Perfect for safeguarding any necromancer’s lair!
A good puzzle should risk resources for an adventuring party, and what more precious resource is there than juicy hitpoints?
The ammount of hitpoints sacrificed should feel steep for the party. Steep enough for them to pause, and maybe think of what solutions they can do to bypass the puzzle’s parameters.
I’m still figuring out what needs to be included in how these puzzles are described. One thing which may be useful is to give examples on what the ‘purpose’ of the puzzle is? Is it a test? To tea he a lesson? A vehicle for exposition? I think a good puzzle should have a a purpose to be there…otherwise why would anyone build such elaborate things in their dungeons?
What do you think? Do you like this puzzle? What would you add/change?
mrjamesgifford
2025-06-16 07:16:33 +0000 UTCClockworkoldgod
2025-06-13 16:56:49 +0000 UTC