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Underwater Maze

Tier
2
Type
Traversal
Difficulty
15
Impulses
Confuse and disorient Hide a secret treasure Guard a mystery

Environment overview

A winding maze filled with powerful currents and deadly hazards.

Potential adversaries

Leviathan

Features

Passives

passive
  • Currents

    The maze has enchanted currents that flow powerfully in unexpected directions. All swimming rolls (Strength or Agility, decided by the player) have disadvantage. The currents are controlled by arcane sigils on the maze walls. A successful Knowledge roll followed by a Spellcast roll allows a PC to suppress the magic temporarily.

    Questions
    • What do the sigils look like?
    • What does their design indicate about their creators?
  • Hunted

    Once the PCs enter the maze, spend a Fear to have the Leviathan emerge. Begin a chase countdown timer (d8 progress and consequence). The Leviathan begins in Close range of the PCs. If the progress timer ticks down two or more lower than the consequence timer, the Leviathan is at Far range. If the consequence timer triggers, the Leviathan swallows a PC. Once the progress timer triggers, the PCs evade the Leviathan and escape the maze.

    Questions
    • Why do you think the Leviathan is hunting you?

Actions

action
  • Hazard

    Spend a Fear to introduce a hazard. All creatures in Close range must make a swimming reaction roll or suffer consequences. Examples:
    Spiked Wall: a sharp turn must be made or run into sharp stalagmites. 2d8+3 phy damage.
    Lava Vent: a boiling hot vent must be avoided. 2d12 mag damage.
    Narrow Opening: on a failure, the creature is restrained.
    Jellyfish: a smack of jellyfish blocks the path. On a failure, creatures take 1d6+2 phy damage and are vulnerable until they roll with Hope.
    Murky Water: a patch of disturbed water makes it difficult to see. On a failure, mark a Stress.

    Questions
    • How do you avoid these hazards?
    • Is it simply by swimming or do you take a different approach?

Reactions

reaction

About this environment

In my campaign, this was an underwater path to a secret forge but it could lead to any area that wants to keep people away. The Leviathan is a tier higher than the environment (and the PCs) and is designed to be more of an environmental hazard than an adversary, although if the players decide to fight it, that’s fine too!
Photo is public domain.

Underwater Maze

Tier 2 Traversal

A winding maze filled with powerful currents and deadly hazards.

Impulses: Confuse and disorient, Hide a secret treasure, Guard a mystery

Difficulty: 15

Potential Adversaries: Leviathan

Features

Currents - Passive: The maze has enchanted currents that flow powerfully in unexpected directions. All swimming rolls (Strength or Agility, decided by the player) have disadvantage. The currents are controlled by arcane sigils on the maze walls. A successful Knowledge roll followed by a Spellcast roll allows a PC to suppress the magic temporarily.
  • What do the sigils look like?
  • What does their design indicate about their creators?
Hunted - Passive: Once the PCs enter the maze, spend a Fear to have the Leviathan emerge. Begin a chase countdown timer (d8 progress and consequence). The Leviathan begins in Close range of the PCs. If the progress timer ticks down two or more lower than the consequence timer, the Leviathan is at Far range. If the consequence timer triggers, the Leviathan swallows a PC. Once the progress timer triggers, the PCs evade the Leviathan and escape the maze.
  • Why do you think the Leviathan is hunting you?
Hazard - Action: Spend a Fear to introduce a hazard. All creatures in Close range must make a swimming reaction roll or suffer consequences. Examples: Spiked Wall: a sharp turn must be made or run into sharp stalagmites. 2d8+3 phy damage. Lava Vent: a boiling hot vent must be avoided. 2d12 mag damage. Narrow Opening: on a failure, the creature is restrained. Jellyfish: a smack of jellyfish blocks the path. On a failure, creatures take 1d6+2 phy damage and are vulnerable until they roll with Hope. Murky Water: a patch of disturbed water makes it difficult to see. On a failure, mark a Stress.
  • How do you avoid these hazards?
  • Is it simply by swimming or do you take a different approach?

Discussion

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Remember to be respectful. Comments are moderated and should add to the discussion.