Out of the Abyss

(Jeff_L) #1

CHAPTER 14: THE LABYRINTH


More of the components needed for Vizeran's demon
summoning ritual can be found in the depths of the
Labyrinth-a snarl of twisting tunnels and caves
extending approximately 240 miles from north to south
and 120 miles east to west. avigating the Labyrinth
is a nightmare, since most tunnels follow a straight
path only a short distance before doubling back on
themselves or ending abruptly.
Baphomct the Horned King appeared in the
Labyrinth when the demon lords were summoned to
the Undcrdark. At the same time, Baphomet's rival
Yeenoghu, Demon Lord of Gnolls, has taken to hunting
the twisting passages of Baphomet's new domain.
Vizeran tells the characters to find the Gallery of
Angels. a location in the heart of the Labyrinth lies some
three hundred miles from Araj.lt is the one place where
Vizeran knows the characters can find the angel feathers
required for his ritual's talisman. The Maze Engine
lies forty-eight miles deeper into the Labyrinth if the
characters choose to follow up on clues leading there (see
the "March to Nowhere" and "Maze Engine" sections for
details). The adventurers will also find a few unexpected
opportunities to aid in the fight against the demon lords
along the way.
Long ago, the Labyrinth was much like any other
part of the Undcrdark, consisting largely of natural


G H APTF.R 1 ~I n n LABYRINTH


caverns connected by tunnels and underground rivers.
The discovery of precious metals and gemstones led
dwarves and others to excavate, extending its tunnels and
expanding its caves. The results of those efforts saw an
insignificant corner of the Underdark transformed into a
vast, sprawling network of passages.
Abandoned settlements within the Labyrinth arc
common, marked out by rusting iron rails and scattered
ore carts. Dark mine shafts descend into the unknown
depths, while tunnels stretch off in random directions.
Rifts both small and large also appear throughout.
Many a tunnel ends abruptly at a rift. as if the way ahead
was simply sheared off to leave a vast, yawning chasm.
Some of these rifts run to depths of a few hundred feet.
Others ascend and descend for miles. Many of the rifts
show their age by the presence of carved switchback
staircases along their walls, or weathered bridges
spanning their gaps.
Characters in the Labyrinth can easily become lost.
Traveling through this area follows the rules under
"Navigating" in chapter 2, but it takes a successful DC
12 Wisdom (Survival) check to avoid becoming lost,
rather than a DC 10 check. Spellcastcrs must contend
with the effects of the faerzress for as long as they are in
the Labyrinth, also as discussed in chapter 2.
Free download pdf