Labyrinth Encounters (d20)

d20 Result

1

The lair of one of the remaining Children of Ankhtepot:

Roll on "Lairs of the Children"
No encounter occurs if the characters have already slain all the Children of Ankhtepot.

2-3

Greater Monsters:

Roll on "Greater Monsters"

4-7

Lesser Monsters:

Roll on "Lesser Monsters"

8-13

Undead Hordes:

Roll on "Undead Hordes"

14-17

Traps:

Roll on "Traps"

18-19

Forgotten Crypt:

Roll on "Forgotten Crypts"

20

Puzzle Vault:

Roll on "Puzzle Vaults"


Subcharts

Lairs of the Children (d4)

Undead Hordes (d4)

d4 Result

1

Roll 1d6+9 Skeleton minions and 2 Skeletal Juggernauts

2

Roll 1d6+9 Zombie minions and 2 Zombie Clots

3

Roll 1d3+2 Fangs of Anu and Roll 1d3+2 Mummies

4

3 Bodaks

Lesser Monsters (d4)

d4 Result

1

Roll 2d4+2 Rust Monsters consuming the armor and weapons of Roll 1d3 dead Fangs of Anu.

2

Roll 1d4+3 Resolve: {1? [red](https://www.dndbeyond.com/monsters/2560903-red-guard-drake)|2? [blue](https://www.dndbeyond.com/monsters/2560743-blue-guard-drake)|3? [green](https://www.dndbeyond.com/monsters/2560839-green-guard-drake)} Guard Drakes.

3

Roll 1d3+1 Gricks and a Grick Alpha.

4

Roll 1d6+4 Carrion Crawlers consuming remains kept in Roll 1d4+1 broken sarcophagi. Each sarcophagus contains 20 gp in coins and gems.

Puzzle Vaults (d4)

d4 Result

1

A small stone room with a stone chest at the center, bolted to the floor. When the chest is open, a Swarm of Zombie Limbs attacks a creature within 5 feet of the chest with its Grasping Limbs action. The chest contains a magic item from Table C. The first time a character reaches into the chest, they must succeed on a DC 14 dexterity saving throw or take 7 (2d6) slashing damage and have one of their hands severed by blades that swing out from the side of the chest. This trap takes 1 minute to reset after it has been triggered.

2

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: 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

3

A Hard Difficulty puzzle that rewards the characters with a magic item from Table G.

4

A marble statue of Eset stands in the center of this room, her arms outstretched and holding an open basket. An inscription around the base of the statue translates to "Make an offering to receive a boon in kind." Any treasure placed in the basket for 1 minute transforms into a golden liquid that restores a total number of hit points equal to the gp value of the treasure divided by 5. The basket can fit a maximum of 1,500 gp of treasure, or 300 hit points. Characters can divide this healing pool amongst themselves as necessary, but the liquid turns to worthless yellow powder if stored in any container other than the statue's basket. Any liquid not consumed after 10 minutes also turns into yellow powder. Finally, the healing provided by this statue ignores Kothyrra's healing prevention within the Labyrinth.

Traps (d4)

d4 Result

1

Poisoned arrows fire from the walls towards the characters. Each character is targeted by 1d4 arrows (roll separately for each character). For each arrow, make an attack roll against the target with a +7 to hit. On a hit, the target takes 3 (1d6) piercing damage, plus 7 (2d6) poison damage.

2

A pressure plate causes five pendulum-blades to swing out from the walls of a 100-foot long corridor. 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 15 Dexterity Saving Throws to pass the blades; a character takes 6 (1d12) Slashing damage for each failed save. Characters that cross the hall quickly only have to make one DC 20 Dexterity Saving Throw; a character takes 39 (6d12) 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.

3

A layer of dense, yellow gas fills the bottom 12 inches of this corridor. The gas obscures a tripwire in the center of the hall, which can be noticed by a DC 23 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 27 (6d8) 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.

4

The party enters a 300-foot long, 15-foot wide, 20-foot tall corridor. floors of this corridor are covered with pitch and are considered difficult terrain. When the characters move 10 feet into the corridor, a 10-foot section of each side of the wall at both ends of the corridor moves 5 feet inward. Have the party roll initiative; At the end of each round, the two ten-foot sections of the wall furthest behind the party move 5 feet closest to each other. This creates a staggered movement where one set of walls closes while another fully shuts at the end of each round. A character stuck between two walls when they meet immediately takes 33 (6d10) bludgeoning damage and becomes grappled. A character grappled in this way takes an additional 33 (6d10) bludgeoning damage at the start of each of their turns. If the hidden lever at the center of the hallway has been pulled, a trapped character can attempt to push the walls around them apart by making a DC 35 Athletics check; the DC for this check decreases by 5 for each additional character that helps pull/push the walls apart.
A successful DC 20 Perception check notices a false panel in the ceiling 150 feet down the length of the corridor. Behind the panel is a lever and a crank; the lever stops all the walls from moving, and the crank retracts the walls in the inverse order of how they closed. Turning the crank requires a character to use their action to make a DC 15 Athletics check.

Forgotten Crypts (d4)

d4 Result

1

Roll 1d6+4 embalmed corpses rest on stone beds arranged in a circle in the center of this chamber. Each corpse has a platinum piece covering each eye socket. The eye sockets themselves are charred, as though their eyes were burned out.

2

A small sarcophagus clearly made for a cat rests at the center of the chamber, encrusted with gems. While the sarcophagus and the remains within are useless, the following gemstones can be pried from the stone:
Roll 2d6+3 blue quartz gemstones worth 10 gp each
Roll 1d6+4 citrines worth 50 gp each
Roll 1d6-1 diamonds worth 100 gp each

3

The floor of this crypt is covered with skulls, making the area difficult terrain. On a successful DC 15 Perception check, a character notices that Roll 1d3+2 of the skulls have two yellow gemstones set into their eye sockets. When any of the skulls are touched, they all animate as a Flameskulls and attack the party. When the flameskulls are slain, the characters can retrieve two polished pieces of amber, each worth 100 gp, from each skull's eye sockets.

4

A 2,500 gp art object sits on a pedestal in the center of an otherwise empty room. The first character that removes the object from the pedestal hears a faint, indiscernible whisper, but otherwise nothing happens. The next time the character takes a Long Rest, an Invisible Stalker attacks them, fighting until slain.

Greater Monsters (d4)

d4 Result

1

1 Lonely Sorrowsworn

2

1 Stone Golem with a translucent crystal in its chest that clearly contains an item of some kind. The crystal shatters when the golem is reduced to 0 hit points, but the characters can also attempt to break it while the golem is still standing. The crystal has an armor class of 22, 50 hit points, immunity to poison and psychic damage, and resistance to all damage other than thunder magical bludgeoning damage. Attacks targeting the crystal while the golem has more than half its hit points are made with disadvantage. The crystal contains Resolve: {30%? a spell scroll containing a 6th level spell|30%? 3 potions of greater healing|30%? Roll 1d3 250 gp art objects|10%? a magic item from Table F}

3

1 Hungry Sorrowsworn

4

1 Yuan-Ti Anathema sleeping among 4 Swarms of Poisonous Snakes, each with a movement speed of 0, and one in each corner of the room surrounding a blue torch. A fifth blue light can be seen emitting from beneath the Anathema. Extinguishing all four lights awakens the Anathema and reveals that the blue light beneath it was from a stone container bolted to the floor in the center of the room. The Anathema fights until slain, focusing its attacks on any character that attempts to open the chest. The chest contains Resolve: {30%? a spell scroll containing an 8th level spell|30%? 2 potions of superior healing|30%? Roll 1d3 500 gp gemstones|10%? a magic item from Table G}