D&D 5E Help? Pacman Maze

plisnithus8

Adventurer
My players are enjoying some games within the game sessions.
Last week, they were captured by a high-level being who made them play a combination of hide-and-seek/freeze tag with 3 flesh golems.

This week, I want to have one player run into what turns out to be a Pacman-style maze.
We'll use a square grid map that has a gold piece in every square throughout a maze.
There will be 4 ghosts: one chases player, one follows a guiding pattern, one sets an ambush, and one is totally random in movement.

My question is this:
If a player reached down to pick up a gold piece every 5 feet, would you as a DM rule that the player can interact with only one different object each turn and have to end his turn only picking up 1 piece of gold?
 

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My question is this:
If a player reached down to pick up a gold piece every 5 feet, would you as a DM rule that the player can interact with only one different object each turn and have to end his turn only picking up 1 piece of gold?

No, as this seems like it would be quite tedious. I think I would just rule that, in this scenario, the character picks up as many coins as "squares" he or she moves through as part of the free object interaction. If the character has a speed of 30, he or she gets 6 coins in a turn. If the character dashes, he or she gets 12 coins. Then I'd create some reasons to want to take some other action than the Dash action so the player has some meaningful choices to make.
 


You could also have the monsters - or actual ghosts (garish colours optional) chasing the players akin to their behaviours form the Pacman game.

http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior

Long story short:

Blinky (red) chases the party. Constant pressure (displacement) - keeps the party moving, stops them from resting.

Inky (blue) tries to ambush the party. Lots of perception vs stealth checks. Minimal health. Re-spawns constantly. Has sneak attack.

Pinky (pink) tries to block the party's escape. Acts as a wall of force. Again, perception vs stealth. Appears, blocks path, forces party to re-route.

Clyde (orange) acts randomly. Perhaps he can ambush, flee and sometimes even help the party. Make it a quirky NPC.
 
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I would allow 1 coin by default Object Interaction, and allow all coins as an Action. This gives the player the choice between picking up all the coins while moving normally, or picking up 1 coin while Dashing or taking another action.

Don't forget to have 4 Platinum Coins that when picked up cause the Ghosts to suffer Disadvantage to everything (and Advantage on Attacks against them) for a random number of rounds (I'd go with 1d4+1 myself, or maybe 2d3) :)
 

I would allow 1 coin by default Object Interaction, and allow all coins as an Action. This gives the player the choice between picking up all the coins while moving normally, or picking up 1 coin while Dashing or taking another action.

Don't forget to have 4 Platinum Coins that when picked up cause the Ghosts to suffer Disadvantage to everything (and Advantage on Attacks against them) for a random number of rounds (I'd go with 1d4+1 myself, or maybe 2d3) :)

I did actually plan to use 4 platinum for a similar debuff :)

I do like the 1 free or each moved passed as action option.
 

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