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<blockquote data-quote="fenalian" data-source="post: 6280197" data-attributes="member: 6775566"><p>you can do the old standby of having riddles on doors, that usually works very well.</p><p></p><p>I used a few challenge rooms recently that went something to the effect of:</p><p></p><p>-the party got split up and they thought they were being attacked by monsters, it turned out they were fighting each other. a few different spells were in the mix, to cause this. during the combats, the players were allowed will checks to see they could determine if anything was odd. that was difficult to run, but it was fun.</p><p></p><p>-they were each sucked into a form of mirror of opposition and had to fight themselves.</p><p></p><p>-they were attacked by nilbog's. it took them forever to figure out how to stop them</p><p></p><p>-(borrowed this idea) The Stygian Boys-</p><p> </p><p>The party (while is hell, near Styx) is woken up by five brothers, who introduce themselves as "The Stygian Boys."</p><p> </p><p>Their names are-</p><p> </p><p>Midnight - head</p><p>Hate – right wrist</p><p>Viktor –left wrist</p><p>Neves – right wrist</p><p> </p><p>The brothers are all naked and unarmed. All of them have tattoos with a hourglass/sundial theme, and they each have at least one tattoo depicting a near-copy of Da Vinci's "Vatruvian man" imposed over the 12-sided face of a sundial (clock).</p><p>The Stygians demand a ridiculous toll (all the magic items); when they don't receive it they attack. They have absurd defenses AND damage reduction, and the party cannot hope to beat them.</p><p>(An easy DC for a religion check reveals the Styx sometimes grants invulnerability to infants. A moderate DC reveals the ritual always requires a weak point to be left on the body)</p><p>(A moderate Perception check reveals the "Vatruvian man" tattoos may have some vital clue. A Hard Perception check reveals the NAMES of the five Stygians may also have some clue.)</p><p>If they fail the checks, they can try either skill again once per round by spending a standard action.</p><p>What they need to figure out is each stygian's name alludes to a number; each number indicates a position on a clock-face, and each position correlates with a body part of the "Vatruvian man."</p><p>By "targeting" the correct body part, the PC's now have normal defenses to overcome. Once the correct body part is hit once, the Stygian loses his high defenses, damage reduction, and most of his HP.</p><p></p><p><strong>Door number two will have a picture of a treasure chest over it.</strong></p><p>When the players step through this door, they are momentarily blinded by the sun as all around them is nothing but sand. They are in the middle of a hot desert. Within moments, they feel the heat bear down on them. Assaulting them without mercy. They start to sweat. It is easily 122 degrees, each time the wind blows, it feels like an oven just opened. you can have it get hotter and hotter, and hotter to make sure the players understand the gravity of the situation.</p><p>Looking around them, they see piles and piles of treasure around them, rubies, gems, diamonds, goblets, chests, crowns, scepters . a few seconds will go by when they a shimmering image of the mages face hovering over them. It yells at them ‘you have until the hour glass empties to get that treasure which is most valuable!’ the players will have 3 minutes of REAL time to find the ‘treasure’. If they do a search, they will find the following:</p><p> 12 chests overflowing with ~12,000 platinum, ~10,000 gold, 8,000 silver, 8 crowns, 2 carpets, 12 goblets, 6 jewel encrusted daggers and swords, a finely crafted oak chair, 3 finely crafted staffs with precious metals around them. 4 crowns, 6 statues, 400 gems, 1,000 rubies, 3,000 diamonds, 30 opals, 66 rings, a suit of finely crafted full plate, 4 sets of chain, one simple clay jug that when opened will have cool cold refreshing water.</p><p> -the ‘treasure’ is the jug of water. </p><p></p><p>-you can put in something to 'mess' with them:</p><p></p><p>four chessboards, one near each side. With pieces at different locations. the boards will radiate magic if checked. </p><p> the players were baffled by this one for a while until one of the guys just said 'screw this!" and went for what was in the middle.</p><p></p><p>- i recently had the players enter a room with precious gems covering the walls. they were then attacked by a mechanical construct in the shape of a panther that had no eyes. I gave it a huge DR and SR. the key to this fight was figuring out what to do, one of the players had jewelcrafting, and so, i gave him the list of what all the different gems were. among them were two Chatoyancy gems (cat's eyes). he smashed one, and another player smashed the other one, destroying the construct.</p><p></p><p>- for one of their other challenges, they will face another construct. the room will have six pools of light coming from the ceiling. orange, red, violet, blue, green, yellow. when this clockwork type beast emerges, it will change colors at different times. so, for instance, when it is orange, all damage will be reflected back on the attacker, to negate this, the players will need to gain the blue effect from the light. red and violet will each have certain effects. going on the color chart, green will negate red, and yellow negate violet. if they go to the same color as the clockwork, it will make the beast stronger against that player. it will take some time to figure out, but it will be interesting to say the least.</p></blockquote><p></p>
[QUOTE="fenalian, post: 6280197, member: 6775566"] you can do the old standby of having riddles on doors, that usually works very well. I used a few challenge rooms recently that went something to the effect of: -the party got split up and they thought they were being attacked by monsters, it turned out they were fighting each other. a few different spells were in the mix, to cause this. during the combats, the players were allowed will checks to see they could determine if anything was odd. that was difficult to run, but it was fun. -they were each sucked into a form of mirror of opposition and had to fight themselves. -they were attacked by nilbog's. it took them forever to figure out how to stop them -(borrowed this idea) The Stygian Boys- The party (while is hell, near Styx) is woken up by five brothers, who introduce themselves as "The Stygian Boys." Their names are- Midnight - head Hate – right wrist Viktor –left wrist Neves – right wrist The brothers are all naked and unarmed. All of them have tattoos with a hourglass/sundial theme, and they each have at least one tattoo depicting a near-copy of Da Vinci's "Vatruvian man" imposed over the 12-sided face of a sundial (clock). The Stygians demand a ridiculous toll (all the magic items); when they don't receive it they attack. They have absurd defenses AND damage reduction, and the party cannot hope to beat them. (An easy DC for a religion check reveals the Styx sometimes grants invulnerability to infants. A moderate DC reveals the ritual always requires a weak point to be left on the body) (A moderate Perception check reveals the "Vatruvian man" tattoos may have some vital clue. A Hard Perception check reveals the NAMES of the five Stygians may also have some clue.) If they fail the checks, they can try either skill again once per round by spending a standard action. What they need to figure out is each stygian's name alludes to a number; each number indicates a position on a clock-face, and each position correlates with a body part of the "Vatruvian man." By "targeting" the correct body part, the PC's now have normal defenses to overcome. Once the correct body part is hit once, the Stygian loses his high defenses, damage reduction, and most of his HP. [B]Door number two will have a picture of a treasure chest over it.[/B] When the players step through this door, they are momentarily blinded by the sun as all around them is nothing but sand. They are in the middle of a hot desert. Within moments, they feel the heat bear down on them. Assaulting them without mercy. They start to sweat. It is easily 122 degrees, each time the wind blows, it feels like an oven just opened. you can have it get hotter and hotter, and hotter to make sure the players understand the gravity of the situation. Looking around them, they see piles and piles of treasure around them, rubies, gems, diamonds, goblets, chests, crowns, scepters . a few seconds will go by when they a shimmering image of the mages face hovering over them. It yells at them ‘you have until the hour glass empties to get that treasure which is most valuable!’ the players will have 3 minutes of REAL time to find the ‘treasure’. If they do a search, they will find the following: 12 chests overflowing with ~12,000 platinum, ~10,000 gold, 8,000 silver, 8 crowns, 2 carpets, 12 goblets, 6 jewel encrusted daggers and swords, a finely crafted oak chair, 3 finely crafted staffs with precious metals around them. 4 crowns, 6 statues, 400 gems, 1,000 rubies, 3,000 diamonds, 30 opals, 66 rings, a suit of finely crafted full plate, 4 sets of chain, one simple clay jug that when opened will have cool cold refreshing water. -the ‘treasure’ is the jug of water. -you can put in something to 'mess' with them: four chessboards, one near each side. With pieces at different locations. the boards will radiate magic if checked. the players were baffled by this one for a while until one of the guys just said 'screw this!" and went for what was in the middle. - i recently had the players enter a room with precious gems covering the walls. they were then attacked by a mechanical construct in the shape of a panther that had no eyes. I gave it a huge DR and SR. the key to this fight was figuring out what to do, one of the players had jewelcrafting, and so, i gave him the list of what all the different gems were. among them were two Chatoyancy gems (cat's eyes). he smashed one, and another player smashed the other one, destroying the construct. - for one of their other challenges, they will face another construct. the room will have six pools of light coming from the ceiling. orange, red, violet, blue, green, yellow. when this clockwork type beast emerges, it will change colors at different times. so, for instance, when it is orange, all damage will be reflected back on the attacker, to negate this, the players will need to gain the blue effect from the light. red and violet will each have certain effects. going on the color chart, green will negate red, and yellow negate violet. if they go to the same color as the clockwork, it will make the beast stronger against that player. it will take some time to figure out, but it will be interesting to say the least. [/QUOTE]
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