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<blockquote data-quote="Paul Farquhar" data-source="post: 8461728" data-attributes="member: 6906155"><p>There are two ways to open a cryptex - the way it is meant to be opened, with the combination, or by bypassing it in some way. It's quite easy to get inside without the combination - the hard bit is doing so in such a way so as not to release the acid and destroy the document inside.</p><p></p><p>If the PCs want to try the second method, I would ask for a DC 30 thieves tools check. If they fail by 5 or more the acid breaks. Otherwise they can try again.</p><p></p><p>If they want to try guessing the combination, you need to decide if the character's have a better chance of guessing than the players. You might just pick a password and let the players guess. If there is some reason why the character might have a better chance of guessing - e.g. it's the name of the First Emperor of Puzzleopolis, you might allow an appropriate skill check - history in this instance. But if it's just a matter of blind guessing, then no amount of Investigation skill is going to help.</p><p></p><p>I guess another way would be to blindfold a halfling and let them punch keys randomly. If they roll a 1 on the D20 the lucky trait triggers and it opens.</p><p></p><p>Divination magic might also be used.</p><p></p><p>You might allow them to try and look for fingerprints on the keys - don't prompt the players, they need to come up with this on their own. In which case a DC 15 Investigation check gives them an <strong>anagram</strong> of the password.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8461728, member: 6906155"] There are two ways to open a cryptex - the way it is meant to be opened, with the combination, or by bypassing it in some way. It's quite easy to get inside without the combination - the hard bit is doing so in such a way so as not to release the acid and destroy the document inside. If the PCs want to try the second method, I would ask for a DC 30 thieves tools check. If they fail by 5 or more the acid breaks. Otherwise they can try again. If they want to try guessing the combination, you need to decide if the character's have a better chance of guessing than the players. You might just pick a password and let the players guess. If there is some reason why the character might have a better chance of guessing - e.g. it's the name of the First Emperor of Puzzleopolis, you might allow an appropriate skill check - history in this instance. But if it's just a matter of blind guessing, then no amount of Investigation skill is going to help. I guess another way would be to blindfold a halfling and let them punch keys randomly. If they roll a 1 on the D20 the lucky trait triggers and it opens. Divination magic might also be used. You might allow them to try and look for fingerprints on the keys - don't prompt the players, they need to come up with this on their own. In which case a DC 15 Investigation check gives them an [B]anagram[/B] of the password. [/QUOTE]
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