Labyrinth Combat

Loonook,

I went ahead and used the following picture you recommended (alternating single and double wide passages to enable combat):

HLkncoin.jpg


It was a good compromise between the nice looking circular ones with curved paths, and what I could actually reproduce on a battle grid as the players explored. I added some traps, some umber hulks and gelatinous cubes and let the players loose!

Here's the adventure log for anyone running a similar labyrinth.
Aeon Zen | Taurus Labyrinth | Obsidian Portal

One thing I noticed is that having a single path probably reduced gaming time considerably, since I didn't have to constantly ask my players which path to take. They were more entertained with the combat and the traps than having to map out a maze.
 

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Loonook,

I went ahead and used the following picture you recommended (alternating single and double wide passages to enable combat):

HLkncoin.jpg


It was a good compromise between the nice looking circular ones with curved paths, and what I could actually reproduce on a battle grid as the players explored. I added some traps, some umber hulks and gelatinous cubes and let the players loose!

Here's the adventure log for anyone running a similar labyrinth.
Aeon Zen | Taurus Labyrinth | Obsidian Portal

One thing I noticed is that having a single path probably reduced gaming time considerably, since I didn't have to constantly ask my players which path to take. They were more entertained with the combat and the traps than having to map out a maze.

Wait... a unicursal path being used as a series of variant rooms actually made a better game?

Well color me unsurprised :).

Teasing. I figured you would go with the squared version (probably what I would do if I was gridding it out), though I do wonder if you took advantage of the possibilities of three dimensions in the path? Also, did you go with the changing maze afterwards?

Slainte,

-Loonook.
 

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