| Post/Author/DateTime | Post |
|---|---|
| namananab10-29-07, 07:38 PM | I saw a 1001 traps so I thought, "why not puzzles?" They can be mathmatical, logical, lateral thinking, whatever. Here's one: 1. Beware of The Disease - The PC's enter a room from the south and see three doors. One to the North East, one to North and one to North West. There is also a scroll in the center of the room that reads: "Beware The Disease. It is dangerous, slow and fatal. Only one path is safe and in the madness of the Disease people became confused and no longer knew which door was which. Good luck and be careful." The PC's can see signs, which read: NW: Safe Passage N: Keep away! Disease! NE: Only one of these three signs is true. This is pretty simple to figure out, but the only safe door is the northeast door. Because in order for the NW to be safe, two signs would have to be true. If the north door was safe, that would mean that none of the signs are true. so the only logical door is the NE one. Also by this reasoning, the N door seems to have no plague, but that does not make it safe. You can put a pit, any trap or monster behind that door. Let's see what you got for puzzles ^^ |
| namananab10-30-07, 07:19 PM | Well then... no one else got one? here's a riddle one 2. Riddle me this The PC's enter a room and a stone slab, heavy iron gate etc. shuts behind them. On the far side of the room there is an inscription that says: The loftiest cedars I can eat, Yet neither paunch nor mouth have I, I storm whene'er you give me meat, Whene'er you give me drink I die there is a small differently coloured stone beneath this inscription. In order to move on the PC's need to solve the riddle. The answer to the riddle is fire. The PC's then use a fire spell weapon or torch from the walls in the room and touch the oddly coloured brick with it and the wall opens up, letting the PC's through. |
| namananab10-31-07, 07:05 PM | so.. looks like I'll be posting a lot of puzzles :) So here's an anagram one: 3. Anagram The PC's enter a room with a large wooden door that is magically enchanted so that it cannot be broken. There is no lock on the door to pick and it cannot be opened. There is also an anti-magic field within the room to prevent any magical attempts to escape. The PC's can see an inscription above the door that says: "A Fiend’s Perk, a tender newb dood" There is also a series of numbers: 3,2,1,5,4,6,7,9,8 These numbers show that it is simply out of order. It will most likely lead the PC's astray. The letter's rearrange to: "Speak 'bend wood' and enter, friend" when the PC's say 'bend wood' out loud, the door bends open. This puzzle can either pass quickly or take forever :evillaugh |
| DM_Shonuff10-31-07, 07:09 PM | A large round room with a seeming curved entrance and a round porthole type door, once inside the players see a rounded central dias with a huge pure pearl the size of a soccer ball. All around the room are various bodies in general decomposition. most of the recent ones look like they starved to death, or some other natural means. Once the player touches the pearl, a curse is cast upon the player, cursing them to walk the room forever until they find a corner in the room. they have full thought process, fullactions, other than unable to exit the room or sit and do anything BUT find a corner in this room. To be freed, all a player has to do is attack the wall, taking a chunk out of the wall, making a small angled "corner" in the stone. |
| namananab10-31-07, 07:28 PM | Here's one that I've used but not sure if anyone else can use it. Earlier in my campaign I gave my PC's a ring that changes their shape into that of a child. So here it is: 5. The PC's enter a room and see an inscription as well as a 5x5 foot square on the ground. the inscription says: Never ahead, ever behind, Yet flying swiftly past; For a child I last forever, For adults I'm gone too fast. The answer is childhood. In order to progress, someone must equip the ring (or otherwise create the appearance of a child) and stand in the square, at which point a door will open. |
| Azire10-31-07, 09:34 PM | I'm not numbering this one because its more of a feature you could put onto any puzzle. Your PC's enter a room with some fascinating puzzle. Put torches in the room and seal off all the exits until the puzzle is solved. Now you have to take into account the air within the room. See if the PCs have the insight to put out the torches they dont need or pull out their ever burning torches. Keep an eye on the out of game time while the party tries to solve this puzzle. :plotting: :evillaugh |
| namananab11-01-07, 06:35 PM | 6. The PC's enter a room and see an incription that says "Speak the password to progress" (this kinda thing happens a lot... :)) Under that there is an inscription "9S2A5F4E1T8Y6" In order to pass to the next room, someone must say aloud "Safety in numbers" |
| TimelordSimone11-01-07, 07:56 PM | NW: Safe Passage N: Keep away! Disease! NE: Only one of these three signs is true. This is pretty simple to figure out, but the only safe door is the northeast door. Because in order for the NW to be safe, two signs would have to be true. If the north door was safe, that would mean that none of the signs are true. so the only logical door is the NE one. Also by this reasoning, the N door seems to have no plague, but that does not make it safe. You can put a pit, any trap or monster behind that door. Hmm... But, if you've been told by one of the signs, that some of the signs are lying, why should you assume that the one telling you so is true? Personally, I assumed both the NW and N signs were true, and the NE sign was lying. Why would you trust a sign that tells you that the signs are lying? |
| namananab11-01-07, 08:07 PM | Hmm... But, if you've been told by one of the signs, that some of the signs are lying, why should you assume that the one telling you so is true? Personally, I assumed both the NW and N signs were true, and the NE sign was lying. Why would you trust a sign that tells you that the signs are lying? lol, you know what? I've never had that come up! :uh-huh: |
| TimelordSimone11-01-07, 08:11 PM | lol, you know what? I've never had that come up! :uh-huh: I probably overthought it... I dunno. If the sign that said that said about only one being true was a seperate sign altogether (ie - not on a door) I'd probably be more willing to trust it. Meh. My players are stupid, and I'm sure wouldn't get these sorts of things anyway. (They definitely wouldn't get safety in numbers. Which is awesome btw. :D I love things like that.) |