I'm planning an ancient tomb ahead in my cammpaign. The tomb has one large mainroom, which contains currently 5 statues depicted the gods, and a marble carving of a battle on the wall which is a secret door. To open the secret door, players will need to place the approriate obect into the stone bowls the statues are holding.
The items are things that are associated with each god: a Skull, a stone eye, a harp, water, and sand. These items can be found throughout the dungeon, in rooms that have a puzzle involved. Players can skip puzzles by finding two items in the same room. For example, in the music puzzle for the harp, the players can also take the hourglass and break it for the sand, skipping the sand puzzle.
There are potentially 4 puzzle rooms, is this too much?
I'm planning an ancient tomb ahead in my cammpaign. The tomb has one large mainroom, which contains currently 5 statues depicted the gods, and a marble carving of a battle on the wall which is a secret door. To open the secret door, players will need to place the approriate obect into the stone bowls the statues are holding.
The items are things that are associated with each god: a Skull, a stone eye, a harp, water, and sand. These items can be found throughout the dungeon, in rooms that have a puzzle involved. Players can skip puzzles by finding two items in the same room. For example, in the music puzzle for the harp, the players can also take the hourglass and break it for the sand, skipping the sand puzzle.
There are potentially 4 puzzle rooms, is this too much?
Depends on the players, but probably.
Puzzles are weird, because they are not an obstacle that are dealt with by the characters, but by the players.
Agreed.
Some players might like it. Others might say, can my 20 wis cleric make an insight roll? Since they are way better at puzzles than I am.
It just comes down to you knowing your group.