Thursday, November 22, 2018

Hellmaze

Map

I made a labyrinthine level for your murderous megadungeon! It's intended to be slotted in to any of your mythic underworlds easily, or even be added as a secondary minidungeon to allow your players some respite. Remember to enter the File menu and use Fork to make and edit your own copy of the map. This adventure is compatible with the core rules of Swords and Wizardry, but feel free to use whichever game system you prefer. Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch, and I am not affiliated with Frog God Games, Mythmere Games, or Matthew J. Finch.

Random Encounters

Roll 1d8 for encounters
  1. A careening ghost-chariot, which got lost from the main race
  2. 1d4 kobolds hunting for an exit
  3. A Minotaur
  4. The maze walls shift, changing the layout of the maze.
  5. 1d4 giant spiders (small ones)
  6. Cave in! All players must save or take 4d6 damage. The party's current location, and all of the passage for 1d6*10 feet is impassable.
  7. Another adventuring party
  8. Roll twice

Keys:


  1. Stairs up to the surface or previous level
  2. A fountain which neutralises poison and reverses petrification.
  3. 22 Small Giant Spiders with 1320 GP  scattered through a huge pile of bones.
  4. 18 kobolds camping, looking for the way out
  5. A Minotaur
  6. A control panel with 6 knobs. The knobs have the following effects:
    1. Provide the player with the ability to cast a single first-level spell at will, without memorizing
    2. Drains a level
    3. Shifts the level layout (Referee should fork in Mipui) or teleports the party to a point on the map at the Referee's discretion
    4. Makes a random weapon used by a PC +1 or removes curse
    5. Summons a fire elemental under the control of the PCs
    6. Disintegrates a character unless they save. If they save, they permanently gain 1d4 bonus hit points.
  7. A broken control panel. There are four knobs, but only one will function. It summons a fire elemental, which will fight the players to half HP. After it reaches half HP, it will surrender and procure a seal which binds it to a player. The seal can be broken and will summon the fire elemental under the summoner's control for 3 rounds, after which it will return to its home plane.
  8. A gang of 9 lizardmen
  9. Preserved chariots. There are many ghostly chariot racers preparing themselves.
  10. A deep chasm. Across the chasm is a tribe of 31 orcs with 1395 GP.
  11. Ghostly charioteers careen around these forsaken racecourses. They start at Area 9 and disappear at Area 12. Anyone hit by a chariot is knocked down and takes 4d6 damage, saves negate.
  12. Ghost charioteers stop and disappear into white, translucent mist. There is a scoreboard, with Blues and Greens as the two headers.

Monsters

Giant Spider (smol): 6 HP, HD: 1+1, AC: 8 [11], Bite (1 hp) + poison, Save: 17, Poison (+2 save or die), Move 9, XP: 3/60
Kobolds: Hit Dice: 1d4 hp, AC: 6 [13], Attacks: Weapon (1d6), Saving Throw: 18, Move: 6, Alignment: Chaos, Challenge Level/XP: A/5.
Minotaur: 33 HP, 6+4 HD, 2d4/1d3/1d8 (horns/bite/axe), AC 6, save 11, never lost in mazes, move 12, Chaotic, XP 6/400
Fire Elemental: 51 HP (Surrender at 26), 12 HD, 2d6 (fire), AC 2, save 3, ignite flammables, move 12, XP 13/2,300.
Lizardmen: 9 HP, 2+1 HD, 1d3/1d3/1d8 (claw/claw/bite), save 16, breathe underwater, move 6 (12 swimming), Chaos, XP 2/30
Orcs: 8 HP, AC 6, 1d8 (sword/axe), save 17, move 12, Chaos, XP 1/15

Legal Stuff


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