I call it portal hell. Basically the idea is that the party jumps into a portal in one room and it takes them to one of 12 different rooms with 9 having traps or monsters, 1 getting them back to start with no exit except to take the portal again, 1 having treasure, and one being the exit. It's kind of an advanced security system for the place they're going into. The portals take them to pocket dimensions so breaking the walls doesn't work... because I know my players will try and demo their way through any maze I put in front of them.
To start the encounter, each player roll 1d12 and puts their token on a piece of paper with those numbers on it. Then the encounter begins. Starting with one, go through the rooms one by one if they have a player going to them. More than one player can be in a room at a time, but all rooms must be completed before the teleportation to another room begins (IE, if a player was in room 1, gets room 5 after completing that room, they doing not have to endure room 5 until the next go around). Before combat begins, players have a chance to look at the room and initiative starts the moment they saw they're moving. On their third teleport, regardless of what the player rolls, they're mercy ruled out of portal hell.
Rooms all start the same size (to avoid me having to draw multiple maps) with exits at opposite ends. After 2 rounds, the difficulty of the room increases, but, if there's a monster in the room, it does not have to be defeated before the player teleports to the next room (XP is awarded for the encounter, not the monsters).
Now that we have the setup, here's the potential rolls.
Start with entrance gone
Quicksand with a giant antlion attack after 2 rounds, perception reveals a rope to go across. The antlion will toss sand at them which will require dex checks to ensure they keep their hold. If they fall, they have to avoid getting sucked to the center or take damage and get tossed away from the exit..
A Skeleton. Increases AC, damage, and to hit and also multiattack after 2 rounds
Poison gas room, coughing for 2 rounds preventing dash. Deals damage but removes coughing after 2 rounds
A music box that causes players to move on away from the exit if they fail a con check. The box can not be seen by the players so the box can not be destroyed but the sound is enough to influence the player, deals damage to player on a failed save after 2 rounds. This is kind of a callback to an encounter I put them through a while ago.
Rug of smothering. It does not hold the grapple until two rounds are done.
Underwater room. If players stay more than 4 rounds, they take damage due to drowning unless they have something to prevent this (waterbreathing). Illusionary kraken after round 2 forces a Wis check to avoid moving away from the exit.
Players have to navigate a room of spears. After 2 rounds, grasping vines will shoot out at random intervals to pull them toward the spears requiring a dex check
Giant Scorpion, three more appear after 2 rounds
Walls closing in room, moves 1d2 per round after the player, speeds up to 1d4 after 2 rounds. Glint of gold can be seen in the corner opposite the exit to tempt players.
Treasure room (magic item for first player to reach the room, gold for each character after)
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I call it portal hell. Basically the idea is that the party jumps into a portal in one room and it takes them to one of 12 different rooms with 9 having traps or monsters, 1 getting them back to start with no exit except to take the portal again, 1 having treasure, and one being the exit. It's kind of an advanced security system for the place they're going into. The portals take them to pocket dimensions so breaking the walls doesn't work... because I know my players will try and demo their way through any maze I put in front of them.
To start the encounter, each player roll 1d12 and puts their token on a piece of paper with those numbers on it. Then the encounter begins. Starting with one, go through the rooms one by one if they have a player going to them. More than one player can be in a room at a time, but all rooms must be completed before the teleportation to another room begins (IE, if a player was in room 1, gets room 5 after completing that room, they doing not have to endure room 5 until the next go around). Before combat begins, players have a chance to look at the room and initiative starts the moment they saw they're moving. On their third teleport, regardless of what the player rolls, they're mercy ruled out of portal hell.
Rooms all start the same size (to avoid me having to draw multiple maps) with exits at opposite ends. After 2 rounds, the difficulty of the room increases, but, if there's a monster in the room, it does not have to be defeated before the player teleports to the next room (XP is awarded for the encounter, not the monsters).
Now that we have the setup, here's the potential rolls.
What kind of feedback are you looking for?
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Ways to make it better mostly. If its a good idea maybe.