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The Labyrinth

Room

DCC ATG · p.10

Open source p.10

Area 1-9 – The Labyrinth

The stonework in these halls features a sophisticated network of interlacing grooves forming an unbroken, flowing design stretching the length of the hallway. Bas relief sculptures line the top of the corridor’s décor, depicting rows of monastic faces leering down to gaze at passersby. Statuettes of young street urchins hold candles within recesses placed in the walls providing dim, flickering light throughout the passage.

The labyrinth has numerous locations, described as follows.

A. Moving Stone Block: After the characters pass by either of the areas marked “A” on the map, an animated stone block rises from the floor. The stone block is 4’ wide and 8’ tall. Once active, the stone block and the characters roll initiative. The block follows the characters through the corridor but stops short of crushing them, slowing its movement to a negligible pace once it comes to within 10’ of a

dead-end corridor. Characters who enter a corridor where there is a dead end may become fearful of being crushed to death by the stone block and attempt to push back against it. The animated stone block discharges its spike trap ability 1 round after it halts its movement. Any character actively pushing against the stone block must make a DC 13 Reflex save with a -1d penalty or be impaled upon the protruding spikes and take damage.

Animated stone block: Init ; Atk spike trap melee (); Crit M/; AC 15; HD (hp 70); MV 20’; Act ; SP false appearance as ordinary stone block when motionless, forceful reposition, antimagic susceptibility, half damage from piercing and slashing weapons; SV Fort , Ref , Will ; AL N.

Forceful reposition: The stone block’s forceful movement pushes creatures in its path. When it enters someone’s space, that person must make a DC 11 Reflex save or be pushed back and fall prone, taking damage.

Antimagic susceptibility: The magic that animates the stone can be temporarily suppressed with a successful casting of dispel magic or a similar spell. Doing so freezes it in place for 10 minutes.

After the block discharges its trap, an illusory mouth appears on its stonework and Lyria’s voice speaks: “These walls have been Amun Tor’s ears. Now I’ve given them teeth. I’ve been going easy on you—that won’t last much longer.” The stone block then withdraws and returns to its original position, blocking the passage for 30 minutes before descending back into the floor.

B. Pits: Throughout the labyrinth (marked “B” on the map) are 5’-wide pits in the floor that have pressure plates at their bottoms. The adventurers may be tempted to lead the moving stone block to one of these openings to ditch it. Doing so causes the block to slide down into the pit, activating the pressure plate. This triggers the mouths on bas-relief faces throughout the labyrinth’s walls to dispense a cloudy, sulfurous-smelling gas. The cloudy vapor makes visibility difficult, imposing a -1d penalty on checks to find traps and secret doors.

The lit candles within the hall signal the gas’ combustibility by flickering more intensely. It takes 20 minutes for the gas to become dense enough to be explosive. Once it reaches this critical level, any spark can set off an explosion erupting throughout the corridors. This includes the candles that line the corridors. Everyone in area 1-9 when this occurs must make a DC 12 Reflex save. A character suffers fire damage on a failed save or takes half damage on a successful save.

C. Firebolt Trap: Any of the areas marked “C” on the map contain trip wires that can be spotted with a successful DC 15 find trap check. When tripped, two blasts of magical flame are discharged from the eyes of a bas relief face from the opposing wall. Two attacks are made against the individual tripping the trap with a on each attack roll that deals fire damage. If the corridors have accumulated explosive gas for 20 minutes, activating the firebolt trap may ignite the gas, potentially causing the explosion described before.

Secret Door: The secret door leading to area 1-10 is detectable with a DC 10 Intelligence check. Dwarves and elves automatically attempt this check to discover the secret door when passing within 10’ of it. No check is necessary for finding the switch to open it if the characters are not under pressure, as its discovery is only a matter of time after finding the secret door. If the animated stone block is still in pursuit or another threat requires a hasty discovery, the door’s discovery is more challenging and characters must make a DC 13 Intelligence check while frantically searching the southern wall to find the door’s hidden switch.