| BloatGoat |
Salutations once again!
I suppose it does not go without saying that puzzles need proper context and audience. Consider it said.
Also. I'm running my campaign using the Core Rulebook and Bestiary 1 through 3, so I do not have access to spells/stuff outside those books.
The party is currently level 14.
Portal Puzzle (Shameless Torment rip-off, crude layout below):
..#3..#4
#2......#5
....#1
The party arrives in a large cave.
In the cave are five pillars arranged in a circle, each a different height (with #1 being the smallest and #5 being the tallest.) and with a portal on top. The pillars are arranged to make jumping of falling from one pillar to the pillar one step smaller possible (it is possible to jump from #5 to #4, and from #4 to #3, Et cetera.
The party should be able to scale the lowest pillar without too much trouble.
Upon anything entering any portal, one is transported to the portal two 'steps'/pillars counterclockwise, unless the portal you enter is the same portal as you entered previously, in which case the number of pillars you 'step' is increased by two.
Once you've entered the same portal 5 times in a row without breaking the sequence, you are teleported out of the puzzle and onward to glory.
To sum up:
Biff the Bold enters #1 and is transported to #4(two steps counterclockwise).
If Biff then enter #4 he is transported to #2(two steps counterclockwise).
He can keep doing this all the way back to #1 and when he enters #1 again he is back to #4.
This can go for quite some time.
If Biff Enters #1 he appears on #4 (two steps counterclockwise).
If he, without going through other portals, jumps all the way down to #1 and enters #1 again, he is transported to #2 (four steps counterclockwise).
If he jumps down to and enters #1 he is transported to #5 (six steps counterclockwise).
If he jumps down to and enters #1 he is transported to #3 (eight steps counterclockwise).
And when he finally jumps down and enters #1 for the fifth time without entering other portals, Biff gets a cookie.
A PC could start the sequence at a portal other than #1, but would eventually end up having to go to a pillar that is taller than the one they started at. That's fine, but may or may not drain some resources. That's sort of the point of this puzzle.
The DM could redesign the room to make traveling between pillars dangerous or the starting point less obvious.
Example: The PCs follow a tunnel leading into a cave sporting a classic lava floor far below them. The see pillars in front of them, the nearest pillar being #3.
Once they figure out the sequence, they should deduce how to either start the sequence at the lowest pillars (#1) or arrange for some flying/climbing.
@Mark Hoover
I've never used physical props at the table save for handout sheets and combat models. I'm intrigued.
I'm reluctant to put a time constraint on my puzzles. I fear my players will fall flat on their faces and die without a fail-safe. It's the sort of thing they might do, thus so I tend to avoid the do-or-die puzzles.
@Shifty Mongoose
Why are you having trouble implementing high-level puzzles?
Edit: shuffled stuff around