Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
DM Prepared one page of notes.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Herr der Qual" data-source="post: 6512943" data-attributes="member: 6789144"><p>There are several ways to bring them into the game, my personal favorite is a bit cliched I'd expect but I still have the most fun with it and it gives me a lot of option for how I go about the puzzle. I love to have them in buildings preferably in situations like this:</p><p></p><p>"You after passing through the illusory door you come upon the ancient ruins of a tower, magestic with intricate stonework accomplished only by skilled elemental magics the tower is stunningly designed with features seeming to defy architecture and gravity...</p><p>Upon entering the tower through the door you enter a room that seems much too big for the exterior size of the tower..."</p><p></p><p>From there I usually insert either a guardian type character who would be nigh impossible for the party to defeat had they come specially equipped to fight this foe, he announces his presence in a grand or commanding way and maintains a non-threatening posture and declares they must answer his questions (all riddles) to pass.</p><p></p><p>Or my more common one is I will think of an abstract puzzle including features like multiple doors, trick mechanisms, or secret devices with a secret operating mechanism with a cryptic hint! I sometimes include ciphers and/or anagrams into these puzzles.</p><p></p><p>My favorite puzzle was the characters entered a temple upon entering there was a circular symbol on the floor divided into a center and 6 rings, each pointed to a door, except for the largest and most ornate door which had a strange mechanism on the front of it that no rogue could pick. There was a cryptic hint scratched into the stone wall by a man who appeared to be recently deceased, although these were lost ruins, there was not a spec of dust to be found and everything glimmered as if it were build yesterday. The cryptic clue hinted at the order the doors must be unlocked in, however they could enter and pass through every room without going in order, it just wouldn't complete the puzzle. Each door was one color, behind each door was a small antechamber with a small puzzle to open the second set of doors, which were actually a portal spell etched into the stone. After completing the initial puzzle they would step through the portal to discover themselves in a strange land, each one being the ideal environment for one type of dragon. Each of these dimensional spaces had One adult dragon, matching the color of the door. They could either kill each dragon or find a way based on it's nature, predicament or by playing it's game receive a part of the key, upon gaining the piece they would be instantly teleported back to the room where the pieces of the symbol on the floor that pointed at the door they just went through and would turn to face the grand door. It took them two sessions to get through all of it. It was fantastic watching them work together to get things done, they were so busy trying to solve the problems that they forgot to argue, once, for each.</p><p></p><p>I speak two and a half languages, and am fluent in 5 alphabets, so when I write out notes on design elements of puzzles, or riddles and such I write them in a language unfamiliar to everyone in my party or an alphabet unbeknownst to them. Sorry for the long drug out post, I know they can be a drag to read sometimes. Cheers!</p></blockquote><p></p>
[QUOTE="Herr der Qual, post: 6512943, member: 6789144"] There are several ways to bring them into the game, my personal favorite is a bit cliched I'd expect but I still have the most fun with it and it gives me a lot of option for how I go about the puzzle. I love to have them in buildings preferably in situations like this: "You after passing through the illusory door you come upon the ancient ruins of a tower, magestic with intricate stonework accomplished only by skilled elemental magics the tower is stunningly designed with features seeming to defy architecture and gravity... Upon entering the tower through the door you enter a room that seems much too big for the exterior size of the tower..." From there I usually insert either a guardian type character who would be nigh impossible for the party to defeat had they come specially equipped to fight this foe, he announces his presence in a grand or commanding way and maintains a non-threatening posture and declares they must answer his questions (all riddles) to pass. Or my more common one is I will think of an abstract puzzle including features like multiple doors, trick mechanisms, or secret devices with a secret operating mechanism with a cryptic hint! I sometimes include ciphers and/or anagrams into these puzzles. My favorite puzzle was the characters entered a temple upon entering there was a circular symbol on the floor divided into a center and 6 rings, each pointed to a door, except for the largest and most ornate door which had a strange mechanism on the front of it that no rogue could pick. There was a cryptic hint scratched into the stone wall by a man who appeared to be recently deceased, although these were lost ruins, there was not a spec of dust to be found and everything glimmered as if it were build yesterday. The cryptic clue hinted at the order the doors must be unlocked in, however they could enter and pass through every room without going in order, it just wouldn't complete the puzzle. Each door was one color, behind each door was a small antechamber with a small puzzle to open the second set of doors, which were actually a portal spell etched into the stone. After completing the initial puzzle they would step through the portal to discover themselves in a strange land, each one being the ideal environment for one type of dragon. Each of these dimensional spaces had One adult dragon, matching the color of the door. They could either kill each dragon or find a way based on it's nature, predicament or by playing it's game receive a part of the key, upon gaining the piece they would be instantly teleported back to the room where the pieces of the symbol on the floor that pointed at the door they just went through and would turn to face the grand door. It took them two sessions to get through all of it. It was fantastic watching them work together to get things done, they were so busy trying to solve the problems that they forgot to argue, once, for each. I speak two and a half languages, and am fluent in 5 alphabets, so when I write out notes on design elements of puzzles, or riddles and such I write them in a language unfamiliar to everyone in my party or an alphabet unbeknownst to them. Sorry for the long drug out post, I know they can be a drag to read sometimes. Cheers! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
DM Prepared one page of notes.
Top