Hello again, all. A modest question, a seeking of opinion, here. I'm planning on running a modified version of the adventure out of the back of the Rogue Trader core book, and have run into a complication, so to speak. When the players wind up looking for the Celestial Spyglass, the adventure describes the ruins that surround the structure as a maze-like hive-city built in three dimensions. My thoughts were that if it's actually maze-like, wouldn't that mean there'd be some complications in getting to the Spyglass? Thus, my idea for having a maze, and something nasty in it.
I took the liberty of moving the hive to the "dark side" of the world, so that it'd be, well, dark. The players will land a distance away, able to see the spyglass gleaming from afar. The maze-city will be somewhat empty, save some sort of roiling wall of smoke and fire that'll be stalking them; ideally, it'll insta-kill an NPC to give the players an idea of lethality. Of course, it won't kill player (as I find one-shot kills kinda... disappointing), but if it gets too close to a player it'll start inflicting corruption/insanity, haven't decided which. I figure with this thing showing up semi-randomly and inspiring chase scenes, that'd keep things somewhat tense. The problem is... how do I incorporate the maze element to it?
So far, I figured I'll draw up a simple maze, and let the players navigate through it, with some set pieces at pre-determined locations along the way to keep things from being an "endless identical passages" sort of ordeal. But then again, it'd be good for players to be able to use skills... bah! I'm flummoxed! What do people think? Suggestions? Hate it? Hate me?
Perhaps I should switch back to old-school D&D dungeon crawls....
. The one thing I would change is the suicide-thing. This would mean that either the fear this thing projects is immense or it has astounding control over the will of people. Both seem a little much to me, especially if compared to the regular results of failed fear tests.