I have a low-level group I run that loves puzzles. Whether it be figuring out the correct move in a magic chess game or gathering mystic symbols from around the mansion and assembling them in the correct order to open the secret vault, they really get into it. Maybe it's the fact that most of the group is pretty well-educated, but they're more into using their minds than their muscles.
Unfortunately, most of the stuff I'm finding out there are mainly straightforward hack-and-slash that I think this group will get bored with fairly quickly. But I don't want something that's totally puzzles, what's a D&D campaign without a chance to hit things, right?
I really don't have the time right now to completely homebrew stuff for them every week, so I'm looking for some fairly short (4-5 hour) lower-level (2-4) puzzle-heavy modules I can use with them or just even some modules I can get puzzle ideas from to roll into other modules.
Suggestions?
Cliff
Unfortunately, most of the stuff I'm finding out there are mainly straightforward hack-and-slash that I think this group will get bored with fairly quickly. But I don't want something that's totally puzzles, what's a D&D campaign without a chance to hit things, right?

I really don't have the time right now to completely homebrew stuff for them every week, so I'm looking for some fairly short (4-5 hour) lower-level (2-4) puzzle-heavy modules I can use with them or just even some modules I can get puzzle ideas from to roll into other modules.
Suggestions?
Cliff