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Hypercube dungeon
Hypercube dungeon












hypercube dungeon

#HYPERCUBE DUNGEON SERIES#

Instead of having to fight them, the players could outmaneuver or outwit them, and they would be near-invulnerable.Įssentially, reduce the labyrinth from an actual maze as the only problem with the puzzle (anyone who knows the tale of the Minotaur can solve that part) to a series of decisions, where some will take the characters forward and some will take the characters back. giant stone guardians who mechanistically block passages, or whirling blade automata. That said, monsters would be entirely traps of their own. I would also reconsider the "no monsters" rule. Also, clues that are lies, depending on the nature of the maze, may themselves have some element which makes it intentional that they be discovered or solved. The clue itself could lie, but there is no interesting choice without one. Merely choosing the next bend to go should never be really something done unless there is a clue about which choice leads to what. All should be sealed by some kind of puzzle. None of the passages that actually matter to progress through the maze should be transparently obvious. And yes, for you Solomon Kane GMs, I'm talking about the Knotted Scarf.)Ĭaveat: I have just watched Labyrinth, and also was an avid watcher of Batman: the Animated Series, including clearly remembering the episode with the fantasy game/Riddler's maze. (Again, to be clear, this isn't a monster populated dungeon but a trap laden maze. So have any of you tried any unorthodox methods that worked well? (Outside of handwaving and narrating the maze away?) If you stick to either of the methods I described earlier, how do you tighten up the drama and keep things from getting bogged down into a "we always go left" situation? Plus, this could well be one of the players first adventures outside of Europe so playing up the foreign/alien cultural qualities is a must.

hypercube dungeon

As Solomon Kane is a horror/swashbuckling game, I like to amp up the drama. The second works great for large groups when time is of the essence, but doesn't offer much in the way of atmosphere. The first get's tedious depending on the size and complexity of the labyrinth. Which way do you go?" method.Ģ) the "Here's a maze. Now, having cut my teeth on AD&D, I'm no stranger to dungeon adventures, but I've never been comfortable with pure labyrinths.ġ) the old "You travel 35 feet down the passage, an intersection goes left and right. My Solomon Kane players are gearing up to visit India where one of the adventures I plan on using involves navigating a labyrinth. Just curious how different GMs approach a labyrinth-set adventure.














Hypercube dungeon