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*Dungeons & Dragons
A Maze that works in actual play?
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<blockquote data-quote="Quickleaf" data-source="post: 7161766" data-attributes="member: 20323"><p>In part of the high-level (15th-16th) dungeon I'm working on, there's a multi-tiered garden that is enchanted with a "powerful dweomer making its winding path act like a <em>maze</em> spell." (quote from a Dragon magazine article I used for a bit of inspiration)</p><p></p><p>I'm trying to devise an interesting and playable way to evoke the feel of a magical maze without using the <em>maze</em> spell's mechanics (which aren't that conducive to exploring). Would love to hear your thoughts, experiences, or ideas <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I thought about using the complex trap layout from <a href="https://media.wizards.com/2017/dnd/downloads/0227_UATraps.pdf" target="_blank">Unearthed Arcana Traps Revisited</a>, but that didn't really fit what I was doing here. Yet it's a bit too complex to fit neatly into the flow of regular text. I'm thinking I need to devise my own format for presenting this puzzle/trick.</p><p></p><p>The area layout is very roughly like this (with 16 areas I've devised in the garden)...</p><p></p><p>[SBLOCK=rough layout]<img src="http://i.imgur.com/jj4GI5M.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/SBLOCK]</p><p></p><p>The red line indicates a stone-and-metal lattice (something like the picture of jalis below) with razorvine climbing over it. There are passageways into the gardens through the lattice. However, once a creature enters the gardens proper it suffers from this powerful dweomer preventing it from finding the exits out. The dweomer is a mix of enchantment & illusion... lattices appear completely covered in razorvine... affected creatures wander by potential exits without even realizing, gradually losing interest in escaping.</p><p></p><p>[SBLOCK=Jalis lattice]<img src="https://s-media-cache-ak0.pinimg.com/736x/10/e5/f8/10e5f87d324b81aa8402feb20ee831dc--chain-mail-indian-curry.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/SBLOCK]</p><p></p><p>There will be countermeasures. For starters, creatures immune to being charmed and immune to <em>maze</em> spells are unaffected. Similarly, creatures speaking the command word before entering are unaffected. Spells like <em>find the path</em> or <em>transport via plants</em> may allow creatures to escape. Searching for an exit is possible given 10 minutes and an Intelligence saving throw; on a success a creature finds a way out for itself, but on a failure it wanders in a dream-like trance to a random area of the gardens.</p><p></p><p style="text-align: center">-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-</p><p></p><p>I read <a href="http://theangrygm.com/ask-angry-unsucking-mazes/" target="_blank">Angry GM's article about mazes</a> which I'll summarize: </p><p></p><p>[SECTION]Mazes generally suck in D&D. But you *can* do an interesting maze if you include some of the following...</p><p></p><p><strong>Tension</strong> arises when there is an element of danger to remaining in the maze.</p><p><strong>Uncertain solution</strong> arises when the PCs need to solve an actual puzzle to find the exit. </p><p><strong>Meaningful choice</strong> arises when there are clues at intersections allowing PCs to exit faster & avoid dangers.</p><p><strong>Mapping challenge</strong> to discover secret rooms or reveal teleporter tricks.[/SECTION]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7161766, member: 20323"] In part of the high-level (15th-16th) dungeon I'm working on, there's a multi-tiered garden that is enchanted with a "powerful dweomer making its winding path act like a [i]maze[/i] spell." (quote from a Dragon magazine article I used for a bit of inspiration) I'm trying to devise an interesting and playable way to evoke the feel of a magical maze without using the [I]maze[/I] spell's mechanics (which aren't that conducive to exploring). Would love to hear your thoughts, experiences, or ideas :) I thought about using the complex trap layout from [url=https://media.wizards.com/2017/dnd/downloads/0227_UATraps.pdf]Unearthed Arcana Traps Revisited[/url], but that didn't really fit what I was doing here. Yet it's a bit too complex to fit neatly into the flow of regular text. I'm thinking I need to devise my own format for presenting this puzzle/trick. The area layout is very roughly like this (with 16 areas I've devised in the garden)... [SBLOCK=rough layout][img]http://i.imgur.com/jj4GI5M.jpg[/img][/SBLOCK] The red line indicates a stone-and-metal lattice (something like the picture of jalis below) with razorvine climbing over it. There are passageways into the gardens through the lattice. However, once a creature enters the gardens proper it suffers from this powerful dweomer preventing it from finding the exits out. The dweomer is a mix of enchantment & illusion... lattices appear completely covered in razorvine... affected creatures wander by potential exits without even realizing, gradually losing interest in escaping. [SBLOCK=Jalis lattice][img]https://s-media-cache-ak0.pinimg.com/736x/10/e5/f8/10e5f87d324b81aa8402feb20ee831dc--chain-mail-indian-curry.jpg[/img][/SBLOCK] There will be countermeasures. For starters, creatures immune to being charmed and immune to [I]maze[/I] spells are unaffected. Similarly, creatures speaking the command word before entering are unaffected. Spells like [I]find the path[/I] or [I]transport via plants[/I] may allow creatures to escape. Searching for an exit is possible given 10 minutes and an Intelligence saving throw; on a success a creature finds a way out for itself, but on a failure it wanders in a dream-like trance to a random area of the gardens. [center]-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-[/center] I read [url=http://theangrygm.com/ask-angry-unsucking-mazes/]Angry GM's article about mazes[/url] which I'll summarize: [SECTION]Mazes generally suck in D&D. But you *can* do an interesting maze if you include some of the following... [B]Tension[/B] arises when there is an element of danger to remaining in the maze. [B]Uncertain solution[/B] arises when the PCs need to solve an actual puzzle to find the exit. [B]Meaningful choice[/B] arises when there are clues at intersections allowing PCs to exit faster & avoid dangers. [B]Mapping challenge[/B] to discover secret rooms or reveal teleporter tricks.[/SECTION] [/QUOTE]
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