Labyrinth Encounters - Corridors (5-10) (d12)

d12 Result

1-2

A 10-foot square pressure plate causes arrows to fire from the walls towards the characters. Each character is targeted by 1d4-1 arrows (roll separately for each character). For each arrow, make an attack roll against the target with a +5 to hit. On a hit, the target takes 3 (1d6) Piercing damage. A successful DC 15 Perception check notices the pressure plate, and a successful DC 17 Perception check notices the arrow holes in the walls. The pressure plate can be jammed into place by sticking pitons or similar objects into its edges, preventing the plate from being triggered when a creature walks across it.

3

A commoner from Resolve: {1? Muhar|2? the City of the Dead|3? Kharafek's Excavation|4? the Defaced Temple} who stumbled into an entrance to the Labyrinth and has since gotten lost. If the commoner is returned to their origin safe and sound, their family or employers reward the party with 50 gp.

4

The wall depicts some strange myth, divided into twelve sections. A hawk-headed humanoid rests on a boat at the center of each panel, implying that the myth centers around this figure's journey. These inscriptions describe the Amduat, the process by which the forgotten god Ra travels through the Underworld at night before being reborn at dawn.

5-6

A pressure plate causes three pendulum-blades to swing out from the walls. The blades swing back and forth until a lever hidden on the other side of the corridor is pulled. A character must choose to either cross the hall slowly or quickly. Characters that cross slowly must make three separate DC 13 Dexterity Saving Throws to pass the blades; a character takes 7 (1d12) Slashing damage for each failed save. Characters that cross the hall quickly only have to make one DC 13 Dexterity Saving Throw; a character takes 22 (3d12) Slashing damage on a failed save, or half as much damage on a success. The lever on the other side is hidden behind a loose brick, which can be located by a successful DC 18 Perception check. The wall slits that the pendulum blades rest in are obvious, and the pressure plate can be detected by a successful DC 15 Perception check.

7

Roll 1d3+1 Gray Oozes peel off from the walls and attack the characters.

8

Carvings on the wall depict various humanoids with animal heads, but their faces have all been chiseled and scratched off.

9-10

A layer of dense, yellow gas fills the bottom 6 inches of this corridor. The gas obscures a tripwire in the center of the hall, which can be noticed by a DC 20 Perception check. When tripped, the wire ignites the flammable gas, forcing everyone standing on the floor of the hall to make a DC 15 Dexterity Saving Throw. A creature takes 18 (4d8) Fire damage on a failed save, or half as much damage on a success. A successful DC 15 Nature or Arcana check notes that the gas is nontoxic, but flammable. The tripwire can be disarmed by a successful DC 15 Dexterity check made with Thieves' Tools; the trap triggers if this check fails. The gas can be dispersed by a strong wind, such as that created by the Gust of Wind spell.

11

Roll 1d2 Fangs of Anu who accuse the characters of engaging in nefarious activities, then attack.

12

At several points along the walls of this corridor, paired carvings of animal-headed humanoids hold their arms upward towards each other to form archways in the stone. All of these archways are sealed by stones; one of these stones is carved with a depiction of a Resolve: {1? bottle|2? khopesh|3? staff|4? ring|5? wand|6? scroll}. The carved stone can be moved by two or more creatures with a combined Strength score of 30 or higher. Beyond the stone is a small chamber with a pedestal at its center bearing a magic item based on the symbol on the stone.

Bottle: Potion of Resistance (any)

Khopesh: +1 Weapon (any)

Staff: Staff of the Adder

Ring: Ring of Mind Shielding

Wand: Wand of Magic Missiles

Scroll: Spell Scroll of Levitate