Need Ideas for A Challenging Puzzle Box


Pathfinder First Edition General Discussion


In my next session or two, an elaborate puzzle box will fall into the party’s hands, containing a key item for advancing the plot. I’d like to make the opening of the box a challenge in itself, but I’m not sure how.

I’ve already given them one puzzle box, back in the very first session of the campaign; it was extremely basic and relied too much on a couple of skill checks. This time I’d like something to challenge the players as well as the characters, but I’m having a hard time coming up with anything. Can anyone suggest a good challenge?


Well you can take a page from Hellraiser and do a variation of it.

Maybe the box was enchanted so that what ever is being kept is stored in the middle of a twisting moving labyrinth.

Maybe the box becomes a monster that needs to be defeated in a specific way. Defeating it the wrong way locks the box for 1 day.

********
For mundane puzzles, look at Mr. Puzzle on YouTube, he has lots of puzzles and puzzle boxes you can use for inspiration.


Are there any puzzles in published modules or Pathfinder APs that I could draw on for inspiration?


Honestly, I dont know, there might be one in some book.


dot for interest


My advice is don't do this.

The players are playing their characters, in character problems should be solved by in character solutions.

Relying on player knowledge instead of character knowledge is literally metagaming and removes characters from the process.

Other than...you had best make the box unbreakable. Because I can tell you as a player who has had GMs try this, if the barbarian can break it open, they will. Even if it unknowingly results in the destruction of the item inside.

For the most part, puzzles aren't fun for players. At the very least, you should ask them how they feel about it before you put too much effort into this.


I concur. My players constantly complained that my mysteries were too hard (non-Pathfinder game) so I had to simplify them constantly. And I occasionally goofed up & didn't simplify enough...


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I've rarely seen people actually enjoy puzzled when they were played straight (most end with "but you didn't say..." arguments). That being said, if you have your heart set on a puzzle you might be able to play it for comedy or subvert it, depending on your group...

Examples:


  • *Puzzle solves for literally any solution --

    DM: "The inscription reads: 'This will only open when plunged to the depths of the waterless sea.' There is an inscription of a star and a moon on opposite sides and the sun on the top."

    Fighter: "I hit it with my Warhammer."

    DM: "A flag pops up to indicate a proper solution and the box springs open"

    Players: "???"

  • *Puzzle solves for any technicality solving the problem --

    DM: "The inscription reads that in order for the box to open, it must be thrown into the sun"

    Player: "I throw it into the temple of the Sun God"
    Player: "I throw it outside into the sunlight"
    Player: "I draw a picture of the sun in the dirt and throw it into that"
    Player: "I throw it at the Dwarf. He's someone's son"

    DM: "The box opens"

  • *Puzzle has a nonsense solution which is given after the incorrect answer --

    DM: "The sphinx refuses to let you pass until you have answered a riddle. 'What has four legs in the morning, two legs at midday and three legs in the evening?'

    Players (in unison): "Man!"

    DM (as sphinx): "'Wrong. A donkey'"

    Players: "A donkey?"

    Sphinx: "Yes, a donkey. You may not pass. Good day."

    Player: "Well, technically, we just had to answer the riddle to pass, not get it right..."

    Sphinx: "Oh, you cheeky @$#%!"


Treat it more like a map than a puzzle box. The box has images on all sides. The first position has four very distinct landmarks as well as an earth and sun side for top and bottom; this gives them a starting point. When they arrive at the destination, they rearrange minor features in the background of each side to better represent the location. When this is done, the box spins on its own and gives clues to a nearby and more specific location.

The players can still use skill checks to better navigate to the locations and even skip some steps in the puzzle with enough skill.

You could also do this for things that weren't geographical. It could require the casting of specific spells around it, or nearby objects, emotions, specific people and so on.

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