noblejohn |
I am working on an indulgent and contrived puzzle for my players - hey, I know this idea can be criticized, but I am enjoying it and I am the GM! :-) Seriously I am just trying to shake things up a bit and have some fun - then we will get back to the adventure path encounters that make more sense...can you help?
* Central room has a door requiring 6 ghost keys to advance....
* Every room is 30' x 30'
* There are six rooms surrounding that have a key that must be obtained through some challenge....
* Once any one of the keys are touched, the timer starts - they have 2 rounds to meet in the central room and open the door or keys disappear and they have to try again.
* Party = 5 PCs level 8 with one flying familiar...ninja, barbarian, monk , wizard and gnome bard.
What could the six short challenges/puzzles be? - not sure if they can be themed or not?
My ideas so far - Can you help me with better ideas?
- One room requires PC to draw a chase card and beat it
- Room is full of poison, PC must pass DC 20 FORT save or paralyzed
- Key is in a small cage that can be either broken or someone can slip through the bars (escape artist)
- Skeleton is in room holding key - (should be simple combat - one hit and Skeleton is dead)
- Key is hanging 100 ft in the air
- I have one set of four rooms where a CR 8 creature must be killed for one key, then the other 3 must be obtained quickly. So when the CR 8 creature is near death the party will have to plan out to move to the other rooms and be ready to grab the keys.
Thanks for your help pathfinder nation!!
zza ni |
as picking a key is a move action. and putting it in place is an other. id say 2 rounds will not be enough for them.unless they are all level 8 monks.
do notice that they might want to try the the steal maneuver to get the key from the mobs.
how about one room with a water pond. the key is in there and in the water is alsmot invisible.(eac htime ti dropped back in a difrent place in th epond. take dc 25-30 to spot (and see invisibility won't work is the key and water are the same color and light fraction. it is not invisable.
a room with a wind effect slowing down\pushing back anyone who rry to walk in trough to the end of it.
a "living " key that must be "killed" (fine object i think +4 or +8 to ac?) before it can be grabbed.
noblejohn |
Thanks for the suggestions ZZA. Is putting a key in the door a move action or a free action? Yes, maybe 4 rounds after the keys are touched are needed.
The pond idea is a pretty good one - required perception check or something else the party can come up with. Maybe detect magic.
Wind room - maybe requires a STR check to walk through the wind a full move vs 1/2 movement...
Living key is a funny image..interesting idea.
Thanks again, I appreciate the ideas.
zza ni |
you can also steal form the return to oz. have a room with many many kinds of items all masekd by illusions one of them is the key.(the way to tell can ether be a riddile or it might whisper very softly or some other kind of way- it stinks?, the only thing in yellow?, allways to the right of a lock?)
and the entire point in the pond is that no magic is being used(beside the one teleporting the key but that can and should be an overlaping magic all over the building as you never know where the keys end after the 4~rounds). so detect magic is off.
noblejohn |
one last thing and i put it in a defrent post as it is actuyl something you might want\not want the players to use but should be legel and treaky
as the keys are "ghost keys" they might have the brain to try and use unseen servnet spell as that is a force effect that can be used on items ;)
I am not sure how unseen servant will be used in this. So they keys will be unseen servants? Or the keys will cast unseen servant? Can you give an example?