My Friday night group is delving DEEP. They’re five levels down in a ten level megadungeon. A section on one of the levels is a nasty maze of twisting passages, all alike. We improvised a mini-game and I’ve written it up here for you to enjoy:
(Note: we play with 2d12. If you’re playing with 2d6, a CRIT is 12+, a HIT is 10-11, a SPLIT is 7-9, a MISS is 3-6 and a FLOP is 2-.) ——————————————————————-
Maze of Twisting Passages
When you try to make it through the maze, ask the GM how many True Paths each party member needs to mark and what ability to test, then roll +that ability:
[ ] You burn 1 in the tested ability.
[ ] You must un-mark a True Path.
[ ] The maze takes a toll on your resources.
[ ] A dungeon danger manifests. Stay sharp!
When everyone has marked all the required True Paths, your party escapes the maze.
Here are some sample mazes:
1. Every player must mark 3 True Paths of Roll+WIS.
2. Every player must mark 2 True Paths, one Roll+STR and one Roll+INT.
3. Every player must mark 1 True Path by testing their worst ability (excluding Luck).
4. Every player must mark 3 True Paths by rolling +two different abilities of their choosing.
5. The group must mark 5 True Paths total by rolling +their choice of abilities, but at least one of the abilities tested must be Luck.