Labyrinth

The labyrinth is a series of checks done by the players to get to the end. One check is all that is needed, but if multiple players make multiple checks, their results could be different. All rolls are made by the GM and the numbers are never actually shared, and only the resulting text is read to the players.

### **Failure**

After 3 failures in a row, the PCs encounter a room containing an appropriate-leveled monster(s) encounter, or a dead-end, 50/50 odds.

### **Success**

After success in three unqiue rooms (in any order), the players reach a progress room. The correct exits are always the same, even if its the direction the party came from.

Progress rooms can be randomly chosen by rolling, or just by being picked based on waht makes the most sense.

#### Room 1 - Green room

Beautiful garden room, 80 feet by 80 feet. Walls are decorative worked stone slabs, the ceiling is made of an arched, white stone that glows faintly, enough to provide ample light in the room.

In this room is a well-tended garden, including trees and trimmed bushes, flowers, and some edible vegetables.  Some rare plants may be found here if the dungeon is particularly magical.  There is a stone courtyard in the middle of the greenery, with a small decorative metal table and four matching chairs, all painted white.

#### Room 2 - Library room

Fully furnished, 60 feet by 60 feet, rows of bookshelves and tables, with a central lounge area and a bed area near the north wall. Books of varying shapes and sizes line the shelves, packed neatly and organized cleanly. The books are all blank, except for one, with a spell for hiding written text (but no way to reveal it again DC 15 INT save to notice) the book cannot be found except with a DC 25 Investigation check, or detect magic, or a natural 20 of any other skill, having them come up on the book by accident.

## **Labyrinth**

### Room 1 - regular room

Exits: North, West, and **East**

1. Survival check:
	1. DC 15 - the air seems slightly more stale to the north.
	2. DC 20 - there are more recent signs of travel to the east.
	3. FAIL - The west passage seems to carry the sound of birds.
2. Perception:
	1. DC 15 - there is a slight foul smell to the north.
	2. DC 20 - there is less dust to the east.
	3. FAIL - Each passage appears ordinary except the north, which seems to echo noise more.
3. Investigation:
	1. DC 15 - the stone is less worn to the west.
	2. DC 20 - the East passage has fresher air, and appears to be the most frequently traveled.
	3. FAIL - the west passage seems to have newer laid stone panels on the floor.
4. Insight:
	1. DC 20 - You've got a good feeling about the east passage.
	2. FAIL - You've got a good feeling about the west passage.

### Room 2 - Room of darkness

Exits: **North** West and East

1. Survival check:
	1. DC 15 - you hear nothing from the north passage.
	2. DC 20 - you can feel less dust on the floor in the passage to the north.
	3. FAIL - you are unable to discern anything without your vision.
2. Perception:
	1. DC 25 - you can faintly smell foul smells from the west and east passages.
	2. FAIL - you can hear faint clattering noises coming from the each passage.
3. Investigation:
	1. DC 20 - You can feel the slightest breeze coming from the north passage after 1d4x10 minutes
	2. FAIL - You can discern nothing without your sight.
4. Insight:
	1. DC 20 - You have a bad feeling about the east passage.
	2. FAIL - You have a good feeling about the east passage.

### Room 3 - Room of Silence

Exits: North, west east and **south**

1. Survival
	1. DC 20 - The air smells fresher coming from the south
	2. FAIL - there is airflow coming from all three passages, but they are not remarkable from one another.
2. Perception
	1. DC 15 - There are small points of light to the south and east if you look hard enough.
	2. DC 20 - the lights to the south appear to flicker more than to the east.
	3. FAIL - The ground feels like its shaking as you go down the north and south passages.
3. Investigation
	1. DC 20 - The markings on the wall appear to all contradict each other, but you recognize a pattern in every one written in colored chalk that spells out 'SOUTH'
	2. FAIL - The south, and west passages appear to be more frequently traveled.
4. Insight
	1. DC 15 - each passage distorts light slightly as players pass through except for the South passage.
	2. FAIL - There must be something stuck in your ears but you cant dig it out no matter how hard you try.

### Room 4 - Mossy room

Exits: West **East** and North

1. Survival
	1. DC 15 - the moss stops growing to the east and north further form the doorway than the other direction.
	2. DC 20 - this moss grows in a pattern indicating the richer air comes from the west
	3. FAIL - the moss is poisonous if ingested, and shouldn't be used as an indicator of favorable conditions.
2. Perception
	1. DC 15- the moss and plants are less healthy to the east and north
	2. DC 20 - The stone is broken up by the plants and roots in every direction but west
	3. FAIL- The moss is more worn to the north and east.
3. Investigation
	1. DC 15 - the moss appears slightly healthier to the West.
	2. FAIL - the moss tastes funny.
4. Insight
	1. DC 20 - You've got a good feeling about the east passage
	2. FAIL- Don't go north, that way is scary

### Room 5 - Crevice room

Exits: **north** south east west

1. Survival
	1. DC 15 - The crack was made by a shifting of the earth, it now slopes downward to the north and east.
	2. DC 20 - The north passage appears to smell less detestable than the east passage.
	3. FAIL - The south passage smells sweetly like flowers.
2. Perception -
	1. DC 15 - The dust settles more on the south western half of the room.
	2. DC 20 - The smell is lessened to the north.
	3. FAIL - There is a howling coming from the crevice but you think you can also hear that howling coming from the south and east passages.
3. Investigation -
	1. DC 20 - The path to the north seems cleaner from debris and rubble than the others.
	2. FAIL - The rubble and debris go further down the southern passage than the other ones.
4. Insight -
	1. DC 15 - You notice the north and east passages are lower slightly than the west and south.
	2. DC 20 - You've got a good feeling about the North passage
	3. FAIL - The crevice is dangerous and smells bad.

### Room 6 - Water room

Exits : south west **east**

1. Survival
	1. DC 15 - The water seems to flow slower to the east.
	2. FAIL - The debris in the water circles around the room and eventually spills out the southern passage.
2. Perception
	1. DC 20 - the torches to the east are placed slightly higher above the waterline than to any other direction.
	2. FAIL - the water smells stagnant to the east and south.
3. Investigation -
	1. DC 15 - There is less rubble and sand on the floor beneath the water to the east
	2. FAIL - The water flows slightly faster to the south than in either other direction.
4. Insight
	1. DC 20 - The water seems to cool slightly when traveling to the east.
	2. FAIL - The cool water feels good on your sore feet.

### Room 7 - Icy room

Exits: **east** west and north

1. Survival
	1. DC 15 - The path to the East seems to indicate the water froze slowly
	2. FAIL - The path to the north has more scratches and chunks taken out of it, indicating more frequent use.
2. Perception
	1. DC 20 - the ice seems to climb the walls less to the east.
	2. FAIL - the ice is thicker to the east and north.
3. Investigation
	1. DC 15 - the ice has more debris frozen in it to the west and north
	2. DC 20 - the air is warmer slightly to the east.
4. Insight
	1. DC 20 - you've got a good feeling about the east.
	2. FAIL - this ice is slippery and falling hurts.