Hello, I'm a newbie DM and I created a puzzle that my players frustrated, until they basically forced the solution of the puzzle. So, I wanted to ask if I gave enough information to my players and if not, what information should I have given to my players. And if this was too hard.
My Players got into a dungeon and rushed the first level, so they only got the information that the scientists came down alone, in pairs or all together.
After they arrived in the second level in the riddle, they were trapped in the room. In each corner there is a statue with a tombstone, where a sentence is written in Abyssal, in the middle there is a pedestal with an orb and there is also a sentence engraved on the pedestal.
Since one of my players knows Comprehend Languages, he was able understand Abyssal. The information was as follows:
Pedestal To enter, demonstrate respect to the heroes who gave their lives in times of need, to save many of the citizen of the Abisaru Kingdom.
Statue top right Our hero who sacrificed his life, to open a portal to transport the last survivors to our heaven.
Statue top left Our Last King, who ruled wisely and justly, bringing prosperity and peace to the kingdom of Abisaru before he was assassinated.
Statue bottom right Our hero, who alone stopped several legions of enemies, thus gaining precious time for the journey.
Statue bottom left Our hero who sacrificed his life to summon the warriors from the sky in the final battle.
With this information would you have solved the puzzle?
My players tried a few approaches to the puzzle. They got the right idea that they should do the same as the statues. They stood in front of the statues and then did the same thing the statues did. And then when this didn’t work, they bowed to the statue. And also this didn’t work. After this, one of my player ended up solving the puzzle by destroying the orb in the middle. This awakened the statues and a fight ensued. After defeating all of the 4 statues, the riddle is solved and door opened.
But this was second solution to the puzzle, forcing your way through the puzzle. There was also another solution where they didn’t need to fight the statues.
My idea was for someone to stand in the middle. And do what the statue does in a specific order. The order is important as the tombstones in front of the statues represent the heroes in their final moments, from the beginning of the final battle to the last moments of the kingdom.
So the order would be:
Statue top left (Number 1, because before the kingdom was in war and the final battle happened the king was assassinated, and thus he is not appearing in the final moment)
Statue bottem left (Number 2, because in the final battle the hero sacrificed his life to summon fighters from hell in the final battle.)
Statue bottem right (Number 3, because after losing the final battle, the hero sacrificed his life to buy as much time as possible for the last survivors to escape.)
Statue top right (Number 4, because the hero summoned a portal to hell with his life to save the survivors, this happened after the final battle this is the last moment of the kingdom)
As players do not have a good overview and have no additional information, I think there were some missing hints on the location of the gestures and the need for the order.
Maybe some more obvious hint to tell them to stand on the central dais, the green lit braziers might have been too much of a distraction for players, they appear to be important.
The order of the statues might be somehow implied in the sentence on the central pedestal.
I don't think there was enough information to solve it another way. "Pay respects to" would never make me think "copy in a specific order". If, however, you had written the pedestal clue as something like, "Follow our hero's example as history relates it, and everything will be opened to you," then they might have had a fighting chance.
For sequences, you need to be more obvious than you think because players aren't in your head and they miss a lot of subtlety. Or if you want to allow for some trial and error, you can also use visual clues to give feedback. For example, if they do something wrong, the central pedestal can pulse a warning red before going back to normal. It clues them in that maybe they made a bad choice. Maybe the second wrong choice they make pulses brighter and the statues' eyes get red. Third mistake and they fight.
So how I would have handled that - because I did something similar.
I had players in a pyramid and they had a Sudoku puzzle (very similar to the Remnant Puzzles from Mass Effect). I am not good at puzzles, but I was always able to solve the Mass Effect Sudoku Puzzles... so if I could, I figured everyone could. But - that said, I didn't want to hold up the game. So I waited to see if anyone could figure it out - and after about a minute, I realized not everyone was interested in the puzzle. So I said if someone wants to figure it out, you will get Inspiration. However, to keep the game going I said, "Everyone give me an Intelligence check to see who figures it out." (And gave it like a DC 14). So one of the players, who happened to like Sudoku decided to do it while the game progressed - and solved it, and gave her inspiration.
So - for yours - I would have had people make like a History check and bestow some additional information and hints to solve the puzzle. And if they still couldn't get it, I would eventually DM solve it rather than halt the game and player sit there getting frustrated.
Hello, I'm a newbie DM and I created a puzzle that my players frustrated, until they basically forced the solution of the puzzle. So, I wanted to ask if I gave enough information to my players and if not, what information should I have given to my players. And if this was too hard.
My Players got into a dungeon and rushed the first level, so they only got the information that the scientists came down alone, in pairs or all together.
After they arrived in the second level in the riddle, they were trapped in the room.
In each corner there is a statue with a tombstone, where a sentence is written in Abyssal, in the middle there is a pedestal with an orb and there is also a sentence engraved on the pedestal.
Since one of my players knows Comprehend Languages, he was able understand Abyssal.
The information was as follows:
Pedestal
To enter, demonstrate respect to the heroes who gave their lives in times of need, to save many of the citizen of the Abisaru Kingdom.
Statue top right
Our hero who sacrificed his life, to open a portal to transport the last survivors to our heaven.
Statue top left
Our Last King, who ruled wisely and justly, bringing prosperity and peace to the kingdom of Abisaru before he was assassinated.
Statue bottom right
Our hero, who alone stopped several legions of enemies, thus gaining precious time for the journey.
Statue bottom left
Our hero who sacrificed his life to summon the warriors from the sky in the final battle.
With this information would you have solved the puzzle?
My players tried a few approaches to the puzzle.
They got the right idea that they should do the same as the statues. They stood in front of the statues and then did the same thing the statues did. And then when this didn’t work, they bowed to the statue. And also this didn’t work. After this, one of my player ended up solving the puzzle by destroying the orb in the middle. This awakened the statues and a fight ensued. After defeating all of the 4 statues, the riddle is solved and door opened.
But this was second solution to the puzzle, forcing your way through the puzzle. There was also another solution where they didn’t need to fight the statues.
My idea was for someone to stand in the middle. And do what the statue does in a specific order. The order is important as the tombstones in front of the statues represent the heroes in their final moments, from the beginning of the final battle to the last moments of the kingdom.
So the order would be:
As players do not have a good overview and have no additional information, I think there were some missing hints on the location of the gestures and the need for the order.
Maybe some more obvious hint to tell them to stand on the central dais, the green lit braziers might have been too much of a distraction for players, they appear to be important.
The order of the statues might be somehow implied in the sentence on the central pedestal.
I don't think there was enough information to solve it another way. "Pay respects to" would never make me think "copy in a specific order". If, however, you had written the pedestal clue as something like, "Follow our hero's example as history relates it, and everything will be opened to you," then they might have had a fighting chance.
For sequences, you need to be more obvious than you think because players aren't in your head and they miss a lot of subtlety. Or if you want to allow for some trial and error, you can also use visual clues to give feedback. For example, if they do something wrong, the central pedestal can pulse a warning red before going back to normal. It clues them in that maybe they made a bad choice. Maybe the second wrong choice they make pulses brighter and the statues' eyes get red. Third mistake and they fight.
So how I would have handled that - because I did something similar.
I had players in a pyramid and they had a Sudoku puzzle (very similar to the Remnant Puzzles from Mass Effect). I am not good at puzzles, but I was always able to solve the Mass Effect Sudoku Puzzles... so if I could, I figured everyone could. But - that said, I didn't want to hold up the game. So I waited to see if anyone could figure it out - and after about a minute, I realized not everyone was interested in the puzzle. So I said if someone wants to figure it out, you will get Inspiration. However, to keep the game going I said, "Everyone give me an Intelligence check to see who figures it out." (And gave it like a DC 14). So one of the players, who happened to like Sudoku decided to do it while the game progressed - and solved it, and gave her inspiration.
So - for yours - I would have had people make like a History check and bestow some additional information and hints to solve the puzzle. And if they still couldn't get it, I would eventually DM solve it rather than halt the game and player sit there getting frustrated.
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