Maze difficulty check


Advice


I am intending to use a maze in my next dungeon for this campaign I'm running, problem is, I fear I've made it too difficult/long…

I built it using a design for a rotating maze I found online. it has 5 rotating parts, a few of which intersect, and some switches, levers, keys, and doors. the idea of the maze is not to get from one location to another, but to find the key that opens the door to the exit. I designed it with the idea that the players have to explore to maze (which changes as they move) in order to find what they are looking for, using keys they find to open doors that block their path, levers that lower bars that provide a sort of short cut, and a portal that instantly takes them to another part of the maze. there are a few rooms with treasure and helpful items (such as an orb of scrying I wrote up to help them see the area of the maze in a small radius around them which only works under ground and can only be used 4 times a day) but nothing truly dangerous or risky. I also made it so that they can only get to the final door when the rotating section its in is in a specific position.

I plan to run it like a combat encounter where the players take turns in an initiative order to move their speed through the maze, every 2 rounds I roll a die to see what section spins and then I rotate it 90 degrees. they will not be seeing the maze as they navigate but I will describe what they see as they explore.

Im just worried it will take too much time and I will have to plan it to be an entire session in itself...

Shadow Lodge

I need a link to this maze.

:D

Sounds vaguely akin to the movie CUBE.


There is a maze like this in one of the adventure paths.

My players spent two sessions in it and had a blast. The maze is designed to split the party, which it does very well.


I know which AP that was. I had no idea no where I was.

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