So worst case scenario, the party is stuck here until they take a long rest and the doors appear.
Which none of them notice because they are all packed into Leomunds tiny hut...
Any smart party should still have a watch rotation, tiny hut or no
Yeah! I like the idea of a party being exhausted after fighting a Shadow in a 100ft long Magically Dark Hallway and the idea of taking a short rest while working this out would come naturally. Nobody's forcing them to figure this out fast, they're on their own. Very AD&D to me- you cleared out a whole floor, and the door to the rest of the dungeon is before you- so you're really pretty safe deep down here. Air gets stale tho.
So, here is the rest of the information.
A comprehend languages spell or taking the eyes and looking through them at the section of squiggles above the "doors" reveals a language that gets translated into something you can understand. I also considered making it upside down, too. But taking the eyes causes the woman to become animated and try to **** you up with her sword. Taking the sword animates the man to come slam at you. They can be beat but it's tough and they only fight to take back the stolen items and return them to their opposite statue. If you take the sword and the statue, the man statue will wander about blindly and upset, and the feminine statue will not fight if she doesn't have her sword. The message (written in Qualith, and then formed into a coded message by the creator) is revealed only to be gibberish letters. Either cypher is needed to translate them, with three Int Checks. The first check reveals the first line of the message.
"Two doors lie in the pattern." then the 2nd, after more time decoding. There are two copies of the cypher incase you destroy one of the statues. "Revealed in dreams." If a creature is asleep inside of the room, the rectangles warp into being true hallway doors, a left and a right one. From here you can pick a door and continue if you wished. The third is hard to get, and might even be returned to be tackled later. "A key lies with that which lives." The Right Passage, with the woman, leads to a trap filled hallway ending in a room with a Wall of Force down the middle, blocking access. The Left Passage leads to the rest of this floor of the dungeon, but to get into an important room at the end, you need a key. The key is in that room on the other side of the wall, which can be accessed through exploring the rest of the dungeon.
That which lives is the woman statue. It's a wacky puzzle but by the 2nd floor of this dungeon I want to start doing some things that I don't usually get a chance to do. It's also made by an Alhoon, so, alien perspective. Nice teased storybuilding.
I'll take your thoughts and reflections on this, and then I will want to know if anyone has suggestions and tweaks, or additions.
Yeah! I like the idea of a party being exhausted after fighting a Shadow in a 100ft long Magically Dark Hallway and the idea of taking a short rest while working this out would come naturally. Nobody's forcing them to figure this out fast, they're on their own. Very AD&D to me- you cleared out a whole floor, and the door to the rest of the dungeon is before you- so you're really pretty safe deep down here. Air gets stale tho.
So, here is the rest of the information.
The message (written in Qualith, and then formed into a coded message by the creator) is revealed only to be gibberish letters. Either cypher is needed to translate them, with three Int Checks. The first check reveals the first line of the message.
"Revealed in dreams." If a creature is asleep inside of the room, the rectangles warp into being true hallway doors, a left and a right one. From here you can pick a door and continue if you wished. The third is hard to get, and might even be returned to be tackled later. "A key lies with that which lives." The Right Passage, with the woman, leads to a trap filled hallway ending in a room with a Wall of Force down the middle, blocking access. The Left Passage leads to the rest of this floor of the dungeon, but to get into an important room at the end, you need a key. The key is in that room on the other side of the wall, which can be accessed through exploring the rest of the dungeon.
That which lives is the woman statue. It's a wacky puzzle but by the 2nd floor of this dungeon I want to start doing some things that I don't usually get a chance to do. It's also made by an Alhoon, so, alien perspective. Nice teased storybuilding.
I'll take your thoughts and reflections on this, and then I will want to know if anyone has suggestions and tweaks, or additions.
Edit: Holy crap that original paste did not work.