Puzzle Objects

Not all encounters are physically challenging to the characters. Some demand cleverness of the mind. This list describes some of the puzzle objects a PC might interact with. The list of puzzle objects is not meant to be a complete list, but rather to inspire unique puzzles. Each interaction below lists some example objects that could use that interaction, as well as how you can give the object an added challenge to make use of it, and importantly what the interaction provides to the player. Note that the added challenges are optional for a given object, decided on a per object basis by the GM.

**When and How to Use Puzzles**

A puzzle should never be necessary to advance unless it is able to be “brute-forced” by trying all combinations. Puzzles are optional routes to completing a quest or objective which can provide additional loot and XP, access to additional game content, or simply make the quest easier (for example, by avoiding a difficult combat or creating a shortcut).

**Breakable Object**

**Can Appear As**: wall of any material, crate, anything breakable

**Optional Added Challenge**: is necessary, such as a **Key** or **Switch**

**Breakable Objects** have some amount of HP and Armor, sometimes requiring another **Object** to be used on it to break it, other times being breakable by the PCs. The PCs may or may not want to break the **Breakable Object**. A **Breakable Object** may hide a **Hidden Object**.

**Fixed Movement Object**

**Can Appear As**: stone cube or statue along a track, boat along a river, object in a pipe

**Optional Added Challenge**: tracks are switchable by one or more **Switches**

A **Fixed Movement Object** moves only along a pre-designated track. This object could function as a **Key**, **Gate**, or **Switch**, or break a **Breakable Object**.

**Free Movement Object**

**Can Appear As**: boulder, loose device, creature

**Optional Added Challenge**: is a **Hidden Object**, moves on its own

A **Free Movement Object** moves anywhere, or is portable. This object could function as a **Key**, **Gate**, or **Switch**, or break a **Breakable Object**.

**Gate**

**Can Appear As**: door, hidden entrance, safe, hidden compartment

**Optional Added Challenge**: **Hidden Object**

A **Gate** prevents the PCs from accessing an area or certain objects. Usually attached to a **Lock**. Can sometimes be a **Breakable Object**.

**Hidden Object**

**Can Appear As**: a trapdoor under a rug, a key inside a safe, a notch in the wall

**Optional Added Challenge**: Behind a **Gate** or inside a **Breakable Object**

A **Hidden Object** is a useful Puzzle Object that is not noticeably available. The PCs may need to make a Perception check to notice it. There may be clues to its existence or location.

**Key**

**Can Appear As**: stone in a strange shape, gem, actual key

**Optional Added Challenge**: is a **Hidden Object** or **Breakable Object**

A **Key** opens one or more **Locks**.

**Lock**

**Can Appear As**: wall with a shape missing, keyhole, actual lock

**Optional Added Challenge**: Breaks the **Key** used on it once opened

A **Lock** is opened by one or more **Keys** or **Switches**. Usually is attached to a **Gate**. Can sometimes be a **Breakable Object**. Can sometimes be pickable using lockpicks and a lockpicking ability.

**Puzzle Box**

**Can Appear As**: a tinker’s device, a scroll, a map

**Optional Added Challenge**: Requires interaction with other Puzzle Objects to complete

A **Puzzle Box** is a self-contained puzzle, such as a “15” sliding puzzle, a translation/decryption puzzle, a symbol-interpretation puzzle, or a logic puzzle. Solving the puzzle will give the PCs information or objects helpful for continuing.

**Switch**

**Can Appear As**: lever, button, **Lock**

**Optional Added Challenge**: is a **Hidden Object** or **Breakable Object**; requires a check to use

A **Switch** is a state changing mechanism. This can open a **Lock** or **Gate**. change the movement of a **Fixed Movement Object** or **Free Movement Object**, break a **Breakable Object**, or reveal a **Hidden Object**.