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Running Maze of the Blue Medusa for 5e
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<blockquote data-quote="MonkeyWrench" data-source="post: 7262025" data-attributes="member: 20730"><p>Let me start by saying that MotBM required very little prep time. I'd read through each section once, then it was 15-30 min prep time, tops per session. Many times less.</p><p></p><p>So the key to the maze is that a certain painting has to be placed on a north wall, in moonlight, on the night it was stolen (I'm assuming you don't have the book). The book makes it unclear how the party is supposed to get in on the night after it was stolen though, and I took the conditions for entering the portal very literally. </p><p></p><p>So i set up a background "plot" where several mages were each trying to get the painting and would steal it from each other with various third parties getting in on the action as well. In between sessions, I'd roll a d6 to determine the number of days that passed between each theft, as well as had the players roll on a "what happened since last session" table. I'd also alter the random encounter tables to reflect who'd been in possession of the painting most recently. The party would then start each session having just stolen the painting and thus able to enter, sometimes with enemies on their heals. (They were hyper-paranoid about being caught in the maze without an exit)</p><p></p><p>This setup worked well, but a lot of the danger in the maze is the weird time dilation, its impact on food spoilage, and the need to eat. A whole faction in the maze is driven to cannibalism because of this and there encounters that center around the need to eat to avoid a negative condition (I imposed exhaustion for hunger). With the party able to resupply between sessions, it blunted the impact this hazard and made the dungeon feel less exotic and dangerous. Lots of RP possibilities though and I eventually had factions within the maze venture forth into an unknown world which the players had to deal with.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="MonkeyWrench, post: 7262025, member: 20730"] Let me start by saying that MotBM required very little prep time. I'd read through each section once, then it was 15-30 min prep time, tops per session. Many times less. So the key to the maze is that a certain painting has to be placed on a north wall, in moonlight, on the night it was stolen (I'm assuming you don't have the book). The book makes it unclear how the party is supposed to get in on the night after it was stolen though, and I took the conditions for entering the portal very literally. So i set up a background "plot" where several mages were each trying to get the painting and would steal it from each other with various third parties getting in on the action as well. In between sessions, I'd roll a d6 to determine the number of days that passed between each theft, as well as had the players roll on a "what happened since last session" table. I'd also alter the random encounter tables to reflect who'd been in possession of the painting most recently. The party would then start each session having just stolen the painting and thus able to enter, sometimes with enemies on their heals. (They were hyper-paranoid about being caught in the maze without an exit) This setup worked well, but a lot of the danger in the maze is the weird time dilation, its impact on food spoilage, and the need to eat. A whole faction in the maze is driven to cannibalism because of this and there encounters that center around the need to eat to avoid a negative condition (I imposed exhaustion for hunger). With the party able to resupply between sessions, it blunted the impact this hazard and made the dungeon feel less exotic and dangerous. Lots of RP possibilities though and I eventually had factions within the maze venture forth into an unknown world which the players had to deal with. Hope that helps. [/QUOTE]
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