6/12/2023 0 Comments Tactical hug endless dungeon![]() Tall, narrow shafts, where the purpose is to get up or down, but winds are blowing one direction or the other, or possibly wind elementals, or possibly sudden inexplicable spouts of water Rooms where there is a hug pit, covered in an endless horde of Gelatinous Cubes with a clear exit on the other side of the pit and no apparent way to cross. Fields of thick foliage that have known magical properties, such as spike growth, shrieking mushrooms, disease spores, and magical zones of darkness as the party needs to sneak up to a manned tower A gigantic 10' diameter globe of true seeing that the adventurers can push around from room to room that reveals hidden assailants, hidden treasure, and hidden passageways. I think puzzles that do not have a clear answer are a bit better: Most puzzles that I include in my games have some real obvious reasons for being in there, not just as a tricky thing for the players to figure out. It would use a passcode.The proposed passcode 'puzzle' earlier would qualify. My players had fun decoding it and that's the important as it make its job :)Īn access panel would not use a puzzle. As a Player, it's fun being able to physically handle something every now and then too.I think they're well suited on the contrary, its like an access keypad to access a restricted zone! Except instead of just being a serie of digit numbers to put in to open a door, its a little puzzle! Having a mock-up, depiction/image or plain just making the puzzle for real (if you're more ambitious) goes a long way towards clearing up any confusion or misinterpretation and it can add to immersion (and it's fun making props.everyone likes "make-and-do" time!). Only describing a puzzle can leave players with the wrong impression, crossed wires and generally the wrong idea. With that said, I do like me some puzzles and the best piece of advice I can give a GM looking to put some in his dungeon is to have physical props ready and prepared. If every time you want access you have to solve this puzzle, it could be frustrating, especially if you're having a bad day for whatever reason (such as adventurers invading your dungeon). If you have a door and a lock on something, it means you want to have access to it, otherwise you'd just brick the thing up. It also begs the question of having and getting access yourself, as the owner. I mean, if you don't want someone getting into a vault, you don't make the lock predicated on something just anyone could work out with sufficient time. The problem I have with this sort of puzzle is that they're generally not suitable for the purpose they seem to be put to. As a Player, it's fun being able to physically handle something every now and then too. I hate seeing them on doors or "protecting" something that should have an actual key. Indy and the Last Crusade) or as proof that you're not some jumped up random. Puzzle locks like this are best used as a test of the "are you worthy" variety, whether it be as part of an initiation, in a dungeon that is literally a series of tests to find the MacGuffin (e.g. ![]() It was fun to see my players try decode it!The problem I have with this sort of puzzle is that they're generally not suitable for the purpose they seem to be put to. I took a hard sudoku template and replace the numbers with 9 dwarvish runes. ![]() One puzzle i did in my last campaign that i liked was a dwarven sudoku style puzzle-lock for a vault.
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