Ideally you'd like to create a puzzle where the solution isn't immediately obvious, but becomes clear after discussion between the players. I hope I get a turn to pway! This is very commonly used in Drake's Fortune, which often has two separate puzzles required to open a door or whatever , and if you get tired of working on one you can go work on the other. Mechanical puzzles Game stores abound with different types of physical puzzles. I will try to put out more of these in the future, or expand upon your favorites. Sewers: I'm doing this dungeon as I type this. Tips: Common places include within coat pockets, , inside drawers, inside containers, on top of a ledge, on top of surfaces that are just beyond eyes reach, or stuck to a support pillar of the room. Even Dollar Stores and Wal-Mart carry cheap puzzles like this.
The maze can be horizontal and rely on tilting motions, vertical and mounted on a wall, or even 3-dimensional and requiring the coordinated actions of two players. I just let the characters loose. Close observation shows that it has a thirteenth symbol, closer observation reveals it's an unrelated symbol, get creative- make it the ford symbol or something even closer inspection reveals that it's a pressure plate. Image Attribution: The cover picture of this blog post is made by Hi William, I am co-organizing a camp for Girl Guides of Canada. I cannot stress this last point enough! Drawing a glyph as a Standard Action would make a long encounter, unless it gave some form of benefit in the way of stunning an enemy. They run into a similar panel soon after, with a similar solution, but with a different start-end configuration.
Have each panel have a totem with nine gliphs on them, and let the players activate one with a minor action so action economy is not totally screwed. Add monsters that leap out and jump on blinded players as you see fit. The crossword puzzle was more of an abstract map, and not to scale, but the players followed it easily enough. Why they love me — lured from their minds, Stripped of their strength — remains a riddle. There are no other visible doors, and the room is starting to flood. If the players go inside, they find a sickeningly macabre scene of dismembered corpses- then the door locks, and the walls or the ceiling sprout knives and start to move.
A hillscape adorns the bottom across both doors, showing people and homes. They tried the eyeliner, and the player was able to control both halves through the encounter on the other side. Three levers and an obvious arrow or bolt-sized hole at about face height. Having a door open only when a player has their hands locked in the mechanism. Alternatively, not every puzzle needs to have a resolution immediately.
In those, usually you have to interact with the environment in some way to defeat a boss. The arrows would be loose in the launchers, causing them to get ground up and fired as fragments. Down the temple of Zehir This one is mine, it's more of a mind trick than a real puzzle. Golden Sun had a few of these. Basically, it would be required multiplayer at least two-player, but ideally, up to four-player. In the center of the room is a squalling baby on a dias.
A secret room inside a puzzle is always interesting, or even a monster with some clues. Perhaps the answer is the command word to a powerful , or the riddle of the three gems results in the players ending up with a magical treasure. Smelting down cast iron into a key using a mold or tying a hook onto a rope to make a hook shot. You might allow a limited number of restarts then the puzzle shuts off for a period of time or some other penalty occurs, or you could penalize dead-end routes with an encounter. Room full of about thirty gorillas that all look up when the door is opened.
Door at the opposite end. But as you investigate it closer, you notice fake cut-out buildings, and the goblins begin to sell you on Condo time-shares. You have a map full of guards. In truth, the whole thing is illusion, but the shock of having one's heart devoured as such is enough to kill a character. A spirit suddenly appears, obstructing your path, and demands an offering to their god.
Dead ends have chests so you do want to explore the whole thing. One party member attempts to capture several of the insects, and using their collective flight power as a kind of balloon, allows the other member to descend and exit this tower. It could be as simple as making someone turn a corner into a an oncoming wagon to framing them for something they didn't do. Prepare the city to sustain the strike or attempt to stop it outright. On the face of the monolyth are glowing runes that are each a different color and shine their light across the face of the door. Great start for a new quest. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F.