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Rotating Dungeon
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TOPIC: Rotating Dungeon
#41219
Rotating Dungeon 3 Years, 4 Months ago  
I ran an adventure recently in which the party entered a labyrinth with 4 different configurations. They would pull levers within the labyrinth to change the layout, and all four dials would move at once. The first picture is position one. The party begins in the bottom left dial, and there is a lever in the alcove of the bottom piece on that dial.

The second photo is position two. The party now has access to the dial on the bottom right. There is another lever in the bottom room of that dial.

The third photo is position two. The party can now leave the dials and enter a few side rooms, which eventually lead back to the bottom of the dial in the bottom right. That hallway on the right side is incomplete in this picture.

The fourth photo is the final position. The dungeon played very well, and the guardian of the labyrinth was able to use magical surveillance and knowledge of the labyrinth to separate the party a bit. I wish I had beefed up the guardian, but I trusted the module designers to build a challenging combat. Always a mistake.

We're playing a Pathfinder module, and I was able to reproduce the dungeon fairly well from their map using my DF pieces. These photos were taken of my trial layout, and the big while dials that make everything so easy to understand were not available to my players.

During play, I simply laid out each room as it appeared, on small foamboard pieces. Then added and removed more foamboard as they turned the dials and moved around. Midway through, the table was littered with abandoned rooms and hallways.
libertondm
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Last Edit: 2011/06/04 01:22 By libertondm.Reason: Resize photo
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#41220
Re:Rotating Dungeon 3 Years, 4 Months ago  
Adding pics 2-4, after reducing size to fit the forum.


libertondm
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#41222
Re:Rotating Dungeon 3 Years, 4 Months ago  
NICE concept well executed!

I have an untested random labyrinth generator (uses a d20 and a table), but this works better (I bet).

One note (if I'm not being presumptuous) -- if you foreshadow sufficiently, you can pull reinforcements into a battle that's going too easily for the players. Let them hear distant howling, or see bloody paw prints, or have a minor encounter early in the run, and then the boss-villain can sic his pet dire wolves on the party without anyone shouting "foul" too loudly. If you don't need them, the party, can come across their pen later on.
jackattack
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#41225
Re:Rotating Dungeon 3 Years, 4 Months ago  
Now that is seriously too cool. What a wild idea, and I for one haven't seen anything like it (at least in actual 3-d terrain form). Way to be inspirational AND innovative!
LegoRick
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#41229
Re:Rotating Dungeon 3 Years, 4 Months ago  
This looks cool and entertaining! :)
Kronos
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#41243
Re:Rotating Dungeon 3 Years, 4 Months ago  
Looks like a really run idea. I am going to try it out.
Cheers
GoldenAxe
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#41258
Re:Rotating Dungeon 3 Years, 4 Months ago  
@Goldenaxe, if you're interested, I can email you a PDF of the pages that detail this portion of the adventure. There are some nifty traps as well.
libertondm
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#41259
Re:Rotating Dungeon 3 Years, 4 Months ago  
I'd be interested in that PDF too
hudcrab
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#41263
Re:Rotating Dungeon 3 Years, 4 Months ago  
Me too! Which Pathfinder adventure is it?
Harneloot
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