So my party is in the middle of a jungle, and is traveling towards a volcano. I thought it would be cool for them to be captured my firenewts if they get too close. After that, they'd to pass several challenges created by the firenewts in order to be released. Trouble is, I can't think of many interesting challenges/puzzles they could do besides the classic "defeat x waves of enemies". Any help would be appreciated.
Put them in a maze with different challenges in different "rooms" and make the exit a secret door that they have to find. Put the secret door in the "coldest" room in the maze and make them make a Perception check to notice that the room that the door is in is surprisingly cool and comfortable. If you're feeling particularly sneaky and underhanded you can have the Fire Newts knock them unconscious with a poison gas and have them wake up in the room that has the secret door in it.
Put them in a maze with different challenges in different "rooms" and make the exit a secret door that they have to find. Put the secret door in the "coldest" room in the maze and make them make a Perception check to notice that the room that the door is in is surprisingly cool and comfortable. If you're feeling particularly sneaky and underhanded you can have the Fire Newts knock them unconscious with a poison gas and have them wake up in the room that has the secret door in it.
That sounds pretty cool, each room would have a different, small but interesting encounter?
Yes. And not every encounter would be a combat one, make some of them puzzles so they have to think their way out. And if they start in the room with the exit door it's very unlikely that they'll notice that that room is comfortable until they come back to it, which is why doing that is particularly sneaky and underhanded.
Hmm, I have been thinking about the best way to handle mazes. Most of the time mazes seem a lot more interesting when designing them and less interesting when playing them. What if you turned navigating the maze into a challenge? As the party tries to navigate their way out, they run into one random encounter every hour. The party can attempt to navigate the maze quickly and haphazardly; slowly and carefully; or somewhere in between.
If the party moves quickly and haphazardly, it takes them one hour to rush through the maze and they run into one encounter. The party makes a survival check to see if they can determine the correct path out of the maze with a DC of 20. If they succeed, then they find their way out of the maze. If they fail, they become lost in the maze and must decide what to do next. The DC of the next survival check is lowered by one.
If the party moves at a normal pace, it takes them two hours to navigate the maze and they run into two encounters. The party makes a survival check to see if they can determine the correct path out of the maze with a DC of 15. If they succeed, then they find their way out of the maze. If they fail, they become lost in the maze and must decide what to do next. The DC of the next survival check is lowered by one.
If the party slowly and carefully, it takes them three hours to carefully navigate the maze and they run into three encounters. The party makes a survival check to see if they can determine the correct path out of the maze, with a DC of 10. If they succeed, they find their way out of the maze. If they fail, they become lost in the maze and must decide what to do next. The DC of the next survival check is lowered by one.
Come up with about five or six encounters--maybe three combat encounters, two skill challenges, and one puzzle. Roll a d6 to see which encounter they get. If you roll the same encounter twice, reroll the die until you get a new encounter.
Hmm, I have been thinking about the best way to handle mazes. Most of the time mazes seem a lot more interesting when designing them and less interesting when playing them. What if you turned navigating the maze into a challenge? As the party tries to navigate their way out, they run into one random encounter every hour. The party can attempt to navigate the maze quickly and haphazardly; slowly and carefully; or somewhere in between.
If the party moves quickly and haphazardly, it takes them one hour to rush through the maze and they run into one encounter. The party makes a survival check to see if they can determine the correct path out of the maze with a DC of 20. If they succeed, then they find their way out of the maze. If they fail, they become lost in the maze and must decide what to do next. The DC of the next survival check is lowered by one.
If the party moves at a normal pace, it takes them two hours to navigate the maze and they run into two encounters. The party makes a survival check to see if they can determine the correct path out of the maze with a DC of 15. If they succeed, then they find their way out of the maze. If they fail, they become lost in the maze and must decide what to do next. The DC of the next survival check is lowered by one.
If the party slowly and carefully, it takes them three hours to carefully navigate the maze and they run into three encounters. The party makes a survival check to see if they can determine the correct path out of the maze, with a DC of 10. If they succeed, they find their way out of the maze. If they fail, they become lost in the maze and must decide what to do next. The DC of the next survival check is lowered by one.
Come up with about five or six encounters--maybe three combat encounters, two skill challenges, and one puzzle. Roll a d6 to see which encounter they get. If you roll the same encounter twice, reroll the die until you get a new encounter.
Awesome, thank you!
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So my party is in the middle of a jungle, and is traveling towards a volcano. I thought it would be cool for them to be captured my firenewts if they get too close. After that, they'd to pass several challenges created by the firenewts in order to be released. Trouble is, I can't think of many interesting challenges/puzzles they could do besides the classic "defeat x waves of enemies". Any help would be appreciated.
Put them in a maze with different challenges in different "rooms" and make the exit a secret door that they have to find. Put the secret door in the "coldest" room in the maze and make them make a Perception check to notice that the room that the door is in is surprisingly cool and comfortable. If you're feeling particularly sneaky and underhanded you can have the Fire Newts knock them unconscious with a poison gas and have them wake up in the room that has the secret door in it.
Professional computer geek
That sounds pretty cool, each room would have a different, small but interesting encounter?
Yes. And not every encounter would be a combat one, make some of them puzzles so they have to think their way out. And if they start in the room with the exit door it's very unlikely that they'll notice that that room is comfortable until they come back to it, which is why doing that is particularly sneaky and underhanded.
Professional computer geek
Hmm, I have been thinking about the best way to handle mazes. Most of the time mazes seem a lot more interesting when designing them and less interesting when playing them. What if you turned navigating the maze into a challenge? As the party tries to navigate their way out, they run into one random encounter every hour. The party can attempt to navigate the maze quickly and haphazardly; slowly and carefully; or somewhere in between.
Come up with about five or six encounters--maybe three combat encounters, two skill challenges, and one puzzle. Roll a d6 to see which encounter they get. If you roll the same encounter twice, reroll the die until you get a new encounter.
"Not all those who wander are lost"
Awesome, thank you!