Unraveling the mystery of the maze requires more than a head for direction as the enchantment of this place leaves travelers with little certainty of how to move forwards or back.
Creeping Chaos.and who follow lawful deities are under the constant effects of the spell in this labyrinth. Adventurers with a Lawful alignment suffer this as well, but additionally suffer on all .
Maddening Patterns. Individuals attempting to understand the labyrinth using Engineering automatically fail as both the physical details and their perception of them shift and change as they move through the labyrinth. Succeeding on an Arcana or Religion check, however, reveals a disturbing pattern that gives themon any Perception checks while they remain in the labyrinth and for one hour after exciting it as their minds shy away from the horror they had begun to understand.
Mark the Path. Leaving a physical trail, such as breadcrumbs or a long length of twine delays the labyrinth’s shifting and gives the partyon in this challenge.
Restless Terrain. While within the labyrinth it’s impossible to relax, as the tunnels and the way they change is deeply disconcerting. As a result, adventurers cannot take awhile inside the labyrinth.
- The true challenge is not finding one’s way through the maze, but in resisting the foul magics that disorient them. The party must make a group Wisdom saving throw to keep their wits around them.
Critical Failure. The party becomes hopelessly lost and loses 11 (3d4 + 3) hours of traveling time before being attacked by a. After facing the beast they must make another check to continue through or exit the labyrinth.
Failure. After traveling for 8 (1d6 + 4) hours the party find themselves back at the entrance to the labyrinth
Success. After traveling for 4 (1d4 + 1) hours the party successfully exits the labyrinth.
Critical Success. In addition to the results of a success, the adventurers come across the remains of someone who wasn’t so lucky. Roll on the Boons and Discoveries table.