Pop'N'Fresh wrote:
I'm actually making the maze a skill challenge (using 4e rules) that will take the group about 2-3 mins per skill check.
Each failure (total 3) gets them ambushed by a group of kenku or the dire weasels. With a complete failure resulting in the boss kenku encounter.
If they succeed at the challenge, they end up at the secret doors into the Vecna area.
So I'll only need portions of the map drawn out if they run into trouble.
That's a good idea. As much as I like the labyrinth as a set-piece, it seems difficult to run while still keeping a good balance between PC disorientation and drawing out a complex dungeon (and the slowdown that causes doing it "live"). I'm playing 3.5 so I'll have to read up on the skill challenge rules.
Maybe I'll go old-school and go strictly by description ("a dark passageway extends 30ft in front of you before branching off to the north and south") without mapping at all, except in the case of an encounter.