| Brian Martin 280 |
I want to have an encounter where the party is chasing a baddie is a shifting maze of mirrors (actually polished steel walls lit by a bunch of lanterns). Has anybody done this type of encounter before? If so, did you have a simple set of rules for negotiating the maze/discerning the correct target among the images, things like that, or did you map everything out to the smallest detail? Any suggestions welcome, even if they're just off the top of your head...
0gre
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There is a really well done maze encounter in the Delirium's Tangle PFS scenario. (link) It's probably worth picking up just for the maze setup.
Essentially the way it works is you make a series of checks, if you make enough successful skill checks you make it through the maze, if they fail by enough bad things happen (encounters, etc).
| wraithstrike |
I want to have an encounter where the party is chasing a baddie is a shifting maze of mirrors (actually polished steel walls lit by a bunch of lanterns). Has anybody done this type of encounter before? If so, did you have a simple set of rules for negotiating the maze/discerning the correct target among the images, things like that, or did you map everything out to the smallest detail? Any suggestions welcome, even if they're just off the top of your head...
In one of my game I drew the map a little at a time. The walls would pop up from the ground to cut the party off in my rendition. The party was also being harrassed by baddies who had devices allowing them to control which walls came up or down, and they(the bad guys) could also see through the wall. If a player made a certain reflex save, which I can't remember, the player had the option of jumping to the other side before the wall came up.
Relkor
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Determine how long it takes for the walls to shift again. I'd try to keep it to a low number like five rounds. Everyone rolls initiative including the walls. Keep actions limited to movement and skill checks for the PC's.
Some example checks could be:
Duneoneering- party movement rate temporarily doubled for one round
Perception- provides a +2 bonus to PC reflex saves to get across before the wall shifts
Disable Device- delay a 1d4 round extension before the walls shift (a bad roll could set it off imediately)
Don't feel limited to those either. Make your players think. Let them figure out a way to use the skills they have available and set a standard DC for all checks depending on the level of the game.
This of course is just how I've done it, and it seemed to run smoothly for my group.