The mazes for Level 7A of Rappan Athuk, as presented over the past several days, have now been compiled into single, easy-to-download documents available through the Creations page (see link above).
Tomorrow (or possibly the next day) we’ll have a brand new sub-level for the dungeon. And then we’ll move onto something completely different.
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MAZE 7A-F – MAZE OF CONFUSION

CONFUSION GAS: A gas causing a directional confusion fills the maze. Character must make a Fortitude saving throw (DC 20) each round they remain in the maze. Once they’ve failed their check, there’s a 50% whenever giving directions (left/right) that the character will get the direction wrong. This effect persists until the character is no longer exposed to the gas (by exiting the maze, for example).
The phase minotaurs are immune to the confusion gas.
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MAZE 7A-E – THE FLOODING MAZE

ALARM AND TRIGGER: In addition to alerting Kazleth, the alarms at the entrances to this maze also cause the entrances to the maze to seal with an adamantium block 10 feet thick (hardness 20, 4800 hp) and begin filling with water. After 10 minutes (100 rounds), the maze will be completely full of water. The maze will remain full for 1d3 days before draining and unsealing.
LEVERS: There’s a lever just inside both entrances of the maze. The only way to exit the maze after its begun filling with water is to pull the lever next to the door on the other side of the maze.
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MAZE 7A-D – LABYRINTH OF FLAME

HEAT: This entire labyrinth is extremely hot. Characters must make a Fortitude save every hour (DC 15 + 1 for each previous check) or suffer 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort suffer a -4 penalty on these saves. (Characters with the Survival skill may be able to gain a bonus to this check and may be able to aid others, as well.)
WALLS OF FIRE: These are actually two walls of fire placed “back to back”. Passing through these areas deals 2d6+10 points of damage. Anyone standing within 10’ of either side of a wall suffers 2d4 points of damage per round. Anyone between 10’ and 20’ away suffers 1d4 points of damage per round. (Double damage to undead creatures.) The walls can be destroyed if they take 40 points of cold damage, reforming 10 minutes later. Dispel magic will suppress a wall for 1d4 rounds.
LAVA POOL: 2d6 points of damage per round of exposure (20d6 per round of complete immersion). Damage continues 1d3 rounds after exposure, but only half that suffered during the exposure (1d6 or 10d6).
FIREBALL TRAP (A): These areas unleash 10d6 fireballs. ( Search DC 28, Disable Device 28)
FLAME GEYSER (B): These areas have geysers of flame which shoot up constantly from the floor. Anyone passing through a geyser takes 10d6 points of damage per round spent in the geyser.The geysers only shoot up 8 feet, so they can be flown over. However, the superheated air above them will inflict 1d6 points of damage.
ICEBALL (C): This area unleashes a 10d6 iceball (Search DC 28, Disable Device 28).
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MAZE 7A-C – LABYRINTH OF ETHEREAL PITS

ETHEREAL PITS: The sections of the floor labeled “T” on the map will turn ethereal 50% of the time when a character crosses them. If the character fails a Reflex save (DC 22), the character drops into a 20’ pit and the entrance to the pit solidifies for 1d4 hours.
Rogues can detect these sections of the floor (Search DC 34), but they can’t be disabled. A dispel magic will suppress the effect for 1d4 rounds, causing the ethereal floor to disappear onto the Ethereal Plane (leaving the pit open).
MINOTAUR TACTICS: The phase minotaurs will generally wait for a character to fall into a pit, and then gang-attack them while they’re trapped. If the PCs are avoiding the pits (by jumping or flying over them), the phase minotaurs may attempt to phase in and either push or throw them into the pits.
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