I like it! It's simple, tricky, unexpected, and easy to insert into just about any adventure. It also has a nicely quirky, sort of "Alice in Wonderland" feel to it. Go to Comment
I do have one question: Will the door open only when the knob is in its regular position? If someone manages to catch the knob, can the person turn it immediately to open the door, or do they have to wrestle it back into position first? Go to Comment
In its original context, this was one of a series of trials that the PCs had to pass through in an alternate dimension in order to obtain a magical macguffin to be used in defeating the evil du jour. However, the room could easily be inserted into a labyrinth or other dungeon-like structure, with whatever background story/justification the GM wants to give it.
The other minotaurs are just for decoration and camouflage, though additional functions could certainly be added to them for a more complex version of the room. Maybe make touching any of them activate the shadow minotaur. Or maybe one could speak and offer hints to a party that's completely stumped.
Strolen,
Thank you for the kind words too!
Freeing the shadow would be a good alternative, especially if the GM wants the encounter to be more combat-oriented. Or maybe the shadow would be freed only if the characters choose to pick the lock or bash down the door--as you say, not doing it the "correct" way. Go to Comment
I agree that this could be tricky if the players don't have out-of-game knowledge of magnetics. However, I can see ways around that: either plant the necessary information somewhere in-game, or replace the positive and negative magnetic charges with, say, "red and green magic" and explain their properties.
If you're sure the players know the principles involved, then it's a solid tactical logic puzzle. Go to Comment
Dungeons (Underground) (Traps)