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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Share the love: puzzle edition!
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="Zulithe" data-source="post: 2699160" data-attributes="member: 4708"><p>I love adding puzzles to my dungeons but admittedly don't always come up with the most original ideas and was hoping to snag some from my fellow GMs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Here are two I've used recently. I try to make them either optional (with some nice treasure as a reward) or bypassable in some way, since not all of my players are good at puzzle solving I try to keep them fairly easy but am looking to up the ante slightly starting next session.</p><p></p><p>1. Chessboard of DEATH. The tiles in a room are of alternating colors like that of a chess board. Stepping on certain tiles, or moving in a specific direction in a predefined order triggers an automatically resetting trap of your liking. Cunning players can discover the pattern and avoid damage, moving freely about the room. I used this as part of a labyrinth surrounding a minotaur city. They had a path of false tiles that never set off traps for their own use.</p><p></p><p>2. The numbers on the wall. A room who's walls are covered in numbered tiles (again with the tiles!). Upon closer inspection, the numbers start at 1 and end in 100 and no numbers are repeated. Pressing the correct tile (or sequence of tiles) opens a secret door containing the <s>cheese</s> reward. Pressing the wrong tile = you guessed it, a trap (automatic resetting, of course!) Elsewhere in the dungeon (in a desk, located on an NPC, hidden under some straw...) is the clue the PCs require. In this instance, it was three square plates, written on them were "9", "x" and "3". After some tries, it should become clear that the answer is 27 (nine times three). This is one scenario I definitely could have improved, but it still stumped the players for a good 10 minutes.</p><p></p><p>Please offer your suggestions for more puzzle oriented scenarios of varying difficulties. The more original, the better. Topping mine should be cake. Hehehe.</p></blockquote><p></p>
[QUOTE="Zulithe, post: 2699160, member: 4708"] I love adding puzzles to my dungeons but admittedly don't always come up with the most original ideas and was hoping to snag some from my fellow GMs :) Here are two I've used recently. I try to make them either optional (with some nice treasure as a reward) or bypassable in some way, since not all of my players are good at puzzle solving I try to keep them fairly easy but am looking to up the ante slightly starting next session. 1. Chessboard of DEATH. The tiles in a room are of alternating colors like that of a chess board. Stepping on certain tiles, or moving in a specific direction in a predefined order triggers an automatically resetting trap of your liking. Cunning players can discover the pattern and avoid damage, moving freely about the room. I used this as part of a labyrinth surrounding a minotaur city. They had a path of false tiles that never set off traps for their own use. 2. The numbers on the wall. A room who's walls are covered in numbered tiles (again with the tiles!). Upon closer inspection, the numbers start at 1 and end in 100 and no numbers are repeated. Pressing the correct tile (or sequence of tiles) opens a secret door containing the [s]cheese[/s] reward. Pressing the wrong tile = you guessed it, a trap (automatic resetting, of course!) Elsewhere in the dungeon (in a desk, located on an NPC, hidden under some straw...) is the clue the PCs require. In this instance, it was three square plates, written on them were "9", "x" and "3". After some tries, it should become clear that the answer is 27 (nine times three). This is one scenario I definitely could have improved, but it still stumped the players for a good 10 minutes. Please offer your suggestions for more puzzle oriented scenarios of varying difficulties. The more original, the better. Topping mine should be cake. Hehehe. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Share the love: puzzle edition!
Top