TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
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 />
.