Coil of The Last Labyrinth

The Coil of the Last Labyrinth is a demiplane created by the Illusionist Igor. He designed it as a final insult to anyone who attempted to rob his grave and take his spell book full of traps designed to be unfair and obnoxious.

## Skull Key Door

A room filled with hundreds of keys hanging on the walls, and a locked door with a massive golden jester's head atop it. The door leading out is locked and the real key is in the giant Jester head's mouth. The mouth is closed until someone touches the head, at which time it begins to laugh maniacally.

The jester head will laugh and bite down on anyone trying to get the key who fails a Dexterity check of 14.

## Mobius Corridor

Upon entering, there is a room with 3 closed doors. Once the entire party enters the room the door behind them closes and a pedestal rises in the center of the room. On the central pedestal is a compass. The compass points away from the door they just entered.

The back of the compass reads “Only two left.”

The moment anyone picks up the compass the chamber fills with mist and all the doors disappear. The rooms become the Mobius rooms. **'***'*

Trap Room

If the party enters the trap room, signified by the broken mirror they must make wisdom saving throws or be put to sleep. To the rest pf the party they appear asleep. To the minds of the victims they will suddenly find themselves pulled into glass cases and be paralyzed. Casting dispel magic, remove curse, dealing 20 or more damage, or beating the maze frees them. Spells like Dream and message that can telepathically communicate with them will get through to them.

Upon stepping through the exit door the mist disappears and the entrance becomes the entrance once again. All teleportation doors become mirrors.

## Trustfall Hallway

This Hallway leads to a seemingly infinite abyss. At the edge of the hallways is a small platform floating in the void. There is a lever that the user can pull, which makes the platform flip 180 degrees.

The only way to proceed is to stand on the platform and pull the lever. It will seem as though the entire world flips and there is another hallway identical to the first, but darker on the other side.

## Alchemy Lab

* Main Room

Investigation 12 to find the lever hidden under the alchemy table. It lowers the bookcase into the ground and reveals the hidden west door.

* Hidden Room

The coffin has a false bottom, underneath which is a button. Anyone who enters the coffin get stabbed for 2d8 damage by a needle trap.

* Ritual Room

Inside the ritual room is a summoning circle with a book on alchemy placed near the inertly glowing summoning circle. Anyone who picks up the book will trigger the Skull Reaper to be summoned.

The Alchemy book holds the symbols of alchemy metals meant to trick the maze participants into inserting the wrong keys on the star key puzzle.

Arcana 12, Circle is of Conjuration.

* Research Room

DC 10 Investigation check to find behind the drapes is written 2,2,1

# South Route

## Trap Hall

Upon venturing 10 feet into the hallway, the door shuts. A wall of spikes appears and begins to move slowly (10 ft per round) toward the group. On the door behind them the words “Only the fastest fools will survive.”

A player that moves 40 feet before colliding with the spike wall will pass harmlessly through it.

## Crypt

Nine coffins line this room. There is a Lever that will cause all the coffins to open and summon the skull reaper if he had not already been defeated. Opening a coffin triggers its occupant to attack.

1. Skeleton
2. Empty
3. Skeleton
4. Empty
5. Skull Knight
6. Skull Knight
7. Skeleton
8. Mummy
9. Skeleton
10. Skeleton

Pushing the button turns all enemies to dust. (Besides the skull reaper) and causes the secret foor on the north side to open.

## Flooded Castle Room

The throne room dips down into three and a half feet of water. Tables just barely poke above the water’s surface.

Underneath the water two crocodiles and one Giant Crocodile that will attack the party if they touch the water.

In the small chest that sits on the throne lies a letter that reads “No one May see, the path to the key”

The Bronze Key hangs from the bronze chandelier.

The ceiling holds the alchemical symbol for Copper hidden in the ceiling.

# East Route

## Cog Room

3 cogs sit atop one another. Each cog has 3 teeth, each numbered one through three. In front of the cogs are two levers, one on the right and one on the left. On the back wall is a larger lever.

Pulling the right chain moves the top and middle cogs one turn. Pulling the left chain moves the bottom and middle cog one turn. The large lever causes the cogs to reset.

Pulling either chain and then holding it causes the middle cog to spin indefinitely.

Once the cogs read 2,2,1 pulling the third lever will cause the cogs to disappear.

## Well of Carceri

The silver key floats in the center of a room with a massive pit in the center. Any player who attempts to fly to, or jump to the key is knocked backwards by massive chains that spring from the pit. +10 to hit, DC 16 Str Save to resist being thrown back 10 feet. Magic does not extend across the pit’s edge.

The silver key is chained in place from below.

The only way to reach the key is to remove all light sources. In total darkness a floor appears and the players may walk directly to the Silver key, which is not longer held in place.

Alternately just closing their eyes the chains will not attack but no floor will appear.

On the Moon shaped table, there is an inscription that reads “A Drinking king is not a Thinking king.”

# West Route

## Courtyard

The Courtyard is a good place for players to relax. Sleeping in the courtyard will result in the 4 ghosts attacking by attempting to posses players in the party.

There is a Wine room with poisoned wine that deals 4d10 poison damage.

There is a hidden door behind the fireplace (DC 20 Perception, 16 Investigation)

And three keyholes behind the waterfall for the Bronze, Silver and Gold keys. (DC 22 Perception, 14 Investigation)

## Throne Room

Inside the Chest is a piece of paper reading “Look to the light above the dining waters.”

The old king is crazed and wants his greatsword above the entrance. He is trapped by 2 magical spheres inside a 5 foot cone of magic. Anyone who tries to open the chest at the end of the room while the king is alive is teleported into the same cone.

If the Old King takes damage from anything but poisoned wine he will go berserk and attack the party.

The king will not ask for wine from the wine room, but he will crave it if he sees it and will drink the poisoned wine until he dies.

To deactivate the force field the party must use the greatsword to deal 10 damage to each one. Striking the orb causes it to deal 1d6 electric damage to everyone inside the cone and to the one who struck it.

Gold Key is on a chain fused to the Old King's neck and cannot be taken until he dies.

## Space Room

Space Room holds the entrance to the conservatory.

A circle with 12 keyholes each accompanied by symbols on it awaits the group. Once three keys are inserted, all keyholes close.

The group must put the proper keys inside the correct holes.The correct combination causes the group to be teleported to the Conservatory.

Silver to Moon

Gold to sun

Bronze to Copper symbol.

An incorrect combination will deal 1d6 radiant damage Con DC 14 for half, to anyone one the platform.

# Conservatory

The Conservatory holds two treasure chests. One holds Igor's spell book and opening it causes a massive ballista to fire a bolt at whoever opened it dealing 5d10 Piercing damage. (This only activates if the spellbook is still present)