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HEDGE

DEATH
MAZE
Mini Adventure

Writing/Concept: Andre Novoa | Art Work: Offworld Bogil Initiative | Layout/Design: lina&nando
© GAMES OMNIVOROUS - 2020 | ISBN: 978-989-54641-1-1
SETUP MEETING First encounter
The PCs are passing through a far-flung, THE NOBLEMAN 1. Two frightened slaves in Persian costumes: STR 8, 3 HP, Fire-breathing (1d8).
mid-sized town and hear about a wealthy The nobleman greets the party and offers 2. Four hungry dogs: STR 7, 4 HP, Bite (1d6).
nobleman who had a hedge maze built in a walkthrough of his estate. He acts as a 3. Two men dressed as Romans: STR 9, 6 HP, Gladius (1d6).
his estate. He promises gold to anyone who charismatic cicerone and is followed by 4. Muscled man dressed as a gladiator: STR 12, 10 HP, Two-handed sword (1d8).
completes it. The maze is a death trap with a flock of loyal (and frightened) servants,
Greco-Roman mythological motifs (in the henchmen, lower-ranked aristocrats, Second encounter
best of Renaissance taste), specifically built guards, noble women, and so forth. 1. Trap! Two large blades spring from the ground, hitting the PC’s crouch. If Dexterity test fails,
for the nobleman’s personal amusement. If enquired about any odd features of the PC takes 1d6 of damage and his/her sex is damaged badly.
Can your players resist temptation? estate, he will say he is a man of sophisti- 2. Centaur! A man sticking out of a hollowed horse body (with a severed head): DEX 12, 8 HP,
cated tastes. The GM can tell of the follow- Bow (1d6). After taking two hits, a second man comes out of the horse’s body and attacks
RUNNING THE MAZE ing features during the walkthrough: with a sword: STR 8, 5 HP, Sword (1d6).
Give one map of the maze to each player. 3. Trap! A false floor opens into a pit with spikes for 2d8 damage (Dexterity test to avoid).
When everyone is ready, let the players (the → 1. A weird menagerie of African animals. 4. Bull! A giant bull stampedes down the maze: STR 14, 20 HP, Stampedes (1d10) and Horns (1d6).
players themselves at the table!) proceed in → 2. A large shed, looming in the back. If
figuring out the exit. They must mark their inspected, a science chamber with Third encounter
route with a pencil. They can look at the animal experiments is revealed. 1. Chimera! Hippopotamus with goat head pasted on to its back, snake attached to its tail, and
other players’ maps, but a sense of urgency → 3. Greek statues of mythological creatures a glued lion’s mane. After two attacks, the hippo carries on down the maze and attacks another
should be played out by the GM. consuming people. group (if nearby). STR 16, 22 HP, As Plate mail, Stampedes (2d10).
→ 4. Grandiose Dutch paintings of dubious 2. Cerberus! Big hyena with two other hyena heads pasted onto each shoulder. Only the head in
When the players start, the GM begins taste with people being slaughtered. the centre is animated. STR 12, 8 HP, Bite (1d8).
clocking the event. Ideally, the GM will count → 5. Library with collection of books on 3. Poison! Flower releases a poisonous cloud. The cloud does 1d4 of damage and affects the mind
down from 30 (taking approx. 30 seconds). all-things-macabre and Greco-Roman of the PCs. The player must erase his or her route from the map, leaving only the spot where
When the count reaches zero, everyone halts authors. he or she stands.
their pencils, the GM takes note of where the 4. Medusa! Woman holding a gladius and eight snakes on her head (snake charmer that the
PCs are and rolls encounters for each group The walkthrough folds in front of the hedge nobleman holds captive). Staring at her eyes has no effect, but if PCs claim they are not looking,
(an isolated PC counts as a group). Roll 1d4 maze. “Voilá!”, exclaims the nobleman with they have disadvantage to all attacks against her. Woman: STR 9, 4 HP, Gladius (1d6) / Snakes:
on the tables to the a grim. He then proceeds to explaining the STR 4, 1 HP, Bite (1d4).
right, re-rolling any rules: each PC may carry three weapons,
identical results. using fire is prohibited as well as trimming Fourth encounter
or climbing the hedges. Before starting, all 1. Harpies! Six children, travelling atop the hedges, with hawk wings sewed to their backs and
PCs must now face must sign a consent form. He says that if chicken feet for shoes. Only ranged weapons work against them, unless the PC climbs the
any rolled encoun- PCs find the exit, they are given a ridiculous hedges and breaks the nobleman’s rules. DEX 6, 2 HP, Darts (1d4).
tered alone or in amount of money. Of course this is not true, 2. Rain of arrows! Twelve hired arches shoot arrows into the maze from the outside. Each PC
group, if two or but it is what the nobleman tells them. must make three Dexterity tests. Each fail means being hit by one arrow (1d6). This encounter
more of them are in affects ALL groups.
Near range (use 3. Cyclops! Enormous man with one emptied eye-socket, bold makeup on the other eye and
common-sense). a rhino horn pasted on the forehead. STR 14, 10 HP, Giant bat with spikes (1d8) and Horn (1d6),
All skills of Soldier.
4. Poison! Poisonous plants release a cloud that affects vision. The player must continue the maze
TIMING with the glasses of another player (if possible) or sunglasses.
It takes about two and half minutes to figure out the exit. This means
that a total of five encounters (spaced 30 seconds each) are likely to take Fifth encounter
place. If a PC would still need a “sixth encounter”, the GM can choose any 1. Minotaur! A paid actor wearing the hollowed half body of a bull: STR 15, 7 HP, As Leather Armour,
unrolled result. Giant axe (1d8).
2. Hydra! Lioness with seven pit vipers glued onto its back. Vipers are immobile and, if they fumble an
attack, bite the lioness. Lioness: STR 14, 15 HP, Bite (1d8) / Vipers: STR 5, 1 HP, Bite (1d4) with venom.
CONCLUSION 3. Trap! Three unarmed men push a giant metal ball down the maze, pursuing PCs. Each man has
Should the party (or what’s left of it) complete the maze, the nobleman will STR 12. PCs can try to push back the ball, but must beat the men. Each side makes a number of
claim that the PCs must have cheated and refuses to give a reward. He will Strength tests equal to the number of people pushing the ball, and the side with the most successful
act extremely pissed and frustrated. He may even order some of his guards tests wins. If one side loses two consecutive tests, the ball runs over them for 4d6 of damage.
to seize the survivors, accusing them of witchcraft. If the PCs put on a fight, 4. Sphinx! Real lion with stitched eagle wings and snake tail. Its face vaguely resembles that of
the slaves and some of the paid actors join them. A brutal fight ensues. a woman: STR 16, 20 HP, Bite (1d10).

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