It started badly when a wall of fire sprung up behind, blocking your retreat. In a sloping passage you were injured by a hostile group of gremlins, before finding a secret door at a dead end. After wandering lost for a little longer you've found a square room with many doors. There was a chest inside, trapped with a poisoned dart. And now a bull-headed creature is looking at you, angry about something...
The last part of the complex before the sorcerer, is the Maze. Tables for Start of the Maze, Wandering Encounters, Maze Corridors, Room Details and Room Inhabitants.
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The Sorcerer's Maze
overview | sorcerer | treasure | start | outer | river | curse | maze | npcs/loot | solo
The final part of the complex is the Maze of the Sorcerer. At the end of the maze lies a final guardian and then the Sorcerer and their Treasure.
It can be presented as a traditional maze, a sprawl of abandoned passages or an area difficult to navigate due to collapses and tunnels that make no sense.
A traditional mapped maze can be frustrating. Another option is to present it in a narrative style, using the tables to describe points of interest, and using some kind of skill check or other method to successfully navigate the maze.
Once the group enters the maze, the intention is that the only way out is through, to confront the Sorcerer. The Start of the Maze, gives a barrier that blocks the way behind them. Clever groups may find a way around this.
Finishing off the maze is a last guardian, an appropriate creature from the Maze Area Inhabitants. There should be a clear sign that the Sorcerer is near, such as a change in architecture or signs of their magic.
Then its the final confrontation with the Sorcerer, and if defeated the group can try to claim their Treasure. The chambers are luxurious and will depend on the nature of the Sorcerer, their treasure, any theme(s) being used and the nature of the mountain itself. and their treasure.
Depending on the nature of the Sorcerer, they may have a few minions and may try to converse with the characters. If being used, the Sorcerer's Weakness may affect this.
For more Fantasy Tables there is are Fantasy Generators at Chaos Gen. There is a pdf of these and more tables on Drive Thru RPG as Sorcerer of Flamecap Spire.
Start of the Maze
overview | sorcerer | treasure | start | outer | river | curse | maze | npcs/loot | solo
d10 | The entrance is... |
---|---|
1-2 | a sturdy portcullis, with no obvious way to raise it |
3-4 | a wall of glyphs, filling any who approach with a sense of dread [SAC] |
5-6 | sliding stone doors with a complex lock mechanism [DWA] |
7-8 | a magical wall of fire [FIR] |
9-10 | a thick magical door, with the glaring visage of the Sorcerer [ARC] |
Maze Wandering Encounters
d10 | There is a(n)... | who is/are... |
---|---|---|
1 | few gremlins or roll on Inhabitants | investigating a strange noise |
2 | malevolent ball of glowing light [FIR] | asleep or on guard |
3 | few giant rats or roll on Cursed Encs | alert for danger |
4 | few skeletons with holy icons [SAC] | searching for someone |
5 | goblin scout or roll on NPCs | injured or making repairs |
6 | group of well-armed goblinoids | eating something |
7 | familiar (or pet) of the Sorcerer [ARC] | being noisy |
8 | trickster imp or roll on River Encs | going somewhere with purpose |
9 | troll or simulacrum of the Sorcerer | hostile or aggressive |
10 | dwarf sentry [DWA] or roll on NPCs | curious about the group |
Maze Corridors
An interesting maze needs a few things to interact with...
d10 | There is/are... | ending in a(n) |
---|---|---|
1 | a sloping passage | T-junction |
2 | a sign (or story) in Dwarvish [DWA] | crossroads |
3 | a door (or narrow side tunnel) | dead end |
4 | a shrine [SAC] or religious murals | dead end with a secret door |
5 | a long passage | sturdy (or damaged) door |
6 | light from long-burning torches [FIR] | archway to a room |
7 | a secret door to a room | dead end with a trap |
8 | a short passageway or door | door and another tunnel away |
9 | a magical misdirection trap [ARC] | collapse |
10 | a secret door to a passageway | familiar junction or crossroads |
Maze Rooms
d10 | Room Type | details... |
---|---|---|
1 | opulent temple room [SAC] | carvings of religious scenes |
2 | place with an eternal fire [FIR] | with walls covered in soot |
3 | antechamber of a locked tomb [SAC] | with an expensive tapestry |
4 | large cave | with lots of broken pottery |
5 | fake vault with a trap [DWA] | with a corpse, recently dead |
6 | wizard's study [ARC] | filled with books |
7 | square room with four doors | with a trapped chest |
8 | smithy with a narrow chimney [FIR] | with lots of stacked firewood |
9 | dining hall with unseen servers [ARC] | with a hidden treasure key |
10 | artisan's workshop [DWA] | a treasure in a secret cavity |
Maze Room Inhabitants
d10 | |
---|---|
1 | minotaur, angry at something |
2 | artisan made of fire, hard at work [FIR] |
3 | keeper of the maze, a mage who avoids combat [ARC] or roll on NPCs |
4 | undead priest, watching over something nearby in the Maze [SAC] |
5 | group of gambling dwarves, who welcome others to join [DWA] |
6 | fire-breathing dragon, who can change shape (or is serpentine) [FIR] |
7 | goblin outcast, content in their solitude or roll on NPCs |
8 | apprentice of the Sorcerer, studying magic they cannot grasp [ARC] |
9 | charming demon, kept here by sacred icons [SAC] |
10 | dwarven smith, working on a masterpiece [DWA] |
More Tables
For more Fantasy Tables there is are Fantasy Generators at Chaos Gen. There is a pdf of these and more tables on Drive Thru RPG as Sorcerer of Flamecap Spire.
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