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T O P I C    R E V I E W
Skeptic Posted - 04 Jul 2005 : 16:50:47
In my current campaign (see other thread if you want more details) the party is helping a deep gnome to do a small expedition to Blingdenstone ruins. (In exchange, the gnome will bring them to Mantol-Derith market place)

As much of you know, the entrance of this city is a "big" maze, and I'm trying to think about a good way to run it, making it a challenge (Were rats will help) without too much pain... They are around level 7, so they don't have many spells to counter it completly.
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Wooly Rupert Posted - 07 Jul 2005 : 22:56:00
quote:
Originally posted by CrennenFaerieBane

There is a great dungeon generator on Rpgnet, if you go there, it allows you to pick # of rooms, levels of encounters, secret doors, etc. It really rocks... and it includes the random results of the description of the rooms... very good. I've used it a couple of times when I need a dungeon/maze stat!

C-Fb



There was a similar offering from WotC, years ago. It was on a CD that came with a particular issue of Dragon. I really like that little utility.
Thureen Buroch Posted - 07 Jul 2005 : 22:48:09
quote:

There is a great dungeon generator on Rpgnet, if you go there, it allows you to pick # of rooms, levels of encounters, secret doors, etc. It really rocks... and it includes the random results of the description of the rooms... very good. I've used it a couple of times when I need a dungeon/maze stat!



That sounds like a great way to make dungeons on the fly. If you could post the link to the page that has this dungeon generator on it, that'd be great.
Crennen FaerieBane Posted - 07 Jul 2005 : 22:30:45
There is a great dungeon generator on Rpgnet, if you go there, it allows you to pick # of rooms, levels of encounters, secret doors, etc. It really rocks... and it includes the random results of the description of the rooms... very good. I've used it a couple of times when I need a dungeon/maze stat!

C-Fb
Thureen Buroch Posted - 07 Jul 2005 : 01:27:42
Here's a good way to run a maze without making a map:

Determine the number of intersections between the entrance to the maze and the exit. Intersection are 10 to 40. At each intersection, have the leading character make an Intuit Direction check (in 3.5E, this would be a Survival check) against a DC of 15. (I would recommend making this roll yourself so the players can't tell whether or not they're making it through the maze .) Each success allows the players to get one intersection closer, each failed roll adds 1d6 to the number of intersections they have to traverse.

I took that from Monster Manual II, from the description of the Morkoth and their tunnels.

I hope this helps.
Wooly Rupert Posted - 04 Jul 2005 : 18:40:45
quote:
Originally posted by Kentinal

quote:
Originally posted by Wooly Rupert

"You are in a maze of twisty little passages, all alike."



Err that sounds painful. Alsi I seem to recall that is from Zork.


You are correct. It is indeed from Zork.
Kentinal Posted - 04 Jul 2005 : 18:15:50
quote:
Originally posted by Wooly Rupert

"You are in a maze of twisty little passages, all alike."



Err that sounds painful. Alsi I seem to recall that is from Zork.

Though to reduce difficulty instead using an actual map of the maze one could instread use a phase like this though in an few encounters then say they emegre from the maze. A secret dice roll of how many moves they need to make to travel though the maze. As for marking locations which many PCs might do, that can be handled by NPCs or other forces removing all sings of a location being marked.
Wooly Rupert Posted - 04 Jul 2005 : 17:56:37
"You are in a maze of twisty little passages, all alike."
Kentinal Posted - 04 Jul 2005 : 17:27:04
Well to reduce pain, perhaps a few have made homes in sections of the maze (or course dead ends) that thus could be avoided. A goblin (or any race) cummunity that is fortified and the PCs warned away from. Heck perhaps some communities might even be interested in trade offer a safe place to rest. Perhaps even one community might offer active aid.

An idea to consider to reduce the amount of unsafe sections of the maze and reduce the sections of maze that can be traveled though.

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