Does anyone have any suggesions on portal keys that can be guessed on the spot? (without spells, key sellers or similar ways)
My first idea was a wall imprint which is an obvious game of tic-tac-toe (x already written in a corner) and a player can use a piece of chalk or some ink or whatever and has to beat the wall in a short tic-tac-toe game if he wants to open a portal
Now I'm looking for suggestions that include more planescape-ish problems like rearanging symbols, turning cogs or whatever, but made in the way that can be solved with pen&paper or through verbal description
Any ideas?
Well. Theres always the modron cube idea, from planescape:torment ( is there a limit to the amount of times I get to refrence that game? And if so, how many do I have left?)
Basicl, for your game, you describe a weird model of a modron ( or any figure, probably depending on where you want your players to go) and you have them try different combainations of moving differant limbs. But in a way that wont have them to frustrated to play, such as having the limbs move back mto the spot they started in if you get any part of the combanation wrong.
EX:
move left limb up- whirr, back in place
move left arm down-whirr, back in place
move right arm up- click, lockes in place
bend left leg- whirr, all peices are back in place
move right arm up- click
bend right leg- whirr, back in place
move right arm up-click
move left limb down- click, the figure starts to buzz, and the archway in front of you feels differant, although you can see no change
bend left leg- click, the figure glows, and the archwya shimmers. You got yourself a portal key.
Although, in the original use, the modron cube acted as the portal itself. whatever works for you, or your campaign.
The players could even pick up this item as a toy, not realizing its significance untill, if its a key to a prtal arch of some sort, it reacts in some way when you bring it close.