10.1 The Luminescent Maze in The Ninth World | World Anvil
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10.1 The Luminescent Maze

Location - Luminous Hedge Maze (a maze of gothic hallways)

 
A tangled maze of hallways and engineering ducts, partially overgrown with beautiful, alien flowers sprouting from thorny vines. Bioluminescent flowers and jellyfish-like creatures that float through the air provide light. It's never truly dark here.
  Once you’ve gone in each turn, you’ve got two options;
  1. Explore the Maze. Each PC rolls a d20. For each 20, roll for a random encounter as something finds the players. Other rolls that are higher than the PCs intelligence score are discarded. Rolls equal to or lower than the intelligence score are added to a running total. Once the running total equals 50, the maze is fully explored and the party can go back or go deeper freely.
  2. Go back the way you came. Once you’ve decided to do this, it takes 1 turn to get out again per turn spent in the maze so far, and then you can go back to the last location before the maze.
  • Encounter 1 - 1d4+1 Astral Spectres. Immune to all but psychic damage, psionic/magical-based damage.
  • Encounter 2 - 1d3 Flower Astronaut. Undead shambling mound. It also has the traits and additional attack effects of a yellow musk creeper.
  • Encounter 3 - A Haunted Robot. The warbot is found at the centre of the garden with the treasure, even if it is defeated as a random encounter in the maze itself. It is overgrown with weeds/grass and has small, animals poking in and out of it. The robot, possessed by a dead druid, is the heart of the artificial hedge maze. If a creature tries to take the treasure it activates.
Hacking through the hedges (for example, using technology like a fusion torch or anti-plant spells like blight to clear 1he way) helps at a cost. Each player who hacks gets to add their d20 to the progress total, regardless of if it was greater than their intelligence or not. However, doing so attracts attention: automatically roll for an encounter.   Once the maze is fully explored, the centre is found: roll a random treasure to see what’s there.  
Treasure
A successful DC 25 Perception check (or DC 20 Investigation) reveals the almost entirely overgrown bones of the druid Jerin. The high acid content of the soil and the ravenous plants have ruined most of the body’s gear, but his headband of inspired wisdom (+2 WIS, 3e link) and gauntlet of rust (3e link) remain fully functional along with magical powder, which, when scattered on water, causes it to freeze to solid ice instantly. The bag contains 10 doses.

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