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TSR 9360 - WGR2 - Free

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The questions will continue until the characters<br />

bring him back to the subject at hand.<br />

When asked about powerful magic, other<br />

ilanes, or such related subjects, the abbot will<br />

iecome even more excited.<br />

“Oh yes! I know of a special place. A magical<br />

place. A holy place too. They are all the<br />

same place, an Ethereal “playground” of<br />

sorts. Zagyg the Great created this magical<br />

otherworld place. It is known among the<br />

priests of Zagyg that occasionally Zagyg<br />

places objects of importance or power into a<br />

ephemeral maze. Why is known only to the<br />

Great Zagyg himself.”<br />

The odds are that Zagyg lures adventurers<br />

there for his own personal amusement. He<br />

never involves himself, he merely watches<br />

their struggles.<br />

“We who carry the words of Zagyg can travel<br />

to this special place. Perhaps arrangements<br />

could be made if you are willing to<br />

make a small ‘donation’ to the church.”<br />

The building holds a device that allows travel<br />

to the plane of Zagyg. The abbot will forget to<br />

mention that those who use this portal usually<br />

have their own way back. If the party fails to<br />

characters ask about this now, they may regret<br />

it later.<br />

(If they do ask, the abbot will offer them a<br />

crystal rod. Breaking it returns all creatures<br />

within 10’ to their plane of origin. And, oh yes,<br />

it won’t work inside the maze itself. The rod<br />

costs 10,000 gp, but the abbot will take first<br />

pick of any treasure recovered, instead.)<br />

After the PCs and the abbot come to terms<br />

he leads them into the back of the building.<br />

“Please follow me, pardon the mess, I’m the<br />

only one living here now, the other two abbots<br />

are on sabbatical . . .” He chatters on as<br />

you step into another misshapened room.<br />

This one is a small prayer room that contains<br />

a modest library (no magical tomes).<br />

“Please wait here” the abbot says as he<br />

enters a small sleeping chamber. Avoiding<br />

the three pallets on the floor and the dirty<br />

clothes strewn about the room, he rummages<br />

through a small chest and returns<br />

with a 2’ X 2‘ strongbox.<br />

Abbot Burrsten opens the locked box and<br />

withdraws an object that looks like a portable<br />

hole, but is gray inside instead of black.<br />

Inside the circle a gray mist swirls and ebbs.<br />

“It is very simple, just step in and you will<br />

be near the maze on the other side.”<br />

He does not use the device very often, because<br />

something “nasty” came out once and tried to<br />

eat him.<br />

The Ethereal Maze<br />

Once the characters have stepped through<br />

they find themselves floating in a special subplane<br />

much like the Ethereal plane.<br />

You find yourselves floating in a swirl of fog.<br />

Your vision extends about 100 feet, then the<br />

fog becomes too thick to see through.<br />

Normal walking isn’t possible. Movement<br />

here is accomplished by the individual “willing”<br />

himself to move. If the players don’t<br />

catch on, drop hints (a player saying he wants<br />

to move can be interpreted as the character<br />

willing himself to move). If they are still<br />

stumped, allow Intelligence and Wisdom<br />

checks. Magic that enhances vision and infravision<br />

do not work here; normal vision is limited<br />

to 100’.<br />

of some kind. The scale of the creation<br />

dwarfs that of a mountain range, or small<br />

sea. This could only be the Great Maze of<br />

The maze has a peculiar property. Since<br />

many visitors fled the maze when they realized<br />

what it was, Zagyg altered it to react to<br />

the will of the beholder. The only way to get to<br />

the maze is to move away from it. If the PCs<br />

try to get closer to the maze:<br />

.

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