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Ancient Wizard

Hey folks! This week we have something special for you: an ancient labyrinth created by a powerful sorcerer who hid a terrible secret in it - the Weapon of Chaos!

The daredevils who solve the mystery of the labyrinth and reach inside it will gain enormous power. This is place full of interesting ideas for puzzles, secret rooms and passages or magical traps.

"Thieves Guild Hideout" [30x50] has 18 map variants (plus grid, no-grid, JPG, PNG and PDF versions, ready for Roll20, Foundry or your favourite VTT platform).

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Devastating power of the artifact opened a portal to this place - flooded with ancient magic and the remains of the forgotten ritual that sucked your friends inside. 

You wake up surrounded by the walls of the maze. Beam of light comes from the center of the construction, it should mean there’s a way out. All your belongings teleported with you, but there’s no sign of your friends. 

The floor is glowing with the white light, but something starts to fill the air. You see a green gas pouring from the crates on the top of the room, and it covers the floor with a thick layer.

Clock is ticking and time is slowly running out.

The maze seems endless and traps set by the wizard who brought you here are additional obstacles - fireballs flying around the room, collapsing walls and force fields are slowing you down.

After some time you finally find one of your party members - the dwarf, now with his long beard halfly burned, but luckily alive.

Aight my brother, I’m done with doing it their way. Hold my backpack for a moment, can you? We’ll be in the center in no time!

And he smashed the nearby wall into the pieces with his enchanted hammer.

You hear a maniacal laughter from the distance and hear a bunch of explosions, the artificer chose a way of destruction too.

By choosing easier paths and following the fallen ones you finally meet her - she was traveling with the terrified monk, but it means you are all together. 

Within minutes the toxic fog was at the level of your ankles and explosions were making it go up, so you had to change to the classic solution.

The closer to the end the harder to pass traps were. In one hallway there was an animated armor ready to fight and the bunch of lesser elementals, but the end was near.

After passing the last corridor you’ve come to the center of the maze. The glif on the floor was shining with a bright light and the spell sealed in it was ready for activation.

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