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Chapter 6 alternate labyrinth
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<blockquote data-quote="Frankie1969" data-source="post: 7494803" data-attributes="member: 61252"><p>The labyrinth map is 50 squares wide, too big for most battle mats, so I made a version with 5' wide hedge walls that fits on a 3' mat. </p><p>Then I figured why stop there? So I rearranged it a bit and added a few optional extras.</p><p></p><p>[ATTACH]101484[/ATTACH]</p><p><span style="font-size: 15px"><span style="color: #006400">■ </span></span>dark green = hedge wall</p><p><span style="font-size: 15px"><span style="color: #00ff00">■</span> </span>light green = planter pipe</p><p><span style="font-size: 15px"><span style="color: #00ffff">■ </span></span>cyan = water</p><p><span style="font-size: 15px"><span style="color: #6666ff">■ </span></span>indigo = water++</p><p><span style="font-size: 15px"><span style="color: #ffa07a">■</span> </span>peach = pit</p><p><span style="font-size: 15px"><span style="color: #ffff00">■</span> </span>yellow = corner</p><p></p><p>The labyrinth is full of mist, lightly obscured at 15' and heavily obscured at 30'.</p><p></p><p>Don't destroy the hedge walls.</p><p></p><p>Roll 1d6 for pit teleport, not 1d8.</p><p></p><p>Entering a corner teleports you to the opposite corner. You don't realize you've teleported, since the corners look identical.</p><p></p><p>Planter Pipes: standing cylinders made of very smooth green metal or stone, 8ish' diameter, 20ish' high. If you go over the top, a large carnivorous plant lunges upward, dex save vs damage & grapple. The plants are strong but vulnerable to elemental damage. If you defeat a plant whose pipe is next to a pit, you can descend the pipe to unlock a secret door to the pit.</p><p></p><p>If a labyrinth bear makes intentional contact with a planter pipe, the pipe becomes incorporeal until the end of the bear's next turn. The bears know this, and routinely walk through them. </p><p></p><p>Also, the bears walk across the water & pits as if they're solid ground, showing no indication of a trap. If a bear is knocked unconscious, it's teleported out of the labyrinth (optionally, a replacement bear appears in a random corner).</p><p></p><p>Last, I souped up the bears with elemental powers.</p><p>Fire bear: immune to fire, +1d6 fire damage on contact.</p><p>Earth bear: resistant to bludgeoning & lightning, +4 Str & Con.</p><p>Water bear: resistant to slashing, piercing, acid, cold, necrotic, poison, radiant, & thunder (they can survive in space).</p><p>Air bear: Owlbear with bonus action shove.</p></blockquote><p></p>
[QUOTE="Frankie1969, post: 7494803, member: 61252"] The labyrinth map is 50 squares wide, too big for most battle mats, so I made a version with 5' wide hedge walls that fits on a 3' mat. Then I figured why stop there? So I rearranged it a bit and added a few optional extras. [ATTACH=CONFIG]101484._xfImport[/ATTACH] [SIZE=4][COLOR=#006400]■ [/COLOR][/SIZE]dark green = hedge wall [SIZE=4][COLOR=#00ff00]■[/COLOR] [/SIZE]light green = planter pipe [SIZE=4][COLOR=#00ffff]■ [/COLOR][/SIZE]cyan = water [SIZE=4][COLOR=#6666ff]■ [/COLOR][/SIZE]indigo = water++ [SIZE=4][COLOR=#ffa07a]■[/COLOR] [/SIZE]peach = pit [SIZE=4][COLOR=#ffff00]■[/COLOR] [/SIZE]yellow = corner The labyrinth is full of mist, lightly obscured at 15' and heavily obscured at 30'. Don't destroy the hedge walls. Roll 1d6 for pit teleport, not 1d8. Entering a corner teleports you to the opposite corner. You don't realize you've teleported, since the corners look identical. Planter Pipes: standing cylinders made of very smooth green metal or stone, 8ish' diameter, 20ish' high. If you go over the top, a large carnivorous plant lunges upward, dex save vs damage & grapple. The plants are strong but vulnerable to elemental damage. If you defeat a plant whose pipe is next to a pit, you can descend the pipe to unlock a secret door to the pit. If a labyrinth bear makes intentional contact with a planter pipe, the pipe becomes incorporeal until the end of the bear's next turn. The bears know this, and routinely walk through them. Also, the bears walk across the water & pits as if they're solid ground, showing no indication of a trap. If a bear is knocked unconscious, it's teleported out of the labyrinth (optionally, a replacement bear appears in a random corner). Last, I souped up the bears with elemental powers. Fire bear: immune to fire, +1d6 fire damage on contact. Earth bear: resistant to bludgeoning & lightning, +4 Str & Con. Water bear: resistant to slashing, piercing, acid, cold, necrotic, poison, radiant, & thunder (they can survive in space). Air bear: Owlbear with bonus action shove. [/QUOTE]
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