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Puzzels

"Mind your manners" A door in a dungeon has a magical seal on it, and it is recommended to make it impossible to truly detect by roll what the players have to do. Whenever a player opens the door, they are met by a gloved, floating hand which pushes or punches them back, makes an angry or rude gesture and then slams the door shut (I use 1d4 damage here).

The solution? Knocking on the door and asking nicely to come in has the hand welcome you in.

The Big Red Button

This isn't original, but I can't remember where I first saw it. This is best done with an actual minute hourglass, egg timer or big flashing digital clock. The party enters a chamber with a checkered floor, walls with little holes in them like for arrows or darts, and a single podium in the middle. On the podium is some clockwork under a glass dome, with the edges marked like around a clock face, and a big red button on top connecting to the gears and such inside. As soon as they enter the room, the doors lock, gears can be heard inside the floor and walls, the button pops up, and the glass dome begins to rotate, counting down the 30-60 seconds. If they press the button, the timer resets. If they let the timer run out, the doors open. The rest is just to make them freak out.

The Old Trap

Low-level trap: A trap door sends the players down a slippery slide towards an array of vicious-looking wooden spikes. However, as they land, they do only minimal damage; the wood is so old and soggy that it bends and crumbles on impact, and the poison has long since lost its strength. Let the players enjoy themselves a bit and loot the bodies around them before they realize they still have to get out.

 

Door with darknes spell

A door with no discernible features (handles/windows/etc). You can make the door plainly obvious or hide it and make it fairly easy to find with a search check (your call). Next to the door is a hole in the wall. (Think the lever deal from Temple of Doom) The heroes can detect magic coming from the hole, there is a darkness spell cast on the hole, stopping the heroes from seeing in, any kind of light put into the hole is extinguished immediately upon entering the hole. The solution? They put their hand in and pull the lever. Nothing bad happens, the door opens normally. The reason they can detect magic is just from the darkness spell (they can't tell this by detecting). See how long your heroes will spend arguing about who is going to stick their hand in and risk it, or trying to find another way to get the door open (sticking in weapons and such doesn't work, must be their actual hand - you could even reinforce this by "harming" the weapons they try to put in, will make it even funnier)

 

 

Potter door
(I used this in a keep of a Wizard named Maeghor). The door has a face on it. Below the face are inscribed into the walls "The magic word is Maeghor". The trick here? The heroes have to trick the face in the door into saying the magic word. He will speak with them normally, just asking him to say it doesn't work, he will refuse. If they ask him what the magic word is he'll say something like "can't you read?" etc.

Nie koniecznie statek – powstajace kości:

A simple puzzle boss for a game featuring ships. The ship is surrounded with eery mist. Wind dies, waves seem to stop moving. Or make it any other creepy weather. The ship is boarded by skeletons who are not particulary strong, but do not stay dead: they rise on their next turn after being killed, or may skip another turn if you scatter the bones. To end the battle heroes must look over board, see some koffins attached to their ship and somehow destroy them -- may be drop heavy stuff (my party quickly ran out of cannonballs and finished the last ones with barrels of -- tadam! -- drinking water) or somehow go down and crush them manually. When all the coffins are destroyed, the undead die and the weather reverts to normal.

Podatek

Spotykacie kolesia ze złamaną noga przy wozie z rzeczemi ( jakieś pierdoły głównie) wiele ludzi przechodzi kołoniego obojętnie gdy on stara sie do nich zagadać. Idziecie drogą i słyszycie jak mówi „błagam pomóż mi z tym wozem, nie mam jak go ciągnąc a zamawiający oczekuje go” „proszę” „nie spadaj przybłędo” „znowu ty...” i tak dalej.

Co robicie?

Za pomoc oferuje po 4 sztzłota na głowe. Wóz ma zostać zabrany do domu niedalego wioski. Koleś ma czekać w karczmie. Podobno pieniądze już dostał a tylko musi dostarczyć towar. Udaje się wam bez problemu dostarczyć towar, jednak wracajac do karczmy zatrzymują was ludzie okolicznego szeryfa. „hola hola co to za handel, macie kwity i zezwolenia? – oczywiście że nie. „no jak a podatek opłacacie  od sprzedaży” no nienienie co tam sprzedaliście, mamy sprawdzać? – charyzma, przekonujecie że to nie wasze. Kolesia w karczmie nie ma. Koleś który kupił łga. Charyzmą lub siła możecie jakoś sie wymigać jak nie płacićie podatek 5-20 szzłota zależnie od gadany.
Możecie dogadać się z szeryfem że to koleś was wrobił i że go znajdziecie.

Side quest – znaleźć kolesia i sie zemścić.

Mieszka on za lasem. – po drodze płapki i bandyci którzy właśnie temu kolesiowi sprzedają to co zrabują. A on to dalej opycha.

Koleś ma straż nie jest sam. Możecie się bić lub dogadać (dogadanie 40 szt złota) zabicie (100) oraz jakieś losowe dobra.

 

 

 

Illusion Floor

A room where the floor opened slowly with a rope in the center, under the floor was a spike trap. The party clung to the rope but the floor was an illusion and really they could stand on it.

COŚ Z EXITROOMA!!

1.      Mirror Snap - A mirror that shows a reflection of the room the players are in, however, the reflection happens to have one extra item in it. The players must find this item and place it in the correct location in the real room.

  1. The Door Knocker's Mouthful - A door has upon it a face of a lion. However this knocker is missing the ring that allows you to knock. To unlock the door the players must find an object that could work as a knocking part of the knocker (ie. A chain link or a horseshoe).

3.      Musical Doorway - A doorway with a small section of sheet music written upon it and a series of pressure plates next to it. Each plate has a symbol upon it. The players can figure out which plate to stand on by reading what the sheet music spells out. For example it could spell out the word dead, so the players would stand on the pressure plate with the skull and cross bones upon it.

4.      Playing Dead - This is a variation of the puzzle above. The players are greeted by death himself. He gives them a piano and tells them they must play dead for him to proceed. If the players hit the D key followed by the E key, A Key and finally the D key again they pass his trail and can proceed.

5.      Self Tightening Rack - A torture rack with a man stretched out upon it is on the far side of the room. Every time the party gets closer to the rack it tightens and he lets out an audible scream in pain. The players must find a way to remove the man from the rack without stretching him too much.

Blood Wall - The party enters a room with a stone wall and a locked door. The wall has a riddle engraved in it; "The key is found within you head, use the key to paint me red, be aware of what you spurn, for what you give shall be returned." The party must use blood and smear it on the wall(where they get it from is up to them), and a duplicate of what the blood came from emerges out of the wall. The party must fight and defeat the duplicate to unlock the door.

Number 17: Painted Into a Corner

The party take a long rest in a room with a mysterious painting. The landscape artwork gives off a strong neutral magic aura, but is mundane to the senses.

When the players sleep in the room with the painting, they find themselves trapped in the landscape the painting showed. Also in this environment are creatures, all of which possess small bottles of strange, clear, strong-smelling liquid.

The players are trapped inside a magical painting. The liquid in the bottles is turpentine. Splashing the liquid on any player or creature/NPC in the painted world causes them to take a high amount of acid damage. If a player is reduced to 0 HP by this acid damage, they are freed from the trap and awake normally in the room where they fell asleep.

 

Król Koboldów:

Sala tronowa, 4 wejścia, 2 balkony, wielko tron.

1.      Król koboldów z większą ilością HP i kolczugą

2.      4 gwardzistów i 4 łuczników na balkonach.

Król ma umiejętności nowe – do mnie, powodujące że woła nowych koboldów. A także poświęcenie co powoduje że innekoboldy bronią go własntm ciałem.

 

 

 

 

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