looking over his spell book. If the PC has his phylactery he will agree to give up his treasure for it. Roll on the Treasure Table. If the PC doesn’t has it then he will attack along with 2 Greater Shadows that will appear flanking the PC.
5. A cleric is looking for a Lich phylactery. If the PC gives it up the cleric will give the PC one Major Ring rolled at random. If not the cleric will reveal that he is really 3 goblins and they will leap out and attack the PC.
6. 4 Humans are playing cards at a table. Costs 500 gold to enter. Roll a 1d20. DC 15 Slight of Hand adds 5 to the d20 roll.
1-10. Lose 1000 gold or that much in magic items. If the PC doesn’t have that much the Humans will turn into Iron golems and attack
10-15 Lose nothing other than the entry cost
15-19 Win 1000 gold
20 Win 3000 gold
7. A Dwarf Lord would like to know what you think of a Helm that he has just made. DC 15 Appraise check to determine the value of it. If failed he will get upset that you are making fun of his work and walk away. If you succeed he will be grateful and give it to you. Gain Headband of Inspired Wisdom +4.
8. 20 Zombies dance in this room. They ignore the PC unless he/she attacks then they all attack at the same time.
9. This room is a cliff face with the door opening out to nothing. A Climb DC 15 is required to climb to the bottom of the room. It is a 50ft drop. Another Climb DC 15 is required to make it back up the other side.
10. In the room an elf sitting in a chair will ask you to get him his Orb of Pretty back from the creatures in the next room. He has tried so many times to get it back but has failed over and over. He was warned if he tried again that the monsters would break it. He wants you to disguise your self as one of the monsters and get the Orb back. If the PC agrees he will walk to one of the other doors in the room and open it. Do not roll on the Door Table. The other room is full of Drow warriors. A DC 20 Disguise check is required to slip in and a DC 20 Bluff check is required to get the Orb and return to the man. If the PC fails at either roll the Drow will attack the PC and the man. 20 Drow warriors will attack. If the PC gets the Orb back safely the man will give one Treasure Table roll.
11. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (Arcana) DC 20 or fight a _________ (Arcana monster of equal CR)
12. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (Dungeoneering) DC 20 or fight a _________ (Dungeoneering monster of equal CR)
13. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (Engineering) DC 20 or fight a _________ (Golem of equal CR)
14. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (Geography) DC 20 or fight a _________ (Elemental monster of equal CR. Roll 1d4 to determine type 1.Fire 2.Water 3.Air 4.Earth)
15. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (History) DC 20 or fight a _________ (Copy of the PC)
16. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (Local) DC 20 or fight a _________ (Demon of equal CR)
17. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (Nature) DC 20 or fight a _________ (Beast monster of equal CR)
18. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (Nobility) DC 20 or fight a _________ (Angel of equal CR)
19. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (Planes) DC 20 or fight a _________ (Devil of equal CR)
20. The PC will walk into a Demon Quiz show. He will be asked a question that he must answer or die to a terrible monster. The Room is a giant arena with hundreds of Demons in the stands all cheering. The PC must pass a Knowledge (Religion) DC 20 or fight a _________ (Undead monster of equal CR)


Reserved Hostile Encounter

(pending)


Room Trap.
Roll 1d10 for Room Trap
1. Crushing Room. Every 5 ft square the PC enters has a 20% chance for a chuck of rock to come down on them. Perception DC 20; Disable Device 20. Trigger location; Reset Manual. Effect Atk +15 melee (6d6)
2. Arrow fly out of the walls at the PC. Every 5ft square the PC enters has a 20% chance to spring an arrow trap. Perception DC 20; Disable 20. Trigger touch; Reset none. Effect Atk +15 ranged (1d8+1/3)
3. A magical blast of magic tries to kill the PC. Every 5ft square the PC enters has a 10% chance to cast heightened destruction. Perception DC 34; Disable 34. Trigger proximity (alarm); Reset none. Effect spell effect (heightened destruction, 190 damage, DC 23 fortitude save reduces damage to 10d6)
4. Hidden pits are all around the floor. Every 5ft square the PC enters has a 20% chance to open a pit. Perception DC 20; Disable 20. Trigger location; Reset manual. Effect 20ft deep pit (2d6 falling damage); DC 20 reflex avoids
5. Poison Darts fly out of the falls. Every 5ft square the PC enters has a 20% chance to spring a poison dart trap. Perception DC 20; Disable 20. Trigger touch; Reset none. Effect Atk +10 ranged (1d3+greenblood oil)
6. Swinging Axe Trap. Every 5ft square the PC enters has a 20% chance to spring an Axe trap. Perception DC 20; Disable 20. Trigger location; Reset manual. Effect Atk +10 melee (1d8+1/3)
7. Burning Hands Trap. Every 5ft square the PC enters has a 20% chance to spring a Burning Hands spell. Perception DC 26; Disable 26. Trigger proximity (alarm); Reset none. Effect spell effect (Burning Hands, 2d4 fire damage, DC 11 reflex save for half damage.
8. Chance to Summons monsters while the PC remains in the room. Every 5ft square the PC enters has a 20% chance to summon a hostile elemental. Perception DC 31; Disable 31. Trigger proximity (alarm); Reset none. Effect spell effect (summon monster VI, summons 1 Large elemental)
9. Energy Drain Trap. Every 5ft square the PC enters has a 20% chance to spring an energy drain spell. Perception DC 34; Disable 34. Trigger visual (true seeing); Reset none. Effect spell effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23 Fortitude negates after 24 hours)
10. Room is filled with Wall of Blades. Caster level equal to PC’s total level.


Treasure
Roll 1d4 for Treasure Table
1. Mundane Treasure table
2. Gold Treasure Table
3. Gems/Art Treasure
4. Magic Item Treasure


Mundane Treasure Table
Roll 1d6 to determine the which Treasure Table to roll on.
1-2. Weapon Table
3-4. Armor Table
5-6. Gear Table

Weapon Table
Roll 1d100
1. Roll again made with special material (Adamantine)
2. Roll again made with special material (Darkwood)
3. Roll again made with special material (Iron, Cold)
4. Roll again made with special material (Mithral)
5. Roll again made with special material (Silver, Alchemical
6. Gauntlet
7. Starknife
8. Dagger
9. Dagger, punching
10. Gauntlet, spiked
11. Mace, light
12. Sickle
13. Club
14. Mace, heavy
15. Morningstar
16. Shortspear
17. Longspear4
18. Quarterstaff5
19. Spear
20. Crossbow, heavy
21. Bolts, crossbow (10)
22. Crossbow, light
23. Bolts, crossbow (10)
24. Dart
25. Javelin
26. Sling
27. Bullets, sling (10)
28. Axe, throwing
29. Hammer, light
30. Handaxe
31. Kukri
32. Pick, light
33. Sap
34. Shield, light
35. Spiked armor
36. Spiked shield, light
37. Sword, short
38. Battleaxe
39. Flail
40. Longsword
41. Pick, heavy
42. Rapier
43. Scimitar
44. Shield, heavy
45. Spiked shield, heavy
46. Trident
47. Warhammer
48. Falchion
49. Glaive4
50. Roll again made with special material (Adamantine)
51. Roll again made with special material (Darkwood)
52. Roll again made with special material (Iron, Cold)
53. Roll again made with special material (Mithral)
54. Roll again made with special material (Silver, Alchemical
55. Greataxe
56. Greatclub
57. Flail, heavy
58. Greatsword
59. Guisarme
60. Halberd
61. Lance
62. Ranseur
63. Scythe
64. Longbow
65. Arrows (20)
66. Longbow, composite
67. Arrows (20)
68. Shortbow
69. Arrows (20)
70. Shortbow, composite
71. Arrows (20)
72. Kama
73. Nunchaku
74. Sai
75. Siangham
76. Sword, bastard
77. Waraxe, dwarven
78. Whip4
79. Axe, orc double
80. Chain, spiked
81. Flail, dire
82. Hammer, gnome hooked
83. Sword, two-bladed
84. Urgrosh, dwarven
85. Bolas
86. Crossbow, hand
87. Bolts (10)
88. Crossbow, repeating heavy
89. Bolts (5)
90. Crossbow, repeating light
91. Bolts (5)
92. Net
93. Shuriken
94. Sling staff, Halfling
95. Bullets, Sling (10)
96. Roll again made with special material (Adamantine)
97. Roll again made with special material (Darkwood)
98. Roll again made with special material (Iron, Cold)
99. Roll again made with special material (Mithral)
100. Roll again made with special material (Silver, Alchemical)

Armor Table
Roll 1d100 for Armor Type
1-5. Padded
6-10. Leather
11-15. Studded Leather
16-19. Chain Shirt
20-24. Hide
25-29. Scale Mail
30-34. Chainmail
35-39. Breastplate
40-44. Splint mail
45-49. Banded Mail
50-54. Half-plate
55-59. Full Plate
60-64. Buckler
65-69. Shield, Light Wooden
70-74. Shield, Light Steel
75-79. Shield, Heavy Wooden
80-84. Shield, Heavy Steel
85-89. Shield, Tower
90-95. Gauntlet, Locking
96. Roll again made with special material (Adamantine)
97. Roll again made with special material (Darkwood)
98. Roll again made with special material (Dragonhide)
99. Roll again made with special material (Iron, Cold)
100. Roll again made with special material (Mithral)

Gear Table
Roll 1d100
1. Backpack (empty)
2. Backpack (roll another 1d10 items on the gear table for contents)
3. Barrel (empty)
4. Basket (empty)
5. Bedroll
6. Bell
7. Blanket, Winter
8. Block and Tackel
9. Bottle, glass
10. Bucket (empty)
11. Caltrops
12. Candle
13. 10ft of Canvas
14. Map Case
15. Chain, 10ft
16. Chalk, 1 piece
17. Crowbar
18. Firewood, One day
19. Fishhook
20. Fishing Net
21. Flask (empty)
22. Flint and Steel
23. Grappling Hook
24. Hammer
25. Hourglass
26. Ink
27. Inkpen
28. Jug, Clay
29. Ladder, 10ft
30. Lamp, Common
31. Lantern, Bullseye
32. Lantern, Hooded
33. Lock, Simple
34. Lock, Average
35. Lock, Good
36. Lock, Superior
37. Manacles
38. Manacles, Masterwork
39. Oil, one flask
40. Paper, one piece
41. Parchment, one piece
42. Pick, miner
43. Pitcher, clay
44. Piton, one
45. Pole, 10ft
46. Pot, iron
47. Pouch, Belt (empty)
48. Ram, Portable
49. Rations, trail one day
50. Rope, Hempen 50ft
51. Rope, Silk 50ft
52. Spyglass
53. Torch
54. Vial
55. Acid
56. Alchemist’s Fire
57. Antitoxin
58. Everburning Torch
59. Holy Water
60. Smokestick
61. Sunrod
62. Tanglefoot Bag
63. Thunderstone
64. Tindertwig
65. Alchemist’s Lab
66. Artisan’s Tools
67. Artisan’s Tools, Masterwork
68. Climber’s Kit
69. Disguise Kit
70. Healer’s Kit
71. Holy Symbol, Silver
72. Holy Symbol, Wooden
73. Unholy Symbols
74. Magnifying Glass
75. Musical Instrument
76. Scale, Merchant’s
77. Spell Component Pouch
78. Spellbook, Wizard’s (Blank)
79. Thieves’ Tools
80. Thieves’ Tools, Masterwork
81. Tool, Masterwork
82. Water Clock
83. Artisan’s Outfit
84. Cleric’s Vestments
85. Cold Weather Outfit
86. Courtier’s Outfit
87. Entertainer’s Outfit
88. Explorer’s Outfit
89. Monk’s Outfit
90. Noble’s Outfit
91. Peasant’s Outfit
92. Royal Outfit
93. Scholar’s Outfit
94. Traveler’s Outfit
95. Dog, Riding
96. Donkey
97. Feed, one day
98. Horse
99. Saddle, Exotic
100. Saddle, Military


Gold Treasure Table
Roll 1d10
1. 100 Silver
2. 200 Silver
3. 500 Silver
4. 100 Gold
5. 200 Gold
6. 500 Gold
7. 1000 Gold
8. 2000 Gold
9. 5000 Gold
10. 1000 Platinum

Gems/Art Treasure Table
Roll 1d20
1. Gem worth 55 gp
2. Gem worth 105 gp
3. Gem worth 350 gp
4. Gem worth 550 gp
5. Gem worth 700 gp
6. Gem worth 1,050 gp
7. Gem worth 1,400 gp
8. Gem worth 1,750 gp
9. Gem worth 2,500 gp
10. Gem worth 3,500 gp
11. Gem worth 5,000 gp
12. Gem worth 7,000 gp
13. Painting worth 10 gp
14. Painting worth 50 gp
15. Painting worth 100 gp
16. Painting worth 500 gp
17. Painting worth 1,000 gp
18. Painting worth 5,000 gp
19. Painting worth 10,000 gp
20. Painting worth 15,000 gp


Magic Item Treasure Table
Roll 1d6
1-4. Minor Magic Item
5. Medium Magic Item
6. Major Magic Item

(Pending)


Next Doors
Roll 1d6
1-2 A door is across the room from the door your standing at
3-4 Two doors are on the left and right walls
5-6 Three doors are in this room. One on each wall.


Note: Room dimensions will not fit on a graph map this is due to the nature of the Realm. It is impossible to break through the walls to get to another room.

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