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Post by wilmanric on Nov 22, 2013 4:17:11 GMT
I had this idea today. I'm sharing it. YMMV. The adventurers come upon a door. Magically impervious. Locked with a combination. They see a skull symbol with two dials 0 - 9 and 0 - 9. Can choose any number from 0 to 99. They see two other symbols -- maybe a star and a moon -- and similar dials from 0 to 99. You could add even more symbols and dials, depending upon how difficult you want this to be. If they guess wrong, there should be a penalty to prevent them from brute forcing the numbers. I like electricity or fire. Now, in your dungeon, you need a room or feature with skulls -- here's mine -- How many skulls are there? Is it 13? 25? You decide. Now you need a moon room/feature. How many? Star room? How many? Place these rooms on different levels of your dungeon. Maybe even hide something behind a secret door. To unlock the big door, they have to explore and find the skulls, moons and stars. Then and only then can they set the dials and open the door.
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Post by onethatwas on Nov 22, 2013 4:46:04 GMT
Thats actually really cool. I likes it.
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Post by DMScotty on Nov 22, 2013 6:48:43 GMT
I like it!
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Post by belatucadras on Nov 22, 2013 8:15:50 GMT
Very nice!
Some time ago I played in an adventure where we were required to trek across some wilderness to get to our goal. On the way there, we had a seemingly random encounter in some small ruins. Finish the trek to the goal, a supposedly dead wizards tower. In the main hall was a large magically locked door with a riddle and several numbered dials. Each dial was a number attained by answering a different riddle.
The first one, we missed. It was a riddle in the small ruins we failed to check after our 'random' encounter. The second was an elaborate riddle dealing with numbers. Electricity was mentioned a couple of time in the riddle and ultimately the number answer to the riddle was a red herring. A shocking grasp spell scroll we found was the real answer. The third was linked to a musical instrument in the wizard's study. The proper chord had to be played. The fourth was linked to a sun dial at the top of the tower. The door could only be opened during the day and the fourth combination was a random number determined by the time of day as recorded by the sun dial at the time you were attempting to open the door.
Opening that door really forced us to examine everything and look everywhere.
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Post by Deleted on Nov 22, 2013 11:35:27 GMT
I tend to avoid indestructible items, wall, doors and the like, instead I just make it scary as hell to damage them... why? Lets see... 1- Because they have wraith's trapped inside them with divine or necromantic sigils. 2- Because the object is filled with material that reacts with the air to create toxic smoke. 3- Because the object is some sort of skin over a portable hole kind of void space you get sucked into and have to fly out of, if you survive it. 4- Because the object is a magically slumbering mimic that will wake up and kick your ass. 5- Because the object is a thin covering over a necromantic entropic matter that corrodes, rots and otherwise eats away any normal matter that touches it. 6- Because its some sort of far realm matter that is solid until damaged, then suddenly becomes a viscous liquid, it adheres and sucks in stuff, then settles into a solid again. 7- Because it is enchanted to rebound any damage back onto whatever tries to damages it. 8- Because it rings like a gong and summons evil bad things to eat you. You Break it, you've bought it...
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Post by wilmanric on Nov 22, 2013 13:57:18 GMT
Very nice! Some time ago I played in an adventure where we were required to trek across some wilderness to get to our goal. On the way there, we had a seemingly random encounter in some small ruins. Finish the trek to the goal, a supposedly dead wizards tower. In the main hall was a large magically locked door with a riddle and several numbered dials. Each dial was a number attained by answering a different riddle. The first one, we missed. It was a riddle in the small ruins we failed to check after our 'random' encounter. The second was an elaborate riddle dealing with numbers. Electricity was mentioned a couple of time in the riddle and ultimately the number answer to the riddle was a red herring. A shocking grasp spell scroll we found was the real answer. The third was linked to a musical instrument in the wizard's study. The proper chord had to be played. The fourth was linked to a sun dial at the top of the tower. The door could only be opened during the day and the fourth combination was a random number determined by the time of day as recorded by the sun dial at the time you were attempting to open the door. Opening that door really forced us to examine everything and look everywhere. I like this. I'm going to think about integrating this kind of thing into my games. Thanks!
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mrbulow
Paint Manipulator
Posts: 124
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Post by mrbulow on Nov 22, 2013 22:37:15 GMT
Cool Idea--- thanks
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javenspell
Paint Manipulator
Is this your Character sheet Larry?
Posts: 166
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Post by javenspell on Dec 23, 2013 19:36:40 GMT
I really like this one and will use it. I really appreciate it when DM's share ideas like these. I feel I am a pretty creative guy, but there is only so much you can come up with on your own...I plan on sharing all of my stuff on this forum...perhaps one of you will use something of mine
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Post by onethatwas on Dec 27, 2013 17:31:03 GMT
Oh, I already plan to. Your watet puzzle has sparked my interest and creativity. Alot of these traps and puzzles here have done so...
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