Hey guys. I messed up on drawing a map and didn't notice till I'd already uploaded it to Roll20. I have a corridor that was supposed to be lined with doors, with each door being a teleporter to another door, and the corridor being filled with invisible walls. It was a maze that they had to work their way through. However, I forgot to put the doors on. >.> Now I need a new puzzle that I can fit into a corridor, as I really don't want to have to redraw the map and make sure all the stuff I've already put on Roll20 still lines up with it. Has anyone got any good ideas? The corridor is about 15ft wide by 100ft long, and the area is themed around summer, heat, Phoenixes, and magic, though at this point I'll take anything just so that I don't have a long, pointless corridor...
Have an obvious wall to wall pit trap lined with thorny vines. It is just barely wide enough to jump across no problem. Just on the other side other side of the pit is a trapper concealing itself as the floor.
I may have the perfect thing for you! One of the first puzzles that I created was the Corridor of Lava Rocks. Basically, the long corridor was lined with lava rocks that would cause severe fire damage to those trying to go through. In order to pass, the characters will need to have their feet coated in Fire-Ward Gel (an item found in the Pathfinder Equipment Guide). With the Fire Ward Gel, they could safely walk the length of the corridor.
I created a room where they encountered a parlor type of a place to obtain the gel.
Also, at the end of the corridor, to make it interesting could be a Harpy that tries to beckon them across.
Anyways, I did a full video demonstration of this puzzle if you are interested:
To keep with your teleporting doors idea, another idea could be to have the door at the end of the corridor simply open to the same corridor. Once they've walked the length of the corridor a few times, the players will likely realise they're being teleported back to the start of the corridor and not actually progressing.
To break the teleport? In keeping with your magic and fire theme, have the corridor lined with torches. By extinguishing the torches, the teleport spell is broken, and the door leads to the next area.
Alternatively, to make it a little more complex, have the torches already extinguished, and they have to be lit in a certain order (perhaps the order can be revealed in a riddle elsewhere in the dungeon? Quick one:"The Phoenix guards the darkened way, whose precious fire hath faded away. Return flame to the hands that fire they once bore, but only to the palms of two, six and four."). Or maybe a different torch has to be lit each time they traverse the corridor.
Think of the different skills that can be used, so all players can get involved in working it out. Perhaps runes around the door for an arcana check suggesting an illusion ritual? Investigation revealing that scorch marks appear more prominent above certain torch sconces to reveal the torches that need to be lit? Perception could reveal that this corridor appears to be identical to the one they've just been through? History could help in deciphering the riddle that reveals the order the torches should be lit.
Long distances and heat makes me think of mirages. Illusions of doors, traps, or other things that are not there could tie in thematically in those terms.
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Hey guys. I messed up on drawing a map and didn't notice till I'd already uploaded it to Roll20. I have a corridor that was supposed to be lined with doors, with each door being a teleporter to another door, and the corridor being filled with invisible walls. It was a maze that they had to work their way through. However, I forgot to put the doors on. >.> Now I need a new puzzle that I can fit into a corridor, as I really don't want to have to redraw the map and make sure all the stuff I've already put on Roll20 still lines up with it. Has anyone got any good ideas? The corridor is about 15ft wide by 100ft long, and the area is themed around summer, heat, Phoenixes, and magic, though at this point I'll take anything just so that I don't have a long, pointless corridor...
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Have an obvious wall to wall pit trap lined with thorny vines. It is just barely wide enough to jump across no problem. Just on the other side other side of the pit is a trapper concealing itself as the floor.
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I may have the perfect thing for you! One of the first puzzles that I created was the Corridor of Lava Rocks. Basically, the long corridor was lined with lava rocks that would cause severe fire damage to those trying to go through. In order to pass, the characters will need to have their feet coated in Fire-Ward Gel (an item found in the Pathfinder Equipment Guide). With the Fire Ward Gel, they could safely walk the length of the corridor.
I created a room where they encountered a parlor type of a place to obtain the gel.
Also, at the end of the corridor, to make it interesting could be a Harpy that tries to beckon them across.
Anyways, I did a full video demonstration of this puzzle if you are interested:
D&D Puzzle #5 - Corridor of Lava Rocks - Wally DM
Hope this helps and works for you!
I have a YouTube channel with 5th Edition D&D Puzzles, Character Creations, DM Tips and Quests ideas. Check it out!
Wally DM on YouTube
To keep with your teleporting doors idea, another idea could be to have the door at the end of the corridor simply open to the same corridor. Once they've walked the length of the corridor a few times, the players will likely realise they're being teleported back to the start of the corridor and not actually progressing.
To break the teleport? In keeping with your magic and fire theme, have the corridor lined with torches. By extinguishing the torches, the teleport spell is broken, and the door leads to the next area.
Alternatively, to make it a little more complex, have the torches already extinguished, and they have to be lit in a certain order (perhaps the order can be revealed in a riddle elsewhere in the dungeon? Quick one:"The Phoenix guards the darkened way, whose precious fire hath faded away. Return flame to the hands that fire they once bore, but only to the palms of two, six and four."). Or maybe a different torch has to be lit each time they traverse the corridor.
Think of the different skills that can be used, so all players can get involved in working it out. Perhaps runes around the door for an arcana check suggesting an illusion ritual? Investigation revealing that scorch marks appear more prominent above certain torch sconces to reveal the torches that need to be lit? Perception could reveal that this corridor appears to be identical to the one they've just been through? History could help in deciphering the riddle that reveals the order the torches should be lit.
Long distances and heat makes me think of mirages. Illusions of doors, traps, or other things that are not there could tie in thematically in those terms.
"Not all those who wander are lost"