D&D 5E - How to run a small, shifting maze

Oh, nice.. THat's got me thinking in terms of dividing the maze into thematic zones, each one with a couple sites-- like the fountain, the sundial, etc-- and a handful of wandering encounters (sometimes monsters, but also the dead ends, the "scenic diversions", and so forth).

Getting between zones could be where the navigation checks, etc, happen. A poor check ends the party in a farther out zone (or some other part of the maze they didn't intend); whereas a success gets them closer to their goal. They earn opportunities to make such checks by interacting with the various sites and denizens of each zone.

I can work with this!

(Funny, I've run other types of short adventures similarly to this, it just didn't occur to me to do it for a maze, heh!)

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