I'm a DM who is pretty much creating an adventure for the first time. I've run modules since mid-3rd edition, but never really done it myself.
So! Here's the deal. I have a puzzle-lock in mind, and I want to run it by some other people and see if it's too hard (or, for that matter, too obvious).
The door is a vault-door under a manor that was destroyed long ago. Inside is pie. I mean treasure. Whatever.
The door is a massive iron thing, built to resist virtually any attempt to breach it. On the front of the door are the previous owners' family crest, which features primarily a griffon rampant. Below the crest, at eye level, are a line of sliders, each marked with a letter of the alphabet. Each slider can move up or down an inch or so, and spring action forces it into position, so it acts like a toggle switch. All the letters are in the 'down' position right now.
A brief search of the room reveals a chalked note on the stone wall, possibly by some forgetful person, which reads "Cousin of the crest".
At this point, the players are free to do what they want.
1) It should be obvious that
. Is that fairly clear from what I provided?
A moderate DC Nature check can provide a clue by giving a list of creatures who might work as the answer:
[sblock]
CHIMERA
EAGLE
HIPPOGRIFF
LION
MANTICORE
SPHINX
[/sblock]
A moderate DC Thievery check can't open the door, but reveals that
. A second, higher check (hard DC) allows the players to determine
. (Remember they might miss one of those clues.)
That's all the players'll get as far as clues from me.
There is one last key to the puzzle, which they will have to figure it out:
So, the answer to the puzzle:
[sblock]The password is HIPPOGRIFF, so the players should push up the letters G, H, O, and R. They then pull the lever, and the door opens.[/sblock]
So, what do you think? Too hard, too easy, or fine as it is?
So! Here's the deal. I have a puzzle-lock in mind, and I want to run it by some other people and see if it's too hard (or, for that matter, too obvious).
The door is a vault-door under a manor that was destroyed long ago. Inside is pie. I mean treasure. Whatever.
The door is a massive iron thing, built to resist virtually any attempt to breach it. On the front of the door are the previous owners' family crest, which features primarily a griffon rampant. Below the crest, at eye level, are a line of sliders, each marked with a letter of the alphabet. Each slider can move up or down an inch or so, and spring action forces it into position, so it acts like a toggle switch. All the letters are in the 'down' position right now.
A brief search of the room reveals a chalked note on the stone wall, possibly by some forgetful person, which reads "Cousin of the crest".
At this point, the players are free to do what they want.
1) It should be obvious that
they're meant to put in a password using the sliders, and that the password is the name of some animal that could be considered 'cousin' to a griffon
A moderate DC Nature check can provide a clue by giving a list of creatures who might work as the answer:
[sblock]
CHIMERA
EAGLE
HIPPOGRIFF
LION
MANTICORE
SPHINX
[/sblock]
A moderate DC Thievery check can't open the door, but reveals that
the code has four letters
that H is one of the letters that should be up
That's all the players'll get as far as clues from me.
There is one last key to the puzzle, which they will have to figure it out:
Each letter should be toggled each time it shows up in the password, so the solution is only the letters that show up an odd number of times in the password.
So, the answer to the puzzle:
[sblock]The password is HIPPOGRIFF, so the players should push up the letters G, H, O, and R. They then pull the lever, and the door opens.[/sblock]
So, what do you think? Too hard, too easy, or fine as it is?