Minotaurs & Mazes...

Post/Author/DateTimePost
#1

HoundofthePlain

Jan 24, 2015 1:03:24

My fellow DM's, I've hit a creative brick wall and I need inspiration.

 

 

My players have been trapped in a series of underground tunnels, and are about to engage a group of Baphomet cultists who have made these tunnels a refuge.

 

After they, I'm sure, wet work their way through the majority of the "normal" cultist's I'm envisioning the "boss fight" as a little trip through a dimensional warp into Baphomet's infinite labyrinth. 

 

Right now, I'm working under the assumption that this last challenge is created by a cultist relic that shunts the PCs into a dungeon that they must use their cunning and wits to safely pass through. The idea is that this type of "passage" is used by Baphomet to secure entrances and exits to his mystery schools and hidden places of worship. Something a dedicated worshiper of Baphomet could engage and solve without harm.

 

But that's as far as I can get right now.

 

I'd to like to bypass most of the normal dungeon tedium and have the challenges be a series of encounters, mostly of wits, that end up with...I don't know maybe some Bowie style Labyrinth challenges.

 

Has anyone run anything like this? What works?

 

 

 

 

#2

EsperOfNovaura

Jan 24, 2015 19:07:39

I have run adventures similar to this. Here are some components that worked well:

 

Have the major storyline and plot points noted well. Ideally, one or more of the characters will have a personal connection or reason that invests him.

 

Block out the major regions on paper/graph/digital drawing. No details here. Just general sections with lables, such as "Stormpeak Mountains" "Cultists Lair" "Dungeon" "Labyrinth, layer 1" "Labyrinth, layer 2, western wing" "Forbidden Library" "Hall of Slaughter" "Abyssal Maze" etc. Also, note or draw connections between areas, showing the general flow of how someone gets from one location to another.

 

Create NPCs. Interesting, weird, helpful, dangerous, crazy–anything that fits. In a large-scale adventure or huge adventuring site, you have to have at least some NPCs for the characters to interact with, unless you run a pure hack 'n slash campaign.

 

Design encounters of various types–combat, skills (especially navigation-type skills), social interaction, traps, puzzle/riddle, exploration/navigation. Some of these are set encounters the characters come across when they enter the associated areas, other encounters can serve as a sort of "random encounter table" for when the characters go exploring in miscellaneous areas. Along with the encounter basics (monsters, XP, treasure, etc.), draw some encounter maps that you can reference. For a labyrinth, make sure you have plenty of twisting, winding corridors and dead ends.

 

Main goal and villain/conflict source, which stands out from the subplots, tangents, and optional encounters.

 

Also, check out this video of mine: https://www.youtube.com/watch?v=uH4ntAOeKto

 

I made it during 4e, but the general themes of course still apply. Browse around my channel, you will be sure to get ideas.

 

Enjoy!

#3

BRJN

Jan 24, 2015 19:52:32

Don't try to make a detailed map.  Instead, create a skill challenge.  Reward the PCs for successes, and make them face a penalty for failures.

 

Succeed

- You find a skeleton holding a stick of Eternal Chalk.  You get a +2 bonus on future rolls to not get lost, because you can mark where you have already been.

- The brick wall here does not reach the ceiling and this section is falling down; you can scramble up and look around a little ways "to the sides".  Counts as 2 successes.

- You find somebody else's supplies (mundane stuff like food &c) cached as an emergency backup plan.  Replenish yours.

- Rolled a 20: You encounter somebody who has made their own map of an area you haven't gotten into yet.  Reduce challenge of Maze by one level of difficulty.

Fail

- you have to fight some random monster.  Easy encounter.  Vermin swarm / cat / other animal you can't talk into leaving you alone.

- "Uncrossable" barrier (such as underground lake).  You get across but must sacrifice some of your Mundane Equipment to improvise a gadget to get across.  Determine item(s) randomly.

- a portcullis slams down and traps you in a dead-end chamber.  Total STR 35 to pick it up and get back out.  Takes extra time on the 'countdown clock' if you aren't strong enough, to get out another way.

- Rolled an 01: a patrolling guard comes around the corner ahead of you; he runs away and alerts the lair that you are here.  When you get near the exit, a really Hard fight is waiting for you.