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I decided to finally get around to running this, and I need some

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I decided to finally get around to running this, and I need some advice. The game is Pathfinder, and I'm Gming for a group of five, all fourth level. I think I've figured out a couple important things to make this actually functional, and not a frustrating grind.

First, the switches that change between the tesserects require five people to stand in a circle and touch a pedestal, teleporting them to the corresponding pedestal on the other side. This will keep them from splitting up too much. It also works well with how I intend to flavor this place, as a magical prison. A series of interconnected demiplanes, requiring five humanoids to move through. Everything else is trapped in it's own tesserect.

Second, each door is identical, even the top and bottom hatches. They're all perfectly centered in their own wall. The size of the rooms are not all the same, just always perfect cubes.
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>>55022287
Third, the players have to be constrained in their movement somehow, otherwise they would be overwhelmed. I'll be starting them in the center room of the blue tesserect. The blue tesserect's center, east, west, north, and south rooms will be split vertically in thirds, and the players will start in the middle third of the center cube. This means they will not have access to the switch, or the top and bottom hatches in any of these rooms. This means the top and bottom thirds of each of these rooms will be difficult to access. For the four surrounding rooms, the top thirds will be completely inaccessible, and the bottom thirds will only be accessible through the switches. The top and bottom thirds of the center cube are only accessible from the top and bottom cubes, respectively, and these rooms are only accessible from the double cube. This means the players will have time to figure out that the doors don't work exactly like they would expect, and that they must understand or luck their way through the double cube (which will be full of murkey water and nothing else) before they have access to any switches, and thus any other tesserects.

Fourth, the bottom rooms accessible only by the switches will be the goals of the dungeon. To escape, the pics must reach these four bottom sections and activate some magical alignment rune or something, and once they do all four, they'll be able to teleport out. Therefore, at each of the other ends of these four switches, I'll be placing a boss that they have to defeat. The goal then becomes 'kill the four bosses'.

Here's an image to help understand the thirds thing.
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>>55022300
Fifth, the eight tesserects will each have their own unique theme. The blue tesserect will be generic thassilonian ruin themed. The red tesserect will be cold themed. The green tesserect will be jungle themed. The purple tesserect will be bayou graveyard themed. The orange tesserect will be desert themed. The light blue tesserect will be spider/ghost themed. I don't have an idea for the pink tesserect yet. The yellow tesserect is prison block themed.

I need ideas for individual rooms for every theme, and just feedback in general. Thanks /tg/.
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>>55022325
What exactly are you looking for? Combat encounters that match those themes? Themed traps? What sizes are the rooms? Do they have structures in them? You need to be more specific if you're going to ask for advice.
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>>55023879
The rooms can be as big or as small as need be, and the rooms can have literally anything in them. Combat encounters work, but I'm more looking for something more unique. Think legend of zelda puzzles.

Here, let me describe what my current plan for the red, winter tesserect is. The players will most likely enter in the north room, which will feature two snow leopards in a forest. The room will be fairly large. From here, the players can enter any of the other adjacent rooms. The top room will be empty, will all of the doors hanging in the void, and no walls or floor. A single ladder will allow them to climb from the bottom hatch to the top hatch. If they fall off the ladder, they die. The bottom room will be full of freezing water, with a strong current. It will be full of arctic sea animals, including an orca or two, all not hostile. The center and south rooms I don't have ideas for yet, as they do not need to restrict the players access to the doors or the switch. The east room and west rooms are the two with interesting design. An interesting thing to note is that while each of the rooms has six exits, other than the center and the double, they only have two entrances.
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>>55024110
The west room makes use of this, as it is a large glacial chasm with a platform on each side. The one reachable from the center has nothing on it, and the other has the switch. This way, to get to the switch that leads to the green tesserect, they must get to the double room. The east room is the same, this time with a lava lake dividing the room in two. If entered from the center room, they only have a small platform to stand on. The other side has a large magma elemental trapped in a large growth of ice vines that consume heat. The vines are trying to devour the magma elemental, and once the players help ill the elemental, the plant will release its seeds. The players can use these seeds to put out fires and deal with lava and fire enemies.

This structure again places importance on the double room. This time, I made the double room more complex, especially since players will likely enter from the north room. If they head north immediately, they will end up in the double room straight away and not have to explore the tesserect. Thus, the double room will have a tube of ice that leads from the north door to the south door, and doesn't let the players into the rest of the double room. This way, the players have to brave the top or bottom rooms to get to the double room. The rest of the double room is an ice maze around the central tube. To get to the part of the maze that leads to the west room, the players will need to get rid of a fire blocking their way, with the ice seeds. They'll find out the fire is caused by a magic sword, which they can take if they can figure out how to transport it. The sword fills its square with fire constantly, so it will be powerful but hard to use.

This is the way I intend to handle all of the tesserects, but I need ideas for things like the center and south rooms, where they don't need to restrict the players, but should still be interesting.
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