Maze of Destiny: Unfortunate Mutations
Overview:
Welcome to our first submitted encounter. Bruce Berryhill created this encounter and the larger part of the maze. If you like his work you can find him on Patreon, Destiny of Fate. This encounter has two parts to it. One is a larger fractal maze, which is detailed at the end of this encounter. The bulk of this encounter is one maze within the fractal maze, which is a room full of enemies
Initial Description:
You walk into the maze, light with low blue lights. A neon green liquid seems to line the walls. A shuddering creature claws it’s way out of the green liquid. It appears to be semi-formed. It’s gross mass slowly moves towards you. Roll for initiative.
Enemies:
Mutators - The enemies start as a relatively weak creatures. Each death is feedback to the mutation system which results in monster improvement. When a monster is slain two more monsters are spawned. All monsters spawned or still existing gain a new mutation and an additional d6 maximum hit-points.
Roll 1d to determine what mutations it gains. Mutations do stack.
1. Better Reflexes - Add one to the dexterity score of the creature (This increases their AC as well)
2. Stronger - Add one to the strength of the creature (this in creases their attack and damage score)
3. Brutal - Add an additional damage dice to their attack
4. Faster - Add 5 feet to their movement.
5. Vicious - Add an additional attack action
6. Smarter - Add a new creature feature. Here are some suggested ones to start with - Pack tactics (advantage on attack rolls when next to other creatures of its kind); Hit and Run (If successfully hits a target with an attack, that opponent can't use a reaction to take an opportunity attack); Flying. After these three you can choose your own or add 1 to all core stats
Base Creature -
MUTATOR BASE SPAWN
HP 10 AC 10 MOV 30ft
STR 0 DEX 0 CON 0 WIS 0 CHA 0
Attack: (+5 to hit) 1d6 damage.
Objectives:
Main:
Get through the Maze - Get to the other side of the maze.
Side Objectives:
Change them Before they Hatch - Find and sculpt mutating monsters before they fully form at their spawn points.
Map:
Key:
Red- Teleport barrier, wall, surfaces
Green- Monster Mutation Spawn Sites and self-healing all purpose food gel.
Shaded Areas- Fills in unused space.
Orange Dot - Where the PCs Start
Blue Dot - Where the PCs need to get to
Special Mechanics:
Harder, Faster, Stronger, and more - Each time a monster is killed two monsters spawn and a roll is made on the mutation chart. Every monster alive gains the new mutation.
Monster Sculpting - By sculpting mutating monsters characters have an opportunity to minimize any lethal deformities newly formed since their last encounter with the same monster. On a hard computers check PCs can identify what the computers do, which is program the monster mutations. On subsequent hard checks they can remove a single mutation from the monsters.
Maybe I should have taken a left at - If any creature that makes contact with a red teleportation wall on the outside is instantly teleported to the opposite side of the map. Any contact with the walls on the inside teleports the creature to the nearest red wall on the outside in the direction the were moving.
Extras:
Maze of Destiny:
This is a top down view of a layered maze of paths, catwalks, bridges, or whatever the GM wants them to be. Shaded areas are meant to help discern dead space from actively used space. Make your player's characters endure irregular gravitational fields and a chase scenario from monsters that spawn from key points periodically and with new mutations each time they are killed.
This is a fractal maze whereby the corridors form a maze. They are intersected by a variety of sizes and shapes of self-contained maze blocks (the overall shape for this maze) and which is also populated by hundreds of smaller maze sections. The types and interior layout of each is personally designed but can be enhanced by the GM with their own sense of humor and adventure.
Red curve lines help the GM trace where a path leads when it is obscured by another layer of the maze. The red perimeter is a tele-port barrier which will send whomever or whatever passes through it to some other part of the fractal maze.
Each of the numbered shapes represents their own self-contained mazes with their own rules. Each numbered maze section connects with neighboring maze sections and the "Paths" that may run along side them or terminate is determined by the types of access points they have. Some maze sections may have large gaping holes blasted through them others may have traditional looking doorways.
Varying descriptions of the Tele-port walls:
Here are three possible features of the interior walls and Teleport walls:
1) As of now interior walls can be of any material the GM desires. Teleport walls could be a red energy or magic field that can be fully or partially transparent.
2) Or the interior walls could be a construct from within my game that I call "backless" meaning that there is a very real surface on one side and nothing at all on the opposite side. Moving through the "backless" part there is no hitch. As an example lets say someone puts an object through the "backless" surface and then tries to pull it back towards them. Their object is now protruding through the solid surface which means they can only continue to push that object through the non-existing "backless" side. That alone is the one tell-tale sign of a "backless" surface.
3) The Tele-Port walls may show characters what is on the other side of where they will end up. Not necessarily the direct opposite side of that Tele-Port wall. Or it might show them the direct opposite side but where they end up being Tele-Ported could differ.
How We Used it - This is one of many Fractal Mazes used in Phase 3 of from my Fractal Multiverse "Destiny Of Fate". Read more and get your name added to the credits at www.patreon.com/DestinyOfFate
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