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The Maze of Madness: A Dungeon for Delve (DL 50

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Game-Changer: (The Game-Changer can be triggered once the total of points in the Adventure Pool and Hazard Pool together is at least equal to the Danger
Level.) The Maze is more than just a museum of illusions: Silverland overlaid it over existing dungeons as a magical conduit system. It is possible for the adventur-
ers to “break through” the illusions of the Maze and find themselves in a completely different place! (This allows the Gamemaster to introduce a different dungeon
of his or her design; similarly, adventurers who become aware of this can force a passage between the Maze and another dungeon they have already encountered.)

Gallery (4x4) Library (6x6) Atrium (7x7)

Roundabout
Stairs Down

2

1
Intersection

6

3
5

4
Silverland’s

Exit/Stairs
Redoubt

Down
(8x8)

False Chest
Magic Sigil
Trap Door
6

Revolving

Illusion
Illusion
The Maze of Madness: Master Table

Wall

1

Hazards: The Maze of Madness
Roundabout
Vault (6x6)

Menagerie
Hallway

Hallway
Short

(6x6)

Long

Hypnotic Orb
Wandering
Trap Door
5

Oubliette

Phantom
Monster

Cave-In

Sounds

2
Stairs Down
Room (6x6)
Medium
Hallway

Armory
Gallery
Trophy

(4x4)

(6x6)
4

Revolving

Dungeon

Crushing

Treasure
Writing

Illusion
Strange

Cursed
Flora
Wall

Hall

3
Library (6x6)

Mural Room
Intersection

Intersection
Medium

Medium
Hallway

Hallway

(4x4)

False Floor
3

Oubliette

Treasure

Deadfall
Monster
Lurking

Illusion

Cursed

4
Mural Room

Intersection

Vault (6x6)
Menagerie
Hallway

Hallway
(4x4)

(4x4)
Long

Long

Hypnotic Orb

False Chest
2

Oubliette

Phantom

Writing
Illusion

Strange
Sounds

5
Dead End
Stairs Up/

Medium

Medium
Hallway

Hallway

Hallway

Hallway
Down

Short
Long

Magic Sigil
False Floor

Trap Door
1

Revolving

Phantom

Illusion
Sounds
Wall

6
2

3
1

4

5

6

Maurice Roth (order #9139779)

Test Magic (M) to identify the curse. The Maze of Madness: Notes False Floor: [2] The floor contains a spiked pit or acid pool cloaked in il- The wizard Silverland built a harrowing Maze filled with winding pas. unassuming room. the attack has Burst. failure means -1 to that as the standard treasure table for the Maze. If a 1 is rolled on either die Silverland in a lair in his Maze as a display. sages to serve as his personal museum of experiences.com/delve for updates and additional material. and relocated to a new section of the dungeon unconnected to the prior area. or mold grows descend as if they were stairs (but not to return). pursue fleeing adventurers. bly spiked) move toward one another. a slash. -1 Health a turn if submerged. . known location. Test encountered during his own career has been preserved here. The monster is disinclined when determining an area. Anything he Hypnotic Orb: [2] A kaleidoscopic glow entrances the onlooker. DELVE: Dynamic Dungeon Adventure | Bonus material just for playtesters! Thank you for helping make the game. roaming the dungeon passages. It takes 1d6 areas of exploration to find a connection back to a Crushing Hall: [2] Similar to a Cave-In. a magical mirage that only seems to harm them. lusion. separated by ping them in a cell. This amuses the illusionist. these creatures are away from their posses- trapped decoy container. but actually steers the party toward a hazard. Test Strike (E) to open. a trophy salvaged from the original site. hazard. trait. but a Hazards: The number in brackets represents the hazard’s base value in concealed grate slams shut when the first adventurer moves inside. but it is actually duplicate. Test Health (B) or the party is misdirected toward a hazard or dangerous area. Treasures: A Trove of Treasures (from the Gamemaster’s Guide) serves Magic Sigil: [2] Choose any one trait to test (E). ever. have hoarded some treasure in its nest. make a note that the to leave its home. Each adventurer must only test once against the sigil. but they are actually magical distractions meant to mislead. “Damage” dealt by the illusion fades after the master (or the players. and adventurers “killed” by it are only unconscious. whether as Magic (E) to avoid losing a turn gazing slackly at the hovering light. which opens on the dungeon level beneath. or an illusionary Illusion: [2] The party encounters an apparent creature. a hazard. after which lusions (as above) and turn out to be something different entirely when it disappears. a recreation. to discover the deception. Cave-In: [2] Possibly a mechanical deadfall. Chance of Illusions: Not everything in the Maze is illusory. Test Health (B) or suffer -1 to tests until the next time the adven- turers break camp. Strange Writing: [1] A cryptic clue on the wall hints at nearby treasure. but many Lurking Monster: [varies] The party runs afoul of a monster installed by things are not necessarily what they appear. False Chest: [2] What looks like a useful storage chest is actually a Unlike Lurking Monsters. such as a lurking monster. Test Defense (B) to avoid sions and less likely to have treasure. Test Move (B). Maurice Roth (order #9139779) Check parenthesispress. an adventurer uses them! Oubliette: [1] This seems at first to be a small. at the discretion of the game. but failure means death. Test Strike/Shoot (E) tain elements from any other dungeon. The area Revolving Wall: Test Move (B) to avoid being caught in the mechanism becomes impassable. though they don’t necessarily know that at first. but are conversely more apt to damage. Wandering Monster: [varies] The adventurers encounter a monster set loose by Silverland within the Maze. it may. Treasures may be used for ideas). how- detail is an illusion and can be rerolled later. 1 Health damage from falling. but also possibly a natural collapse. As per the game-changer. here. and so is unlikely to pursue if provoked. trap- Adventure Points. but the false treasure removes an Ad- venture Point whenever it is used or even mentioned by an adventurer Trap Door: [1] An adventurer steps on a chute covered by an illusion or player. lichen. Found treasures may be il. while dealing with the initial Phantom Sounds: [1] Noises seem to come from further in the dungeon. If more than one number is provided. or a treasure. Test Move (E) to make it through without damage. but the chute can be used to Dungeon Flora: [1] Some form of unusual fungus. the second number indicates the possibility of encountering another hazard. The next safe area be- Cursed Treasure: [3] This item seems to be a normal treasure (A Trove of comes dangerous. but deliberate: the walls (possi.) encounter. Test Move (E) to avoid falling in. test Move (E) to prevent fall- ing through. the dungeon may potentially con.

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