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A Puzzling Labyrinth
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TOPIC: A Puzzling Labyrinth
#60816
A Puzzling Labyrinth 2 Months, 1 Week ago  
This weekend I put together a labyrinth adventure for my group. I used the map maker to design the layout and then set it up as they moved through it, since I figured it would be too hard to keep the unseen parts covered if the group chose an irregular path through the maze. The concept was that the maze represented an ancient mage's test from a decadent empire; the characters found a page full of clues, which would lead them ultimately to a wizardly tome at the end, or, of course, grisly death if they goofed up too badly. Fortunately things worked out about right: they made some mistakes, but generally figured out the solutions to the various perilous puzzles just in time to not get killed.

The setup is nothing too remarkable, but it made for a fun day of gaming, and was a good exercise in making the most of 5 sets of Game Tiles. (This layout used pretty much all my 2x2 floor pieces-- partly because of the slightly raised two-layer room with the pool in the center-- though I still had a fair number of straight and corner walls left.)
The various dead ends aren't just there to make things tedious, they factor into the puzzle solutions. (One of the clues was: 'When you reach a dead end, take heart.' There were images of figures on the dead end walls; close investigation revealed that the stone located at the location of each one's heart was removable, and these stones could be taken and linked together to form a 'heart,' which was the token the huge iron golem near the end of the maze would demand to allow safe passage.)


GriffinTamer
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#60818
Re:A Puzzling Labyrinth 2 Months, 1 Week ago  
Wow you have some great ideas! I like how you used a FREE STANDING WALL to incorporate the pit trap in the right side corridor (facing front) and how you elevated the center room to give you a true 5 ft. passage along its side.

Good Job!!
jasdotcom
FREE-STANDING WALLS!!
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#60819
Re:A Puzzling Labyrinth 2 Months, 1 Week ago  
once again, lots of good ideas for me to steal.
TK 266
Order 66? Is that the kung pao chicken?
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#60821
Re:A Puzzling Labyrinth 2 Months, 1 Week ago  
Nice dungeon setup.

I esp. like the look of your custom double doors. Can't wait for you to get that Kickstarter going :-)
jchunick
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Check out for all my gaming related information.
 
#60823
Re:A Puzzling Labyrinth 2 Months, 1 Week ago  
Thanks guys.

Jasdotcom,

I'm impressed you noticed the trap door/wall combo. That's better than my players did! --The same guy actually fell into BOTH trap doors, which I thought was pretty funny. I did place them rather sneakily, if I do say so myself: the one in the midst of a long corridor where I knew the characters would be hurrying along, a little bored; the other at the entrance to a room where, peering in, they could see an intriguing chest and a suspicious skeleton (and thus were definitely not looking at their feet). Gets 'em every time!
GriffinTamer
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Last Edit: 2014/02/09 14:54 By GriffinTamer.Reason: typo
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#60840
Re:A Puzzling Labyrinth 2 Months, 1 Week ago  
Love this compact dungeon! :)
crazy herald
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#60852
Re:A Puzzling Labyrinth 2 Months, 1 Week ago  
crazy herald wrote:
Love this compact dungeon! :)


Compact, that's exactly what I was thinking. Compact with some very creative uses of space that make for a great layout.
M4jumbo
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#60856
Re:A Puzzling Labyrinth 2 Months, 1 Week ago  
Thanks... Yes, it is pretty compact, though not too small (I'm going to need a bigger table... and the one I have is at least eight feet long with every leaf in it...)

The compactness actually played a roll in the adventure. Part of the puzzle I set for the characters was that they needed to find a hidden enchanted statue to get the final clue for entrance into the treasure chamber. As they explore the maze, they find a tapestry with a picture of the statue with stairs in the background; ultimately they discover that the statue doesn't seem to be anywhere... but there's a couple gaps in the map, and closer inspection of one of the dead ends reveals a secret door into a passage where they find stair up, a bridge, and then stairs down into the statue chamber, which they can then exit through a second one-way secret door aimed right at the treasure chamber.

A realist might reasonably point out that characters experiencing the maze at first person level would have a hard time detecting a gap amidst all the passages they'd navigated; but my setting for this adventure is a world where everyone lives underground all the time-- there is no above ground-- and most individuals have an extremely well-developed spatial sense. So, the characters' experience would more closely resemble that of the players saying 'hey, wait... I wonder what's in this empty space?' ...And anyhow, it was fun.
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