The Wood-Nymphs Testing Maze

Basic Information:

The maze passages are 20’ by 20’. The total size is 360x360. Architecture, basic math (-10) or engineering (+30) or other related skills to get these numbers right. Failure by X% means an error of up to that percent, plus or minus, rolled randomly (so an 80 roll for passages will suggest a result of 16-24’ wide, 15 + d9)

The 10’ walls of the maze are a growing mass of tightly interwoven willow and similar woods, with the occasional small tree and bush thrown in. However, poison puffballs (level 3+d6 respiratory poison) have been seeded through the maze walls and will explode if the wall is damaged, or on any failure of maneuver (climb, strength roll to peek through, etc.) while in contact with the wall. Hitting the wall in combat will also do this. A STRENGTH roll (max of two people trying) can pull enough open gently to look through. A third person peeking has gets a —30 observation roll, plus the amount the strength roll succeeded over 100. Destruction of the walls is very hard; it will take 500 points of damage versus DB of 0, AT=18 to get a hole large enough for the average person to get through, and the process is dangerous. Weapon fumbles and breakage rolls are doubled — the trees seem designed to catch and trap weapons. Any weapon fumble and the weapon falls through to the other side; remember to check for breakages, too — even if you normally don’t bother. Fire does double damage, puncture none and crushing half. Flora lore can be used as a ‘helping’ skill to improve rolls for these attempts.

Anything getting over 10’ in the maze will attract the attention of the circling scree-crows, who will scream at the person/object and then attack for d6 rounds. d6 birds will see the person/object for each second spent in their airspace. Jumping over the walls, if 100% successful, takes 1 second, climbing 3 seconds, flying 2 seconds. Use the percentage success on the moving MM chart to modify this (so 50% success means TWICE as long, 150% success only two-thirds as long). If you feel inclined, half-seconds attract d6/2 birds, rounding down.

Digging is just doomed to failure. Poison puffballs everywhere around the roots and very, very hard roots. 2000 points needed to get through. Checks as for walls.

Time Trees

Time trees can be spotted with a +30 flora lore roll or a standard alertness roll as their leaves are silvery and somewhat hard to focus on. They can be spotted with no roll once anything moves under them, as they slow down time. Minute trees (‘M’) slow a second down to a minute and hour trees (‘H’) to an hour. The trees have been neatly trimmed so that an aware observer passing them must travel 20’ under them and unaware travelers pass 30’ under them. They affect all passages around them.

Clever players should be happy to find minute trees, once they have worked out, since a quick jog past them should take only a few minutes and they can be used to lure things into and dispose of with missile weapons. Inside the time slow, a single archer from outside will get up a ton of arrows aimed at you (with a +25 bonus for slow-moving target) before you cross the area. Hour trees are much nastier as they can delay for a long time. If crossed pace is very important and should be figured carefully.

People falling in by accident or unawares can be lassoed and pulled back fairly easily, but be careful! Such pulling is time-magnified. Each second of pulling condenses into a 60x strength pull for minute trees and for hour trees can easily kill! Here is the procedure:


First, an appropriate skill should be used for the throw. Preparation and meditation can add up to +30, and adrenal skills would be useful. 111+ means a successful grab in a safe area — arm/torso. 90-110 snags the head or a leg. When pulling. The rope pulls very slowly, like it is stuck in toffee. If players indicate they are pulling hard, or give any indications of non-care, describe the rope slowly getting super-taught on the far side as the time-distorted pull takes effect.


For minute trees, if they are careful from the get-go, all will be fine. If they are not careful, the target will take a C crush/B slash from the rope and the rope will break on a 10% chance (for average rope). If they pull full-strength, E crush/D slash will happen (40% breakage). Make sure criticals are re-targeted at the lassoed part.


Or hour trees, even careful lassoing will merit B crush/A slash (5% breakage). Non-careful will merit E/D (40% breakage) and full-strength EEE/DDD (100% breakage). This will almost certainly rip an arm off at best. Note that characters thrown in the hour tree radius will die very slowly, so if an arm gets pulled off, you might want to hint that leaving it all there is the best bet until you players have some healing resources….

Simple Traps

‘P’: pit traps: roll d5 to see how large it is. Each pit has spears in the bottom and is 10’ deep. The smaller ones have fewer spears, but since they’re smaller, they can be positioned perfectly to hit you. For pits of size 2 or smaller, head/neck crits should be applied to legs instead — you fall straight in. Asterisked attacks are coated with a muscle poison — see dart traps.


Roll

Alertness

Detect Trap

Jump

Walk Past

Attack

5

10

+50

-30

-10

3x +30

4

0

+30

-15

-10

2x +40

3

-10

+10

0

0

+50

2

-20

0

+10

+10

+60 (*)

1

-30

-10

+30

+20

+70 (*)

‘D’: dart traps: roll d5 to see which type it is. If any dart scores a critical, a poison resistance roll must be made.


Roll

Type

Alertness

Detect

Remove

Avoid

Attack

5

Trip-wire small dart

10

+40

-10

+80

5x +20

4

Buried wire pressure

-30

-10

-10

+50

5x +20

3

Magical (blurred air)

20

0

Lvl 5 spell

+20

+100

2

Twigs with wire

-20

+10

+30

+30

2x +50

1

+5 Shield with buried wire

n/a

+20

+50

auto

4x +50

Muscle Poison (apply each in order, all penalties cumulative)


By 1+ after 1 min Muscle cramps: 2d10 hits, -10 actions for 1 hr/10 fail
By 26+ after 3 mins Spasms in affected part: d10 hits, -20 actions for 1hr/10 fail
By 51+ after 10 mins Affected part useless, delerium, -30 actions 1 day/20 fail
By 76+ after 20 mins Paralysis: 5d10 hits, CON/STR potentials —d6
By 101+ after 1 hr Death by heart failure

Conversion Poison (all penalties cumulative. Non-hit penalties permanent)


By 1+ immediate Burning pain: Lose 20% current hits
By 26+ after 1 min Damaged flesh: -20 to actions using limb
By 51+ after 3 mins Poison invades bloodstream: 6d10 hits
By 76+ after 10 mins Affected body part dies and rots and cannot be used
By 101+ after 20 mins Poison hits brain. Coma until cured, then lose d10 Me/Re

Tumbleweed Traps

At each end of these traps, in the wall is a spherical, very spiky looking plant. When the middle of the tumbleweed route is walked on, these will both start rapidly rolling towards the other end, avoiding each other, but targeting those in between with a +80 Fall/Crush doing an additional puncture critical of one level less severity. Normal DB applies, except parrying is not possible and acrobatics, dodging, tumbling, leaping or the like can be used to avoid them. In each case the base difficulty is medium and any success reduces the attack by TWICE the difference between the success and 100 (so a 130 roll means you get only a +20 attack on you).

If you are at the exact center, only one will get to attack you, otherwise both will in the same round. You get one 100% action before the first one hits you.

Portals

Portals (hexagons marked 1,2,3) are shimmering gates in the air, with the elvish rune "gate" under them. Slowly changing color from red to green to blue (they change every other round). Stepping through when RED sends you to 1, GREEN to 2, BLUE to 3. If you are at the relevant portal already, it rejects you, doing an A electricity critical. The portal moves anything touching it instantly — it’s not a step through thing. Observation at —50 allows you to see very poorly through it. (% result is how well you see).

Special Locations

#1 Puzzled Gnome: Enchanted small forest creature who has the five squares puzzle and cannot figure it out. If you help him he will answer 3 questions about the maze. The puzzle is to remove three sticks and leave three squares.

#2 Pit contents: In this pit is a potion marked "drink me immediately after any damage" with two doses. A dose will undo any damage effects of the previous round.

#3 Wood Elf: is unconscious under the hour tree. Dryflier speaks bad elvish (rank 4) and was put in the maze because she deliberately sang off-key at a meeting 200 years ago. She was knocked out under the tree by the Whirlwind and will be happy to sing healing songs (30 PP), but do nothing else. Songs are (1) Heal d10 (3) Heal minor damage — up to —20 (5) heal damage — up to —40 (1) stop bleeding 1/rnd (2) 2/rnd (4) 3/rnd (7) 5/rnd. (3) Heal burn/cold damage 3d10, up to —30 (3) remove poison.


#4 Toothed Sword: A big, broad sword with teeth embedded down the side and the word "ripper" on the handle. Holding the handle and saying ripper starts it up until dropped. The teeth will then start rotating rapidly along the edge and down into and back out of the handle. This will turn the sword from being a —20 sword into a —30 sword of ripping — any critical does another slash critical, all bleeding damage is doubled and L/SL crits are resolved with +20 on the roll (no extra slash crit). It also slays any plant/tree or other fauna (for example, the walls….). If not prepared to use it, you must make a weapon fumble roll immediately. Usable 2 x day. It is very, very loud.


#5 A box: Sitting on the floor is trapped (0 detect, -10 remove) with a jack-in-the-box which casts FEAR (100’ radius) and takes one bite at the opener (+50 M bite). In the box is a glass bottle labeled ‘Concentrated fear. Throw at least 50’’ It does indeed cast fear at that radius.


#6 Sighing Wood Golem: Has the ‘how much did the cloak cost?" puzzle and will be so happy with the result, he’ll give you the cloak.

#7 Five named Gnomes: These will run up to you, appearing from the walls, and ask their question. If you help them they’ll tell you about Dryflier at #3 and tell you they’ve heard the word "gerroutait" used down the western corridor just after a crackling sound and a burning smell. It stopped the crackling and burning.

Gary has a green hat and red coat

Reg has a red hat and a green coat

Pip is all in purple

Bob has a blue hat and brown coat

Who is wearing a red hat and yellow coat?

#8 A blackend section of wall houses this Flying Fireball Amulet. When hung in the air, as this one is, it acts as a ward. Anything coming within 40’ of it will be followed at a pace of 60’ per round and it will start producing a 10’ R fireball centered on itself. This fireball is +30 to anyone touching it and lasts 6 rounds or until dispelled (Essence, level 10 spell) or it takes 50 points of cold/water/vacuum based damage in which case it flies back home at 120’/round. It has 3 charges per day and a —80 Use Items roll on the exhausted from will discover the command word "gerroutait" which stops it attacking


#9 Floor writing: In the floor, written in elvish in stone which looks like frozen mud is:


"Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing.
Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing.
Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing.
Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing.
Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing.
Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing.
Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing.
Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing.
Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing.
Baoz is a stupid ugly giant who puts his big ugly feet in other people’s writing"

A little further back is written (in normal mud):


"Diary of Zoro-aha. Day 193. Taught Boaz to write. Hooray"
"223. Forgot my crusade"
"1 day after tree: THE SILVERY LEAF TREES ARE DANGEROUS"
"95 AT: bored"
"385 AT: still bored"
"820: Boaz eats people and it makes him brighter"
"1412: Boaz ate again. Maybe 820 is wrong. Thick as a plank"
"2459: bored"
"5000: celebrated by setting Boaz on fire. He wasn’t amused"
"6000: spells getting erattic again"
"7000: Boaz tried to swap me for a sword. DO NOT TRUST BOAZ"
"7920: DO NOT ERASE: I remember— I am on a crusade to XDGTDFF".

The final words have been trampled on by giant footprints. It takes a —50 read tracks success to make out the words "destroy wood-creatures".

Forest Giant Boaz


Level 7 +5 Initiative AT 11 (35 DB) Crits: Large
80 Club (2D), throws tree-branches: + 70 OB Fall/Crush (Huge)
Hits: 250

Blob


Level 10 blob +2 initiative AT 1 (DB=20) Crits: Large
OB: 3x +50 grapple, unbalance + acid crits one lower level
Crush does 1/2 damage
Slash causes acid gout (+20 fireball 5’ radius)
Puncture does slaying damage
Fire heals, cold slays
Hits: 200

Whirlwind


Wind elemental, level 20 +8 init AT=1 (50) Crits: SL#
Cycle through whirlwind direction, one change each round.
Everyone within 10’ gets attacked, within 20’ at -20. 50’ -50.
Cannot be parried.

Weak In: +50 Grapple (‘B’ impact if caught)
Strong In: +100 Grapple (‘D’ impact if caught)
Weak In: +50 Grapple (‘B’ impact if caught)
Pause: +0 grapple
Weak Out: +50 L Bash (+100 Huge if caught)
Strong Out: +100 H Bash
Weak Out: +50 L Bash
Pause: +0 grapple
Hits: 150

Zoro-aha the Crusader

An intelligent wand. Add bonuses for IT + EM + 2*PR + 2*SD and make a roll at -20. Success means total control, under 25 and fall under the wands control. Otherwise persuasion needed. Zoro-aha is a pleasant silver wand with mithril runes and a gem each of red, gren and blue. He has bad memeory problems and tends to forget things (like what he is crusading for). Also, when he cast spells, he tends to make mistakes:

SPELL %yes/%both/%other other spell


Heat Solid I (500F) 80/10/10 woodfires
Cool Solid (-100F) 70/10/20 cracks call
Cracks Call 10’ cu 60/20/20 door
Door (10x10x1) 50/30/20 cracks call
Woodfires 10’ 50/0/50 cool solid
Stone to Earth 10’cu 50/0/50 stone to mud
Earth to Mud 10’cu 50/0/50 earth to stone
Mud to Stone 10’cu 50/0/50 heat mud 10’ cu

3 spells / day

SpellCloak, made of magically toughened spider silk

+10DB AT 3

7 PP / day, auto casts:
3) cut repair I (when bleeding at all)
2) stun relief I (when stunned at all)
1) healing d10 (when over 25% hits lost)
When it runs out of PP, there is a 20% chance it will web the wearer.
Webbing requires a strength roll to escape from