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

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

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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