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Puzzles

Building your world · guide 6 of 8

A riddle on a door, a trap in the floor, a lock with three dials. Write each puzzle once, with its answer and its hints, and you'll never be caught out at the table.

Two ways to make a puzzle

Every puzzle lives on the Puzzles page. Create with Wizard walks you through it a section at a time. Manual puts every field on one page.

The Puzzles page, with its two ways to make a puzzle

Basics

To use the wizard, start with Basics: a name, and a one-line summary you can read straight off the list. Only the name is required.

Basics: a name and a one-line summary

Press Next, and this step is saved. If you stop halfway, the puzzle waits on your list marked Unfinished.

A puzzle you stopped halfway, waiting on your list

Level and place

Set the party level it's built for, and the location it belongs to, if it has one.

Level and place: the party level and the location

Premise and solution

The Premise is what the players see: the situation, and the clues in front of them. The Solution is the answer, and how the party reaches it. Your players never see it.

Premise and solution: what the players see, and the answer

Resolution

Hints are the clues you hand out when the party gets stuck, from a gentle nudge to a near giveaway. So when the table goes quiet, help is already written. Then the Success outcome: what solving it grants or unlocks.

Hints, and what solving the puzzle grants

Linking a reward

Right under it, Linked items holds the treasure. Press Add item, choose one of your items, and press Link. It shows as Pending until the puzzle is solved.

Linked items, with a key waiting as a pending reward

Rolling new loot

No reward in mind? Roll new loot. Choose how significant the find is, and Critsmith matches it to the party at the table. Press Roll loot, and re-roll as often as you like. When it looks right, press Add to inventory and link to this puzzle. The coins and items wait, pending, until the party earns them.

Rolled loot, matched to a party of four at level 3

Failure and notes

Last on this step, the Failure outcome, for when they give up or take the wrong path. And your DM-only notes, which no player ever sees.

Soundscape and review

The Soundscape step picks what plays while the puzzle is on screen, and soundscapes have their own guide. Press Continue to review, check everything on one card, and press Finish. Your new puzzle is on the list, marked New.

Review: the whole puzzle on one card

Making a puzzle on one page

Prefer one page? Manual has every field together. Press Next, and the puzzle is made, with Linked items open below, ready for its rewards. Press Save and finish when you're done.

Manual: every field on one page

Running the puzzle

Put the puzzle in a scene, and it's ready on the Run screen. When the party cracks it, press Success, and the rewards go straight to them. Resolving puzzles has its own guide too.

A solved puzzle on the Run screen

How hard your players found it

Once a puzzle is settled, your players are asked how hard it was. On their Puzzles tab, under Rate the puzzles, each player presses one rating, from Really easy to Really difficult. Their rating is saved, and the puzzle leaves their list.

Rate the puzzles, on a player's Puzzles tab

The results show on the puzzle's card on the Run screen: what most players found it, and how the votes fell. So you learn which puzzles suit your table, and can pitch the next one just right.

What your players thought, on the Run screen

Write the answer once, keep the help ready, and let the rewards look after themselves.

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