I need help with a dungeon crawl. Technically two.
The dungeon is going to be a very large castle that the BBEG owns, but has been away for a very long time, and will end up tricking the players into unlocking it and bringing him there. The idea for the dungeon is the first time the players go through, all of the traps and puzzles will be deactivated and set off, or already solved. Then MUCH later in the campaign when the players go through the castle again, all of the traps will be set up and puzzles need to be solved (again?) for them to proceed.
By the time the players go through the second time, they should be very high level. When they go through the dungeon the first time, I want not only the traps and puzzles already solved/cleared, but the locations and triggers to be obvious as to what they are so that when they go through the dungeon the second time when everything is more hidden, they could technically breeze right through if they remembered everything.
The problem is I have almost zero ideas for what is supposed to be the final dungeon. A burnt out symbol in the carpet that would trigger a trap that the players would have to remember is the only one I have so far. So any ideas would be super helpful.
I think it depends on how long it will be between trips. Cause I mean you could have super obvious traps but if it's been a year or more that they didn't know they would be back, chances of them remembering much is going to be slim. Otherwise just figure out whatever traps you wanted to use and then describe them already sprung. The exception might be something like a bridge that will give way later. I also wouldn't literally point out the traps and puzzles. Instead I'd say something like, "As you pass by the pedestal you see 4 gems of different colors placed on the edges of a square inlaid on the top of the pedestal." Then later on when they show up there, they might have to find the gems and put them in right spots.
It would be much later, likely. 1st time would be the end of an arc, 2nd time would be the end of the next arc which would be, at best, a few months of play time IRL.
I’d have them make perception checks while they’re in there the first time. And don’t tell them why. Then when they pass a check, note it, and make it easier on them the second time. Mostly because this makes it about challenging the characters, instead of challenging the players to remember the stuff. Then when they go through the next one, it can be, Bob, you remember this room had tripwires all over it last time you were here, so you get advantage to notice them this second time through.
Make them memorable and different. Even if they don't remember all of them, they'll remember key parts.
Solve a riddle that the answer may not be apparent now, but is a recurring symbol or thing that they encounter (the villain's personal sigil or what have you),
If there's a few VERY different puzzles that have very memorable answers, you'll be ok
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I need help with a dungeon crawl. Technically two.
The dungeon is going to be a very large castle that the BBEG owns, but has been away for a very long time, and will end up tricking the players into unlocking it and bringing him there. The idea for the dungeon is the first time the players go through, all of the traps and puzzles will be deactivated and set off, or already solved. Then MUCH later in the campaign when the players go through the castle again, all of the traps will be set up and puzzles need to be solved (again?) for them to proceed.
By the time the players go through the second time, they should be very high level. When they go through the dungeon the first time, I want not only the traps and puzzles already solved/cleared, but the locations and triggers to be obvious as to what they are so that when they go through the dungeon the second time when everything is more hidden, they could technically breeze right through if they remembered everything.
The problem is I have almost zero ideas for what is supposed to be the final dungeon. A burnt out symbol in the carpet that would trigger a trap that the players would have to remember is the only one I have so far. So any ideas would be super helpful.
I think it depends on how long it will be between trips. Cause I mean you could have super obvious traps but if it's been a year or more that they didn't know they would be back, chances of them remembering much is going to be slim. Otherwise just figure out whatever traps you wanted to use and then describe them already sprung. The exception might be something like a bridge that will give way later. I also wouldn't literally point out the traps and puzzles. Instead I'd say something like, "As you pass by the pedestal you see 4 gems of different colors placed on the edges of a square inlaid on the top of the pedestal." Then later on when they show up there, they might have to find the gems and put them in right spots.
It would be much later, likely.
1st time would be the end of an arc, 2nd time would be the end of the next arc which would be, at best, a few months of play time IRL.
Yeah, then I wouldn't worry about it that much myself. Trying to leave too many "clues" won't matter to them a year later or more.
I’d have them make perception checks while they’re in there the first time. And don’t tell them why. Then when they pass a check, note it, and make it easier on them the second time. Mostly because this makes it about challenging the characters, instead of challenging the players to remember the stuff.
Then when they go through the next one, it can be, Bob, you remember this room had tripwires all over it last time you were here, so you get advantage to notice them this second time through.
This is a good way to handle this, i like this and will very likely use this.
Depending on the roll they get, they might get a clue or even figure it out immediately. Thank you!
Make them memorable and different. Even if they don't remember all of them, they'll remember key parts.
Solve a riddle that the answer may not be apparent now, but is a recurring symbol or thing that they encounter (the villain's personal sigil or what have you),
If there's a few VERY different puzzles that have very memorable answers, you'll be ok