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[Game and Talk Thread] RB Pathfinder

Kile shakes his head. "One tried. Did it wrong, needle jabbed him. Didn't kill him or anything but it hurt." He smiles at that.

The Watcher, when asked, merely raises his eyebrow.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Anya angers at the elf's detatchment. Pointing her spear at his chest she warns him "Drop the act. For all we know you're with them. Help us or you'll end up in chains yourself."
Finally she asks her companions about the numbered lock "how far up does the numbered lock go ? 26 ? 36 ? Something else ?"

I roll 7 on intimidate

Of course 26 would be for a letter code. 36 would be for an arithmetic progression modulo 36, which is the only one that would fit. Of course it's possible that we missed an earlier clue and won't be able to solve the lock.
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I have a potential solution to the second puzzle, although it is mostly a guess. However, I'm not sure my character is smart enough to actually solve puzzles. Are we running with rules like "Can't do something smarter than your character could think of"?
Surprise! Turns out I'm a girl!
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Anya's bluster leaves the elf unmoved; he doesn't even blink.

Puzzle the puzzles yourselves, by all means, never worry about your character being too dumb. wink First lock the pins are indeed labeled A-Z.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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When I first looked at this, I thought that it was a system of ordered pairs that went 1 17 2 13 3 9 4 but its a really specific and random assumption, especially given the odd number of pins, so I really doubt it's correct. Given that the bandits haven't managed to open these yet I doubt we can find the combination by looking around, so we must be expected to puzzle this out. Edit: Does anyone have any ideas on how we can safely test combinations without getting pricked?
Surprise! Turns out I'm a girl!
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Lucas looks on as various people in the group seem to recognise the 2 prisoners (if that's what they are), and instead he sits down infront of the 2 locks studying them carefully.

The first lock immediately leaps to his mind as he sees the image of the prism underneath it.

I think the first lock is relatively simple, it reminds me of the rainbows we have after a shower, so surely the code is R.O.Y.G.B.I.V. he says to the others who are considering the locks

This other chest is less clear however, I need to have a bit more of a think

I am afriad I can't picture what is meant for the 2nd chest, what do you mean when you say marked with hashmarks?
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Just realised my answer matches a normal prism, what do you mean by twisted prism?
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(September 29th, 2016, 17:54)Commodore Wrote: Puzzle the puzzles yourselves, by all means, never worry about your character being too dumb. wink First lock the pins are indeed labeled A-Z.

What about the second lock ? 1-26 ? 1-36 ?
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Upon closer examination the first number on the second lock is actually a 2 (my bad)
   
(September 30th, 2016, 05:12)AdrienIer Wrote:
What about the second lock ? 1-26 ? 1-36 ?
There are twenty pins potentially for the second lock, numbered 1-20.

The pins that are already inserted into the locks are stuck in place; they must be part of the correct sequence.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Lucas stares at the numbers on the locks, but he can't workout any connection between them in isolation. suddenly the various runes they have been walking past both here and in the surface pop into his mind and he tries to recall if there is any correlation between the scores shown on the locks and any of the runes he has passed
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