Tuesday, March 28, 2023

The Maze of Pnar (Part I)

The Maze of Pnar: Entry Portal (#25/31; #84/365)

"The tunnel opens out into a dusty chamber where many corridors converge; there are tracks everywhere through the dust on the floor, between all portals. One of the walls has an immense pair of bronze doors, stained green with verdigris. Above it are a series of hieroglyphs and stone carvings, obliterated in the script of other languages, at least one of which is Allansian, and reads 'MAZE OF PNAR - BEWARE!'"

Contents: The other messages all say the same thing, and are written in scripts for Orcish, Gnollish, Caarth, Desert Nomad, and Sand Stalker. The great bronze doors are covered in faint Djaratian hieroglyphs detailing the journey of a dead soul into the underworld. Various hideous Djaratian monsters of myth and legend are depicted harassing the unfortunate soul on its lonely quest. The doors are magically locked and can only be opened by a magic spell or the use of a Bronze Key. Beyond the doors are the myriad twisty little passageways that make up the Maze of Pnar...

Harpoon Trap (#26/31; #85/365)

"This small chamber is devoid of decoration and contents. A single exit leads away from the wall opposite you."

Contents: The floor is trapped; anyone walking across it must Test their Luck or cause four evenly-spaced rusty harpoons on chains to fire out from the wall, causing the same damage as a Spear (an Armour Roll is allowed). Once sprung, the trap will not reset, unless the Heroes do so (requires a successful Trap Knowledge Special Skill roll to reset the trap).

There are a few mouldy bones scattered across the floor, but no valuables.

Stairway Downwards (#27/31; #86/365)

"The corridor you have been following stops abruptly at a set of stone steps, cut into the rock, leading downwards, deeper into the tombs. Dare you venture downwards?"

Contents: These steps lead down to level 3 of the Found Tombs of Arvakaten. The sixth step is trapped; anyone stepping on it must Test their Luck or cause the steps to transform into a slide, sending all on them down to level, and suffering 2-7 STAMINA points of damage on the way down. Once sprung, the trap will not reset, unless the Heroes do so (requires a successful Trap Knowledge Special Skill roll to reset the trap).

Undead Snake Trap! (#28/31; #87/365)

"This small chamber is devoid of decoration and contents. A single exit leads away from the wall opposite you."

Contents: The floor is trapped; anyone walking across it causes it collapse on hinges into a shallow pit full of undead Mummified Cobras! This requires a Test for Luck to avoid for everyone in the room. After one hour, the floor resets itself; sealing anything in the pit until the trap is triggered again. 

Stats:

8 MUMMIFIED COBRAS, SKILL 6, STAMINA 24, Attacks: 8, Partially Venomous Bite (3 STAMINA damage per hit), Light Armour. Each successful hit of 4 STAMINA damage kills 1 Mummified Cobra, reducing the Attack score by 1. The undead Cobras are immune to all attacks, and will reanimate 20 minutes after being 'slain' (but remain trapped in the pit). They can only be permanently killed by fire or magical weapons or spells.

Scattered across the floor are several human skeletons, 2-12 GP, a rusty iron sword, a large shield, and a dusty empty backpack.

Blade Trap (#29/31; #88/365)

"This small chamber is devoid of decoration and contents. A single exit leads away from the wall opposite you."

Contents: The floor is trapped; anyone walking across it must Test their Luck or cause three evenly-spaced rusty bronze axes that swings out from the wall on a pendulum chains, causing the same damage as a Battle Axe (an Armour Roll is allowed). Once sprung, the trap will not reset, unless the Heroes do so (requires a successful Trap Knowledge Special Skill roll to reset the trap).

There are a few splintered bones scattered across the floor, but no valuables.

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