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How to make a maze work?
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<blockquote data-quote="WampusCat43" data-source="post: 3962129" data-attributes="member: 12027"><p>Hey SW, good to see you around. This maze was actually one of the more memorable encounters in AoW for us. I drew it out by hand as they went, which was tedious, but the sniping attacks from the kenku really got them going. Anything that causes the party to even consider splitting up adds to the tension, and the fact that they knew the sneaks were an easy kill - once they caught up with one - made it even nastier when they turned a corner and ran into a dire weasel.</p><p></p><p>But the capper was afterward - after finishing that section off and heading back out to the Great Hall, the BBEG chased them <em>back into </em> the maze (tight squeeze, but I was winging it). The group, low on health and supplies, split up and tried to hide in the hidden rooms the kenku had just used against them. The Aspect sniffed around, banging on walls and growling, suddenly appearing here and there, until they finally got healed enough (and brave enough) to take him on. A lot of fun.</p><p></p><p>The maze in the HoHR worked out pretty well, too. I played up the bad guys' knowledge of the area, allowing them to get away with a lot of hit and run tactics. It eventually led to the party rogue taking on one of them by himself, while his wounded friends called for him to retreat. Bad move on the rogue's part.</p><p></p><p></p><p>But I know you use a projector in your games. Have you ever tried breaking the maze up into small pieces, and adding them as layers as required? I haven't had a chance to do that with a maze yet, but it's worked really well with a regular dungeon and doesn't take that long to do (at least with Paint.Net)</p></blockquote><p></p>
[QUOTE="WampusCat43, post: 3962129, member: 12027"] Hey SW, good to see you around. This maze was actually one of the more memorable encounters in AoW for us. I drew it out by hand as they went, which was tedious, but the sniping attacks from the kenku really got them going. Anything that causes the party to even consider splitting up adds to the tension, and the fact that they knew the sneaks were an easy kill - once they caught up with one - made it even nastier when they turned a corner and ran into a dire weasel. But the capper was afterward - after finishing that section off and heading back out to the Great Hall, the BBEG chased them [I]back into [/I] the maze (tight squeeze, but I was winging it). The group, low on health and supplies, split up and tried to hide in the hidden rooms the kenku had just used against them. The Aspect sniffed around, banging on walls and growling, suddenly appearing here and there, until they finally got healed enough (and brave enough) to take him on. A lot of fun. The maze in the HoHR worked out pretty well, too. I played up the bad guys' knowledge of the area, allowing them to get away with a lot of hit and run tactics. It eventually led to the party rogue taking on one of them by himself, while his wounded friends called for him to retreat. Bad move on the rogue's part. But I know you use a projector in your games. Have you ever tried breaking the maze up into small pieces, and adding them as layers as required? I haven't had a chance to do that with a maze yet, but it's worked really well with a regular dungeon and doesn't take that long to do (at least with Paint.Net) [/QUOTE]
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