A fishbowl full of gems and undead snakes.
See all
Members (202)
Joel Priddy's profile photo
sonofotho's profile photo
Ross Carson-Groner's profile photo
Simon Hacking's profile photo
Aaron Griffin's profile photo
Eli Arndt's profile photo
Travis Miller's profile photo
Joshua Mann's profile photo
Ian Wyckoff's profile photo
Jeff Russell's profile photo
Nick J's profile photo
Dustin Ratliff's profile photo
Charlie Vick's profile photo
Adapt's profile photo
Matthew Caulder's profile photo
Junior Kids's profile photo
Nick Alexander's profile photo
Ben Milton's profile photo
William Dowie's profile photo
Samuel Dester's profile photo
Mike Overbo's profile photo
Benjamin Baugh's profile photo
Chris S's profile photo
Goblins Henchman's profile photo

Stream

Join this community to post or comment

David Folsom

Obstacle  - 
 
The man your murderhobo rogue killed was carrying a letter that the party needed. The murderhobo is congratulated for the victory only to discover that the message is encoded. It is very clearly what the party needs to know but they just killed the one who wrote the code. If trying to use speak with dead, they will obviously be hostile to the folks who just killed him and gave pats on the back to the party member who did it.
2
Add a comment...

Joel Priddy
owner

Obstacle  - 
 
I'm running an adventure for a group of kids that ends with a very unsatisfying confrontation with a dragon (the party either dies or is enslaved). So I'm replacing it with the something based on the logic problem, below. The actual logic problem won't hold up, because I can't control the exact number of characters (what if someone's unconscious or dead? What if they've rescued the prisoners? Or a player doesn't show up?). And one clever use of a spell could throw the whole thing off. But I still like the basic dilemma.

The scenario:
•The dragon will allow the players to load their packs with as much gold as they can carry (encumbrance rules in full effect!). 
•There are three exits from the dragon's lair, which will take about 5 minutes to traverse, unecumbered.
•Two of the paths lead to doom, one to freedom.
•As many as half the party have been ensorcelled to see doom when the spot the safe exit, and safety when then spot doom.
•In fifteen minutes, the dragon will call down his lizardman army.
•Of course the dragon is lying, and will call down his army the moment he sees the party choose the right exit.

Because these are kids, and they have shown some difficulty in choosing cooperation over immediate personal gain, I'll make a pretty small number of characters ensorcelled. As long as they bother to plan, they should be able to find their way to safety, and the only real question is how much loot do they have to abandon in order to escape. But with a group of adults, the unreliability of information could be much more compelling.
2
Add a comment...

Arnold K.

Obstacle  - 
 
I collected a bunch of people's ideas into one place.  It is here: http://goblinpunch.blogspot.com/2016/03/1d135-osr-style-challenges.html
I while ago I put out the call on G+ for some OSR-style challenges. These are obstacles that meet the following requirements: No obvious solution. (Straight combat is always obvious.) Many possible solutions. Solvable vi...
10
Joel Priddy's profile photoHandy Haversack's profile photo
2 comments
 
Nice work, everyone!
Add a comment...
 
The key to this lock is in the other tower, across the rickety swaying rope bridge. The key is made of mostly neutrons and weighs 3000 pounds.
4
Add a comment...
 
The Vampire is in your dreams, and if you sleep it will know where you are and how close you're coming to it's lair, but you need to rest to heal and rest to recover.  Siri Sirlong's vitality potions can keep you upright and fighting without sleep, but they won't close your wounds or allow you to prepare your magic.  The closer your get, the more coherent the dreams, and eventually the Vampire will appear in them and speak with you directly.  He is so very reasonable, generous even.  And you know he always keeps his word. 
6
Andrew Wurth's profile photoBenjamin Baugh's profile photo
2 comments
 
+Andrew Wurth - meant it as a sort of general system agnostic "you can't get HP back, you can't recover spent magical resources - points, spells, whatever"
Add a comment...
 
At the center of the orchard, in a leafy clearing, there is a circle of old weathered stones that resemble crudely carved dwarves, facing inward towards a glass and gold coffin long overgrown with vines, now in springtime bloom.  The faces of the dwarf-stones are streaked, rain-wet, as if they've been weeping. 

Here, the swarm of songbirds which have stripped the orchard bare form a spiraling gyre into the sky and sing so loudly you can not hear the speech of your companions, and the birds begin to swarm and peck at you.  Then, as one the dwarf-stones move, forming a line between you and the coffin, the epicenter of the bird spiral.  You can not hear their rough angry speech either.

The songbirds individually do almost no harm, but in their angry thousands might eventually prove fatal.  The dwarf-stones' voices grind louder, but still unintelligible in the din.  The Spring sun kisses the golden hints of the coffin beneath the twisted vines.            
2
David Lamas's profile photoBenjamin Baugh's profile photo
4 comments
 
+David Lamas
 that'll give you a bonus to your saving throw...
Add a comment...

About this community

Let's crowdsource a collection of traps, puzzles, and problems that inspire player innovation and creativity. Some guidelines for OSR Obstacles: • No obvious solution. (Straight combat is always obvious.) • Many possible solutions. • Solvable via player creativity (as opposed to system mastery). • No specific, intended "key" required (no special items, unique spells, or plot McGuffins at the bottom of a dungeon). • Not solvable by a specific class or ability. We're looking for difficult, entertaining choices on the part of the players! If we get a thousand juicy ones, I'll lay them out in a nice, free pdf. Do not share anything that is not your intellectual property, and that you don't mind sharing with the world.

Joel Priddy
owner

Obstacle  - 
 
Let's have a new Obstacle-prompt!
What's keeping you from getting through this door?
4
Myles Corcoran's profile photoArnold K.'s profile photo
14 comments
 
The door is locked, but swings open when pushed. Exactly one minute after walking through the book, you are teleported back in front of it.

The trick is to run through the next room into the next-next room, grab the key on the skeleton, and use the key to unlock the door. (The lock controls the teleportation on the doorway, not the door itself.)
Add a comment...

Joel Priddy
owner

Obstacle  - 
 
Let's try some Obstacle-prompts:
Today's prompt: What's wrong with this treasure?
1
Peter Kisner's profile photoMyles Corcoran's profile photo
17 comments
 
The treasure is identical or close to identical to the notable jewelry of a missing noblewoman, believed killed on the King's highway by brigands. 
Add a comment...
 
A magical barrier blocks this long hallway. Beside it, a glass orb sits on a pedestal. If the orb is removed from the pedestal, the barrier vanishes and the hallway fills with fire. If the orb is replaced, the fire goes out and the barrier reappears.
5
Add a comment...
 
In the Palace of Lies, whenever you speak the truth, your words deal xdX damage to all in earshot. Any written truth functions as explosive runes.
5
Add a comment...
 
Party is hired to steal an artifact from the hoard on a pirate ship tonight before it makes land. The artifact can cause all (demi/)human(oid) types in a logical area (building, dungeon level, ship, room, whatever makes sense in context) to sleep until it is deactivated (made by a *non*human-style species as a pacifier for slave labor). The contractor has someone on the inside on the ship but no way to ID him to the players or vice-versa. Otherwise, lots and lots of nasty pirates on the ship. Party or anyone who can get to it can activate the artifact, but it will affect everyone on the ship.
1
Add a comment...
 
At the Grand Ball, the Prince is finally mingling with people beyond the inner court, but the Queen will prevent anyone she doesn't know from approaching the Prince, and even at the Ball, he's surrounded by sycophants and courtiers, all loyal to her, but fawning over him.  Salted among the dancers and revelers are a half dozen paid duelists, expert killers ready to slap the face and lay challenge upon anyone whom the Queen points out, and one among the Prince's retinue is the final guard against any who might try and speak to the Prince without authorization.

   
1
Add a comment...
 
The Worse Guy
He's a sluggy mass of skin flaps and a big slobbery mouth.
He'll help bring about the downfall of absolutely anyone, he just loves seeing people fail and die.
No real physical ability but super smart with mild omniscience. Also eats anything and excretes the worst (as in most terrible, least good for the world as a whole) form of that thing. It's always something tempting though.
So he'll make your sword into some soul drinking demon weapon or your rations into cholesterol ridden babel burgers.
Someone else is using him against you, but he'll just as happily help you fight back if you like. Trusts no one so will only make contact in a place where he's protected. 
3
Claytonian JP's profile photo
 
Who's the worst guy then? I seek him out.
Add a comment...

Joel Priddy
owner

Discussion  - 
 
This Group was inspired by an article by +Arnold K., which discusses some pillars of OSR-style play, and, in particular, the need for open-ended problems. Give it a read, and then please submit some favorite ways of getting your players to start thinking of a sack of rats as a potentially viable resource.
I was a Pathfinder guy who got inspired by blogs, and then spent some time trying to figure out what the fuck the OSR was. I read stuff, like Matt Finch's Quick Primer for Old School Gaming, which is where I first heard abou...
3
Add a comment...