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Jan 17th, 2020
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  1. I like giving my group puzzles and I often browse there for inspiration so I thought I'd share one I came up with that went down well with my group. This particular one was inspired by similar puzzle from Critical Role, however, it is different enough that even though a few of the group watch the show they didn't figure it out based on the episode.
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  3. The puzzle was at the entrance to a Thieves guild hideout, as such it revolved around being able to read Thieves' cant for the clues and picking the locks, however it can easily be adapted to another theme.
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  5. The puzzle: A solid steel door blocks the passageway. It is heavily reinforced and does not look like it could be forced open. The door has 5 heavy set locks, each seems identical and evenly spaced from one another. The only thing that sets each of them apart is a series of characters engraved into the steel next to each lock.
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  7. (Here I checked to see if the PCs could read any of the messages, baring in mind that first 3 languages all share the same alphabet so being able to read one of them meant that they could identify the numbers)
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  9. The first lock's message is in Dwarvish it says: 2 or 4
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  11. The second lock's message is in Goblin it says: 1 or 4 or 5
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  13. The third lock's message is in Orcish it says: 6
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  15. The forth lock's message is in Common it says: 3
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  17. The final lock's message is in Elven it says: 1 or 2 or 4
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  19. The door as some additional information on it that is revealed with a simple investigation. In Thieves' cant at the top of the door a message reads:
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  21. "Pick in order or not at all"
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  23. The 2nd and 3rd locks have additional information next to them, also in Thieves' cant:
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  25. Next to the second lock reads the message: "Never trust a Goblin"
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  27. Next to the third lock reads the message: "Orcs can't count"
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  29. Investigating the locks shows that they are rather heavily scratched around the keyholes, and have pretty simple locking mechanisms, requiring little skill to pick.
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  31. It is also pretty obvious while investigating the door that it is heavily trapped, there are a number of small pitted openings around the door's frame that appear designed to release something.. unhealthy.. i was going to go with a 6d6 poison cloud.
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  33. The idea being that the PCs pick the locks in the correct order or the door's trap goes off.
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  35. Solution The correct combination based on the clues is: Lock 5, Lock 2, Lock 4, Lock 1, then Lock 3.
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  37. It's pretty simple and the actual puzzle only took the group a few minutes but you can add complexity as you see fit. One thing that made this particularly fun was that only 2 of the group went down the tunnel and between them neither understood Dwarvish or Elven. As a result the group played a sort of pictionary for 20 minutes as they tried to relay how the symbols looked (taken ones I quickly sketched) to the resident linguist in the group via Sending Stone. It's the unexpected outcomes that make this game great..
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