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<blockquote data-quote="Trit One-Ear" data-source="post: 5899017" data-attributes="member: 6678017"><p>These are all great ideas.</p><p></p><p>[MENTION=85177]Dr[/MENTION]_Ruminahu: That was originally the kind of idea I was going for, and most likely will use... something that gives the heroes a clear number of tries before things start going wrong. I'd probably soup it up a bit, so each time they insert the disks, either something goes wrong or doesn't. Once they've tried all the disks, they can try again, but now have to contend with the traps as they do so. What exactly my riddle/puzzle will be, we shall have to see.</p><p></p><p> @<u><a href="http://www.enworld.org/forum/member.php?u=20323" target="_blank">Quickleaf</a></u> , combining your puzzle with Ruminahu's might be the best way to do this... give each devil a nickname, then let Religion checks give clues to each devil's true identity... then the heroes can answer the questions using their own knowledge/their players' cleverness. Also, your three tips at the end are extremely useful to keep in mind.</p><p></p><p> @<u><a href="http://www.enworld.org/forum/member.php?u=996" target="_blank">Tony Vargas</a></u> , I -really- like the idea of sacrifices, betrayals and curses brought upon yourself to open the door... I'm thinking a giving of blood (a healing surge for mechanics) which is later refunded in some way if you get through... maybe at a price? I'm wary having my players start "betraying" each other, even lightly, but there are still ways to capture that feeling... </p><p></p><p>I'm going to ponder this advice and try to come up with a fun way to combine the high-points of what you guys have offered me. The important thing I think to remember is this has to be an effective lock to keep unwanteds out, but also should have a solution simple/quick enough that a cultist in-the-know can get through without having to undergo a 10 minute ritual of selling his soul again. For example.</p><p></p><p>It's also worth pointing out two things; the cult the heroes are hunting (or will be after Sunday's session) is still very secret, so their need for security from outside forces may not be as high as it soon will be... this could account for some of the simplicity in their traps/puzzles.</p><p>Also, I believe 3 out of 4 of my players have trained Religion (Paladin, Knowledge-junkie Wizard, and Cleric/Fighter Hybrid) so this means as along as I give the Ranger something fun to do, I wont' be excluding anyone by making this a Religion-based skill challenge.</p><p></p><p>Thanks guys, I'll keep you posted!</p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 5899017, member: 6678017"] These are all great ideas. [MENTION=85177]Dr[/MENTION]_[U][/U]Ruminahu: That was originally the kind of idea I was going for, and most likely will use... something that gives the heroes a clear number of tries before things start going wrong. I'd probably soup it up a bit, so each time they insert the disks, either something goes wrong or doesn't. Once they've tried all the disks, they can try again, but now have to contend with the traps as they do so. What exactly my riddle/puzzle will be, we shall have to see. @[U][URL="http://www.enworld.org/forum/member.php?u=20323"]Quickleaf[/URL][/U] , combining your puzzle with Ruminahu's might be the best way to do this... give each devil a nickname, then let Religion checks give clues to each devil's true identity... then the heroes can answer the questions using their own knowledge/their players' cleverness. Also, your three tips at the end are extremely useful to keep in mind. @[U][URL="http://www.enworld.org/forum/member.php?u=996"]Tony Vargas[/URL][/U] , I -really- like the idea of sacrifices, betrayals and curses brought upon yourself to open the door... I'm thinking a giving of blood (a healing surge for mechanics) which is later refunded in some way if you get through... maybe at a price? I'm wary having my players start "betraying" each other, even lightly, but there are still ways to capture that feeling... I'm going to ponder this advice and try to come up with a fun way to combine the high-points of what you guys have offered me. The important thing I think to remember is this has to be an effective lock to keep unwanteds out, but also should have a solution simple/quick enough that a cultist in-the-know can get through without having to undergo a 10 minute ritual of selling his soul again. For example. It's also worth pointing out two things; the cult the heroes are hunting (or will be after Sunday's session) is still very secret, so their need for security from outside forces may not be as high as it soon will be... this could account for some of the simplicity in their traps/puzzles. Also, I believe 3 out of 4 of my players have trained Religion (Paladin, Knowledge-junkie Wizard, and Cleric/Fighter Hybrid) so this means as along as I give the Ranger something fun to do, I wont' be excluding anyone by making this a Religion-based skill challenge. Thanks guys, I'll keep you posted! Trit [/QUOTE]
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