d20 Emerald Press Campaign Options Mazes.pdf
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Pobierz
Lorelied,
Dana R. Seilhan, Matt Williams, Kurt
Wimmer
A d20 Campaign Options Sourcebook
Playtester Credits:
Derek Gerritsen, John
Dwyer, Kurt Wimmer
Written by Todd Crapper
Mazes
Editor: Duane Nutley
Special thanks to everyone who participated
in the Pick-A-Maze contest and gave their
input:
Interior and Cover Art: Benjamin D. Richards
A d20 Campaign
Options
SourceBbook
Cartography: Clayton Bunce
Anna Dobritt, Banantalis, Brenton Horrillo,
Dungannon, Foxx, Heimdall (our winner),
Cover Design: Sean C Frolich
Malicene, Richards, Ritchie, seeker95,
skade, storyguide3, Thanoss,
TheAuldGrump,
Layout: William T Blackburn
Celtic Knotwork Designs © David A. Hall
Trango, Trip, Wystan, and Zepherus.
Playtester Credits:
James Ade,
William T Blackburn, Michele Langston, Vivien Lorelied, Dana R. Seilhan, Matt Williams, and Kurt Wimmer
Special thanks to everyone who participated in the Pick-A-Maze contest and gave their input:
Anna Dobritt, Banantalis, Brenton Horrillo, Dungannon, Foxx, Heimdall (our winner), Malicene, Richards, Ritchie, seeker95, skade, story-
guide3, Thanoss, TheAuldGrump, Trango, Trip, Wystan, and Zepherus.
Disclaimer: This sourcebook does not use English (U.S.)
This book is dedicated to Thet, who gave me the encouragement and incentive to write this book when she spoke those magic words: “Maybe
if you started writing it, I can get some sleep around here.”
Written by Todd Crapper
Disclaimer: This sourcebook does not use
English (U.S.)
Editor: Duane Nutley
Interior Artwork and Cover: Benjamin
D. Richards
This book is dedicated to Thet, who gave me
the encouragement and incentive to write this
book when she spoke those magic words:
“Maybe if you started writing it, I can get
some sleep around here.”
Cartography: Clayton Bunce
Layout: Shawn Sines
Sleep tight.
Sleep tight.
Playtester Credits:
James Ade,
William
Blackburn, Michele Langston, Vivien
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The Layout of This Book
Mazes
has been split into four sections: the first is an Introduction (which you are currently reading) to provide readers with a concept of these pages;
one is for the GMs (or “crafters”); another is for the players who will strive to complete the designated maze; and the last is an adventure utilising
many of the rules provided within this book. Both sections pertaining to GMs and players have been written in a separate format from each other and
are designed to be read by each exclusively. A rough listing of the contents is provided below.
Introduction:
•
the purpose to building and exploring a maze
•
three styles for running a maze
•
“cheating” pros and cons
For the GMs (Chapters 1-3):
•
building a maze from the ground up
•
racial structures (i.e. a maze built by gnomes or dragons)
•
maze locations (underground, exterior)
•
maze components (corners, light, adjusting normal rules in a maze)
•
random maze generator
•
determining the Challenge Rating for a maze
•
adding Maze Templates to enhance any maze
•
new and common maze inhabitants
For the Players (Chapters 4-5):
•
the Explorer core class
•
four new prestige classes
•
new feats and spells
It should be obvious that the entire book is accessible to GMs, while only the second half should be made available to players who are trapped within
a maze.
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aspects that come with this kind of adventure design can all come with
practise – trust me on this one. The best resources for practise are to
play with mazes yourself and study them as you make your attempts
to escape. Once you understand how to get out, you will stand a
much better chance of putting one together.
A Note from the Author
I have never designed a maze in my life. There, I’ve said it. It’s out in
the open. So now the big question is why should you read a book
from a guy who has never designed a maze before he started writing
this book?
I would like to thank Shane for the opportunity to write this book and
paying me for having fun. Despite the long nights and anxious
moments that came with this assignment, it was a hard project to put
down when the time came. I would also like to thank everyone who
voted in the Pick-A-Maze event that was held at the Emerald Press
website and for all of your comments that came with your selections.
Because if I can learn how to design a maze, so can you. And that
makes this the best kind of how-to book in role-playing. And that
would turn this section into the infomercial to promote it.
Otherwise, I hope that all of you enjoy this sourcebook and find ways
to put it to good use. As for me, I’m signing off.
The idea came shortly after I started running the second game in my
Shadoworld campaign. I had downloaded the map of a tower (as a
shortcut in game designing) and had placed it underwater for the
characters to explore. Situated on the ground level of the tower (no
pun intended) was a small maze designed to confuse invaders and
repel them from discovering the stairs that lead further up. I liked this
idea and decided to take advantage of it. Then came the moment to
actually run the maze in game play. It only took the party five minutes
to give up and decide to climb up the outer wall of the tower instead to
the second level – they were bored with it. All of my planning and
anticipation climbed right out the window with them.
Todd Crapper
May 4, 2003
As much as mazes are a thrilling concept, they are a challenging
obstacle for any GM to master and that is why I have decided to write
this book. This idea actually started as an article submission to
Dragon Magazine but was turned down due to a large number of
“advice submissions,” as it was explained to me. The more I started
thinking of mazes – how to run them, what to put in them, new rules
for creating them – I knew that this one wasn’t going away and that
was when I discovered Emerald Press. If I remember correctly, it was
the day after Shane Garvey had formally announced the creation of
this new .pdf publisher and called out for submissions for his
d20
Options
line of sourcebooks (as they were called at the time – we
have since progressed to calling them “Campaign Options”). I sent a
proposal off to him that night. Unless you hang to the edge of your
chair in anticipation for what happened next, I think you all know
where it all leads to.
If there is anything that I hope you can gain from this book, it’s the will
to design a maze. Detail, structural content, and all of the other
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Introduction
Markus threw down his backpack and growled.
get this far or no one else has been here in a
long time.”
“What a waste of my time!!!” He
shook his head and tried to take a second to
calm down. “How much further?”
Humanity has a fear of being lost. The lack
of control and bewildering confusion that
overbears our senses creates a heavy
burden on our psyches that is too much for
us to bear. We are an orderly society that
craves a level of stability and organization
that is taken from us when we are physically
lost. Perhaps that is why mazes intrigue us.
“We ain’t gettin’ any further, I know
that,” Grax the dwarf spoke up. “As soon as we
start getting’ closer to the centre, we turn back to
the outside. I can’t tell where we are right now.”
“I told you, I don’t know,” Garak spoke
up. The halfling was already skittering ahead,
darting around the rest of the party that had
stopped with Markus and leaned against the
enclosing walls. “It could be right around the
corner or it could be five more miles…”
“Well that’s just great,” Rolo started up
again. “We’ve been lost for hours, hit with pit
traps, spear traps, teleported right back to where
we started, I can’t see where I’m going in all this
darkness, and we’re still being stalked by that
minotaur in here. And I’m only getting paid
10%!”
A maze is defined as:
a fully contained
structure with halls and passageways
that wrap around each other to form a
confusing pathway eventually leading to
an exit point
. The key to this definition is
the word “eventually.” The concept of a
maze is both intimidating and inviting –
while it was designed to entrap its victims,
all those who enter know that an exit point
has been designed into its layout … or they
would hope so going in. No maze is ever
designed by accident. Each of them are
crafted works of art and mastery of the
mind, built for the single purpose of
preserving an artefact of high calibre for
only the chosen few to discover and claim
for their own. Those chosen to gain these
artefacts are those who have been clever
and sturdy enough to handle the challenge
of the maze and complete its puzzle.
“I think we’ve been here before,” Rolo
spoke up. His old bones were tired and his
throat was sore from constantly complaining.
“Can you sense anything, Kornan?”
Wessex cleared his throat and spoke
up again. “Perhaps we should put Chatterpaul
down and have some time to think of our next
course of action. Maybe even some sleep be-
fore we proceed any further.” As soon as his
words were finished, the paladin and Rolo set
down the makeshift gurney with the gnome’s
battered body lying underneath the blood
soaked blanket.
The elf kept himself back, still holding
his head in one hand while placing the other
against the wall for support. The veins along his
temple were thick and purple and sweat was
running down his brow. “No…” he finally replied,
cursing slightly in the elven tongue. “…this
place is still blocking my powers…”
“Do you need to rest?” Wessex the
paladin approached the elf and began to remove
his gloves.
“Yes, I must have some time to pre-
pare my spells,” Zelligar whispered.
No sooner had they begun to seat
themselves on the floor, the bells began to
chime again. Deep, resonating gongs of heavy
iron echoing throughout the maze, consuming all
other sounds that could have been heard.
“No.” Kornan waved the young human
away. “This maze will not offer any peace for
me until we have escaped.”
Not all mazes hold powerful items. Many
hold onto other kinds of lurid secrets like a
mother to her newborn child – the designs
of a mighty temple, unwanted experiments
that could bring a death sentence to its
creator, or the entrance to an even greater
dungeon. Some mazes are elaborate traps
built for one purpose: to imprison those
ignorant enough to enter them. There are
some planar mazes in which their victims
Everyone’s eyes looked towards the
front of the group as Garak returned from
around the corner, shaking his head. All heads
bowed down and Markus cursed out loud again.
“It appears someone doesn’t want to
give us the chance,” Kornan shouted, wincing in
pain.
“There’s another intersection going
four ways. And a set of stairs leading up. I can’t
see any signs of an exit nearby and there’s no
tracks anywhere. Either we’re the first ones to
Markus cursed out loud again. “This
blows.”
5
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