Tags
Dungeon, Dungeons & Dragons, Fantasy, Labyrinth, Labyrinth Lord, Maps, Maze, OSR, RPG
Cut into the foggy clefts of the Steaming Mountains, the Maze of the Storm Witch must be navigated (or the whole mountain climbed over) in order to reach the Pale Divide. Unnatural mists fill these passages, obscuring the already confusing twists and turns.
The maze is also specifically designed to prevent the most common method of exploring such a space – if an adventurer uses the “left hand rule” (or even the “right hand rule”) they will not find the way through, but will instead eventually find themselves back at the entrance instead.
That is, if the storm witch’s blindsighted grimlocks don’t get you first.
This map was specifically drawn to show how a 3D structure can easily break the “left hand rule” for navigating a maze. It was also originally called the Labyrinth of the Storm Witch, but regardless of every dictionary disagreeing with them, there are those who feel it is important to point out that labyrinths are ONLY unicursal in design.
The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!
As cool as it is, I am not entirely certain how this breaks the Left Hand Rule. The two “3D” components just add more left turns to note. I suppose if that rule is “turn left no matter what” then sure, but I’ve always known the rule as “turn left unless you’ve already turned left.”
Although if we’re assuming complete darkness and no tools, then sure, this one will be a tough one.
the left hand rule is simply, put your hand on the left wall and follow it. With the section in the middle that does not touch the outer walls, you will never find your way out. Plus “Unnatural mists fill these passages, obscuring the already confusing twists and turns.” Thats gonna suck..
Yep, that leads to a nice loop.
Seems like the graphic on this page doesn’t link to a JPG or PNG file like usual….
Yeah, a glitch caused by a quick edit using the “new” post editor instead of the “old” post editor.
Thanks for bringing it to my attention, it has been fixed now.
Thank you! I know a party that’s going to enjoy this!
Although that probably won’t be the exact word they use LOL.
Reblogged this on DDOCentral.
Only problem with a labyrinth is IMHO, how do you play such a thing?
If the player try to map it themself its probably totally wrong after the third bend, and need a lot of time where only the cartograph do something.
Or do the GM draws the map himself.
Or do the GM only describe the maze.
Cut the map in corricor pieces and puzzle?
Dont get it boring when your description is “you see the corridor make a bend to the right, six yards away. In the left wall opens a corridor, 4 yards after the last bend. Do you like to peer into it?”
And when the player says “mazes are boring, we put our hands on the left wall and walk along, dont tell us every bend. Did we reach the end?”
This is great. Do you have one with a grid?