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Puzzles Predicaments and Perplexities III v1.1

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PUZZLES, PREDICAMENTS,

AND PERPLEXITIES III

1
cREDITS On The Cover
Writing & Design: Steve “Jaspor” Orr, @AgentJaspor Boris desparately treis to hold back the deadly collapsing wall to
Bill Putrino, @bputrino & DJ Brewer give Jasp more time to focus on connecting the dots.
Producer: Steve “Jaspor” Orr Cover art by Thomas Bourdon
Cover Illustration: Thomas Bourdon
Editing: Jane Hermiston, @jane_hermiston
Layout: DJ Brewer
Interior artwork: DJ Brewer & Isabella Ritz
Some artwork © 2020 Dean Spencer, used with permission
All rights reserved.

Version 1.1 December 2,, 2020

ABOUT THE AUTHORS


Bill Putrino is a pop punk skateboarder living the good life in
the world of nerdy pop culture. Bill is an avid Board Gamer, RPG
player, and DM, not to mention an amazing artist as you can tell by
his work on his site dnd2d.com.

Steve “Jaspor” Orr is a homebrewer, retired punk rock guitarist,


and software developer. Steve has been playing and DMing D&D
games for many years, and has been publishing on the Dungeon
Masters Guild since February 2019. One day he might even learn
how to draw more than just stick figures.

D.J. Brewer is a humble public servant, defined by his love of


video games, beer, and working out at the gym. A longtime fantasy
geek who spent his early junior high years painting miniatures
and endlessly reading Dragonlance and Icewind Dale, D.J. has
only in recent years finally taken the worthwhile plunge into D&D
campaigning.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Steven Orr, Bill Putrino, and DJ Brewer and published under the Com-
munityContent Agreement for Dungeon Masters Guild.
Introduction SDcaling the Puzzle
ifficulty
A
dventurers will find themselves tested in many ways
The puzzles, as presented, are intended to be encountered by Tier
during their careers seeking fame, fortune, justice, and
1 (levels 1-4) characters. However, they are designed in a way that
truth. Some tests will challenge their strength, agility,
allows them to be made suitable for characters of all levels. Some
spellcasting knowledge, and combat skills. Others will require
simple adjustments can be made to scale the difficulty up for
diplomacy, conversation, observation skills, and social interaction.
higher level characters.
A rare challenge provides elements of both and requires deeper
thinking and analysis. Such puzzles are meant to guard treasure Adjusting the DC of ability checks is the most convenient
and secrets and present a unique challenge to characters and method for changing the difficulty of a puzzle. It is recommended
players. They also imply a worthy reward lies on the other side. that you increase the DC of all ability checks in a given puzzle
by 2 for each Tier over 1. For example, a puzzle requiring a
Puzzles, Predicaments, and Perplexities: Volume Three
successful DC 13 Wisdom (Perception) check would increase to
presents twelve original puzzles for your fifth edition Dungeons &
DC 15 for Tier 2 (levels 5-10) characters, DC 17 for Tier 3 (levels
Dragons campaign. These encounters are designed to be inserted
11-16) characters, and DC 19 for Tier 4 (levels 17+) characters.
into your adventures at any point with minimal preparation.
Ultimately, the players should succeed in solving the puzzle. It
Each puzzle is presented with a description of how it works, its
should be challenging, but not impossible. Adjusting the DC of the
solution, and several hints that can be provided to players if they
associated ability checks is one way to tune the difficulty of the
have trouble solving it. The hints are designed to direct the players
challenge.
toward the solution without giving it away. The full solution should
not be revealed to players until all hints have been exhausted, and The puzzles can also be comprised of a trap component to
it is apparent the puzzle cannot be solved. We hope this will be a punish characters for attempting incorrect solutions. These traps
rare occurrence, as the answers should slowly become evident by are meant to increase the sense of danger and urgency around
revealing more about each puzzle with the provided clues. finding the solution to the puzzle. The inclusion or exclusion of
these traps also provides a technique for adjusting the difficulty
of the puzzles. For lower level characters or newer players, the
The Perplexity Rating puzzle itself may provide enough challenge without the extra
threat of a fireball landing on their heads if they press the wrong
This feature attempts to help DMs understand the relative button. For higher level characters or experienced players, that
difficulty of each puzzle. While each group of players is different, threat can transform a tedious exercise in pattern identification
and it’s not easy to predict which scenarios they will easily solve into a potentially deadly encounter. Several of the puzzles have
and which will completely stump them, this rating endeavors to a sidebar entitled “Raising The Stakes” that includes optional
provide high-level guidance on the difficulty of a particular puzzle. additions to make the encounter more difficult or dangerous.
This is completely separate from the Challenge Rating and con-
cerns the difficulty of solving the puzzles in terms of player skill
and problem-solving ability.
The general guidelines used to determine Perplexity Rating are:
• Easy. A puzzle that can be solved through sheer per-
sistence. Everything needed to solve an Easy puzzle is right
in front of the characters, they just need to pay attention
and follow the clues.
• Medium. A Medium puzzle requires more creativity or
investigation. Players must look beyond obvious clues and
search for hidden patterns that lead to the solution.
• Hard. The most difficult puzzles require careful analysis,
consideration of multiple scenarios, and observation of
how multiple moving parts interact with each other. Hard
puzzles may also contain an element of math.
While specific players might prove the Perplexity Rating inac-
curate for them (one party may blow through a Hard puzzle and
become stuck on an Easy puzzle), it serves as a guide for relative
difficulty of the puzzles in this supplement. The puzzles are or-
dered by this rating, starting with Easy and progressing to Hard.
3
Opening Doors and More Making the Puzzles Your
Own
By their very nature, these puzzles are designed as mandatory
obstacles for the adventurers to overcome by finding the correct
While the puzzles presented here are suitable for plugging into
solution. For many of these puzzles, that obstacle is represented
any adventure, Dungeon Masters are encouraged to customize
by a locked door that can only be opened by solving the puzzle.
the puzzles to better fit their game. There are numerous ways
While the door may be the most common and logical choice as a
to customize each puzzle. This can include making the puzzles
barricade – forcing the party to engage with the puzzle – a variety
more personal to your group of adventurers; adjusting the
of options can be substituted to suit your particular campaign or
puzzle descriptions to fit the setting of your dungeon; changing
adventure. Some other options for successfully solving a puzzle
the symbols or languages involved to match your game world;
include:
or involving known NPCs in the solution. The puzzles provide
• Opening a locked chest. a framework for logical and solvable problems that can be
personalized to fit your adventure.
• Uncovering a hidden message.
• Transporting the party to an alternate plane.
• Unlocking the shackles of a prisoner.
• Closing a magical portal.
• Revealing an invisible artifact.
There is also an opportunity to chain together several puzzles.
This book includes two adventures that have been created entirely
ted entir
rely
by doing just that!

The Adventures
In addition to the stand-alone puzzles, this book also
lso
includes two full-length adventures. These adventures
ureress
build a story around the puzzles, giving a logical narrative
a ra
ar rative
ve
e
for linking them together in a series of challenges.. The
The h
adventures can be run completely as written, as self-
elf
lf--
contained modules, or they can be dissected and used
used d for
for
parts in your own campaign.
The Long-forgotten Adventures of Sir Canard d ssends
end
en ds
the adventurers on a ghostly journey through time. e. The
The
party relives the early and later years of a somewhat
hatt famo
ha famous
mo ous
us
(if somewhat forgotten) explorer. As they assist him m iin
na
variety of tasks that shape his life and career, the heroes
herroe
o s
may be surprised by what they discover in the end. d.
Trials of the Bearwalker Clan finds the party seekingeekingg
help from a tribe of goliath barbarians. The barbarians
rians
have exactly what the group is looking for, and they ey
have a reasonable request. The adventurers must prove
themselves worthy of the tribe’s assistance by completing
mpleting a
series of ancient ritualistic trials that have been part
art of the
Bearwalker Clan’s tradition for generations.

4
The simple words and phrases are translated as follows:

The Puzzles Lokwa - Happy


Virn Lokwator - Happy man

T
he puzzles in this book are designed to be inserted
into almost any adventure at logical points. This could Mogra - Sad
entail adding additional challenges within officially
published adventures or inserting new obstacles into your own Virn Mogrator - Sad man
custom adventure. Some are more challenging than others, and a Hwage (this word is missing) - Angry
puzzle that appears simple at first may surprise you by stumping
your players. Every adventuring party is different and the way they Virn Hwagrator - Angry man
approach challenges can vary drastically. Be open-minded when
Inakto Avro - Bird in a tree (Inakto means “in a tree”)
players surpriseyou while dealing with these trials.
Avro - bird
PTictures Worth at Least Inakto Rago - Mouse in a tree
hree Words The more complex phrases are translated as follows:
Perplexity Rating: Easy
Inmento Tukruk Hwagrator - "Angry dragon on a table." Players
This puzzle is a language-based challenge, involving matching can recognize the word “angry” and guess that this is the answer.
images with words to reconstruct a lost language. Use it anywhere Inmento means “in or on a table.”
there is a suitable space for pictures on a wall, column, or other
surface. Inbedo Rago Chago - "A small mouse in a boat. Players can
recognize the word for mouse (“rago”) and guess that this is the
The Puzzle answer. Inbedo means “in or on a boat.”

When the characters approach this encounter, read or Yukto Manata Tesol Bancha - Bright sun next to a mountain.
paraphrase the following and provide the accompanying Literally, “Next to mountain, sun bright.”
images, available in appendix B:

You come across a wall that holds crude images along with
Hints and Tips
For players having trouble solving this puzzle, the following
word plates written in Common. Some of the word plates are clues can be provided by the DM to help guide them towards a
solution:
still hanging on the wall, some have been knocked down, and
• With a successful DC 10 Intelligence (Investigation) or
a few are completely missing. Wisdom (Perception) check, the character understands that
the party needs to place the correct plate on the wall.
• A successful DC 11 Wisdom (Perception) check will allow a
The Solution character to figure out that Inakto means “In a tree.”
The party simply needs to match the correct plate with its
• Players completely stuck can perceive with a DC 12
corresponding image. The key is that the images build on one
Intelligence (Investigation) or Wisdom (Perception) check
another; characters need to remember small words from earlier
that they do not need to learn every word, and only need to
paintings to be able to piece together the final puzzle. Players
focus on identifying one or two key words.
first learn the word usage for angry (“hwagrator”) and then learn
the word for mouse (“rago”) by comparing the words from the • Players can, with a DC 10 Intelligence (History) or Wisdom
previous parts of the puzzle. There is a lot of guesswork involved, (Perception) check, be told part or all of the English
but players who are familiar with using foreign languages (or (Common) translation of each picture, at the Dungeon
those with a natural aptitude for language) should be comfortable Master’s discretion.
latching onto one or two familiar phrases and guessing everything
else.
RAISING THE STAKES
The Dungeon Master can adjust the difficulty by removing
words from the pictures. For example, characters can
guess “Inakto Rago” with only one of the previous images
translated (Inakto Avro), leaving “Avro” untranslated. At
a minimum, characters will need to learn “hwagrator”
(angry) and “rago” (mouse) to solve the puzzle.

5
Images With Plates
The following images are hung ont he wall. One image's plate is
unfortunately broken.

Lokwa Virn Lokwator

???
Mogra
(Plate is broken)

Inakto Avro Avro

6
Images With Missing Plates
The following images are hung ont he wall but their accompanying
name plates have been scatterd on the floor.

Name Plates
You find these name plates scattered in no particular order
on the floor.
Inakto Rago
Hwage

Inmento Tukruk Hwagrator Virn Hwagrator

Inbedo Rago Chago Yukto Manata Tesol Bancha

7
The Shattered Sword
Perplexity Rating: Easy
An old forge contains the tools and process for putting together The ancient sword in need of a fix
the pieces of an ancient shattered sword. Only when the sword is How will you reunite all the pieces six?
once again made whole can the party solve this puzzle. The steps to follow are here in this text
The Puzzle Continue to read to find what comes next

The forge and the broken sword can be placed in any dungeon, castle, For the reunion to begin to transpire
city, or fortress. When the party enters the forge, read or paraphrase The forge must be fed to increase the fire
the following: Place into the flames the right amount of coal
Lumps numbered the same as the length of a pole
As you enter this room, you feel a surge of hot air on your
With the tools on the table grasp each piece one by one
skin. A large forge against the far wall is glowing with
Heat in the fire but not so much it’s overdone
flames. An anvil sits before it, with a quenching bucket Use the timer to measure how long to aid with the fix
Heat exactly minutes counted two score minus six
filled with liquid. A workbench is against a nearby wall. On
it rests several smithing tools and an old-looking scroll. Once heated align the shards on the anvil to pound
The next steps are important for the sword to be bound
The point shall be pointed which way the sun rises
While the forge itself is used to solve the puzzle, there are The hammers per shard will vary by sizes
some crucial items that are required to use the forge properly.
Specifically, the six shards of a broken sword. It is up to the The point and its two must be strong to impale
Dungeon Master to decide where the shards are located. They may Five hammers per seam so the bond does not fail
be scattered throughout the world, located across many sessions The two pieces next get two pounds per scar
by the adventurers without really knowing what they were for. Extra metal is added as three iron bars
They could be hidden within the same dungeon as the forge itself.
They could also simply be in the forge waiting for someone to come The sword nearly complete needs one more bar
along to put them together. How, where, and when the party finds The hilt joins with half the total poundings so far
the shards of the sword is up to how the Dungeon Master decides The pieces all joined will need to be cooled
to work this puzzle into their campaign or adventure. Four dips half a minute into the oily pool
The scroll contains the instructions for successfully putting
the sword back together. Following these instructions properly is The ssword
The worrd now one needs an edge sharp and fine
required to achieve the goal of this puzzle. Similar to the shards And
An
nd popolish
p h to give
lish
lish g it a bright sheen and shine
themselves, the scroll could be placed strategically elsewheree in The
Th e fift
fth
hp prime
rim
ime number strokes of the stone
e nu
n
the campaign or adventure by the Dungeon Master. Perhaps haps an This
Th i n
is number
umbe
umbe each
berr on e ach edge gives the sword its hone
ac
oss
ssesssion of
experienced blacksmith who has been in hiding is in possession
it. Maybe it was also hidden somewhere else in the ssame
am
me du
dungeon Sharp
Sh
Shar arp
ar p an
and united
d un
uniited
dn now
ow needs
need to rub off the grime
as the forge. You’ll
You u’ll know
u’ kno
n w on your
n you
o r ow
ou own when n it’s ready to shine
en
If yyou
ouuddeciphered
e ip
ec phere
here
he ed ea ch step
each step and
nd followed
an fo them true
Near the forge are additional toolss and d ssupplies
u pl
upplie
iess needed to A sword
sw made
worrd ma
m ade ffor hero
orr a h w waiting
ero is now
er ow waiti for you
reforge the sword. The workbench h ccontains
ontain inss a hamm mer, tongs, a
hammer,
sharpening stone, a polishing cloth, lot
o h, aan n ho
hour rglass, and
hourglass, d gloves. On
one side of the workbench iss a pil le of 2
pile 20 0 ir ron bars. O
iron On n the other
side is a pile of coal. In front off tthe
h forge
he ge iiss a largge anvil
large anvil.l. Next to the
ed with coolin
anvil is a barrel filled cooling ng oi
oil.l
The scroll contains the instruc
ucti
t on
onss as ffollows,
instructions olllows
ol lows, an
nd a ha
and h n outt to
nd
handout to
present to the
h players is av
avai
aila
labble in
available in aappendix
pppen
ndi
dixx C:

8
Half a minute is thirty seconds, so the sword should be dipped into
the barrel and remain there for thirty seconds. This is repeated
The Solution four times. If the sword is dipped for too long or too little time, or
The players must successfully read, decipher, and follow the with too many or too few repetitions, this step fails.
instructions as laid out on the scroll to forge the pieces of the
Step 8: The sharpening stone is used to give the sword sharp
magical sword back together. The steps below explain what each
edges. The poem explains how to do this with “the fifth prime
hint means and how it should be executed during the process:
number strokes of the stone, this number on each edge gives
Step 1: The second stanza talks about putting coal in the fire. the sword its hone.” Prime numbers are numbers greater than 1
“Lumps numbered the same as the length of a pole” refers to that are not the product of two smaller numbers. Or, put another
the 10-foot pole that is commonly included among the gear in an way, a number that cannot be divided evenly besides by 1 or itself.
adventurers’ pack. The party must place 10 lumps of coal into the The sequence of the first five prime numbers are 2, 3, 5, 7, 11.
forge’s fire. Any more or less coal results in a failure. Therefore, the fifth prime number is 11. The sharpening sword is
stroked on each of the sword’s two edges 11 times each. Greater
Step 2: The third stanza describes the process for heating each or fewer strokes results in a failure of the process.
of the shards. The tongs found on the workbench must be used
to grasp each shard individually. Each piece then must be heated Step 9: The final step involves using the polishing cloth to give
within the fire of the forge. The hourglass is used to track the time the sword a nice shine. This step doesn’t give specific directions
each piece is heated. The phrase “two score minus six” gives the on how long to shine the sword, so it is reliant on the characters
number of minutes. A score is equal to 20, which means two score figuring this out on their own. This is done via a skill check. A
is equal to 40. Subtracting 6 from 40, the total is 34. Each of the successful DC 10 skill check in Intelligence (History), Wisdom
six pieces must be heated in the forge for 34 minutes. Any more or (Perception or Survival), or Charisma (Performance) means the
less time spent heating the shards results in a failure. person doing the polishing can determine when the sword has
been sufficiently shined. Proficiency with jewelers’ tools, smiths’
Step 3: The fourth stanza explains how the shards should be tools, or tinkers’ tools allows the character to determine the
aligned on the anvil. This is fairly straightforward, as they should appropriate shine without the need for a skill check.
be arranged so they fit together with the “point shall be pointed
which way the sun rises.” The sun rises in the east, so the tip of Unsuccessfully following the instructions results in a failure to
the sword should point towards the east. If the reforging proceeds forge the sword shards back together. When a step is performed
without the sword tip pointing east it fails. incorrectly, the shards glow an angry red color and split apart,
blasting a hot burst of steam and causing 2d10 fire damage to
Step 4: The last line of the fourth stanza begins explaining the those standing within 10 feet. The process must then be started
next step, as it mentions hammering the shards together. The over from the beginning. After a third failure, the damage increases
blacksmith’s hammer on the workbench is used for this step. to 6d10 and the shards are destroyed forever.
Two pieces are connected to the shard that includes the tip of the
sword. These create two connections or seams. “Five hammers When the instructions have been followed successfully, the
per seam so the bond does not fail” provides the number of strikes sword glows with a blinding flash of light and becomes whole
to be done with the hammer to connect these pieces - five for each again! See appendix A for the details regarding the reforged sword
of the two seams, or ten total to connect these first three pieces. of Zzuples that has been created by this process.

Step 5: The next two lines provide the next stage of hammering, Hints and Tips
with the addition of extra metal. “The two pieces next get two
If players get stuck interpreting any of the parts of the poem that
pounds per scar, Extra metal is added as three iron bars.” Three
explain the steps, the following skill checks are some suggestions
iron bars are added to the shards as the next pieces are hammered
for how they can figure out the meaning of the words:
together. Two additional connections, seams, or “scars” as the
poem puts it, with two pounds each, means four more strikes • A successful DC 10 Intelligence (Nature) or Wisdom (Survival)
of the hammer to connect these shards. Too many or too few check reveals that the sun rises in the east and, therefore, the
hammer strikes or iron bars and this step fails. shards of the sword should point in that direction. This also
allows the character to determine which direction is currently
Step 6: The piece with the hilt is the final shard to be joined, and
east.
“needs one more bar, The hilt joins with half the total poundings
so far.” An additional iron bar is added, and the previous total • A successful DC 11 Intelligence or Wisdom check allows a
hammer strikes must be totalled. With ten total strikes in step 4 character to recall that the word “score” refers to the number
and an additional four in step 5, that’s a total of fourteen strikes. twenty.
Half of that is seven. The hilt is joined with the addition of the
iron bar and seven strikes of the hammer. Too many or too few • A successful DC 12 Intelligence (Arcana, History, or Religion)
hammer strikes or iron bars, and this step fails. check recalls what a prime number is. A successful DC 14
check of the same skill reveals the first five prime numbers.
Step 7: The poem then speaks of cooling the reforged sword.
This can be done by dipping it into the barrel filled with oil. “Four
dips half a minute into the oily pool” gives the number of dips and
duration. 9
Stone Tablets Hints and Tips
For players having trouble solving this puzzle, the following
Perplexity Rating: Easy clues can be provided by the DM to help guide them towards a
The party needs to place a pile of oddly shaped stone tablets solution:
correctly into a frame. Each stone must be placed in its correct • With a successful DC 10 Intelligence (Arcana) check the
position in order to fill out the frame. The Stone Tablets puzzle character realizes this is an ancient magical puzzle where
can be used anywhere you would like to put a pause in the game. placing the stone tablets together in a perfect square yields
Once the puzzle is completed successfully it can trigger a door, a magical result.
open a chest, summon an NPC, or fill the room with treasure. The
end result can be fit into any scene in your game. • An Intelligence (Investigation) check result between DC 12
and 15 allows the character to see a dusting outline that
This puzzle has a print and cut element that can be used matches the shape of one of the tablets in the frame. A 16+
at your game table. Cutting the puzzle out is not required but Intelligence (Investigation) check allows the character to
recommended. See Stone Tablets in appendix D. see the dusting outline of two tablets in the frame.
The Puzzle • On a successful DC 14 Intelligence (Nature) check the
character can sense that one of the tablets wants to be
When the party enters the room with the tablets, read or touching the wood frame (place a correct edge piece in the
paraphrase the following: puzzle).

Before you lies a stack of stone tablets piled eight high. Next
to the stones sits a square wooden frame. The depth of the RAISING THE STAKES
frame looks deep enough to accommodate the thickness of You can turn this puzzle into a dungeon crawl by having
the party find the square frame, with one stone tablet in it,
one of the stacked stone tablets. in the first room of a dungeon. Hide the rest of the puzzle
pieces throughout the dungeon and have the characters
This is similar to a jigsaw puzzle where the party will need to search the rest of the dungeon to find all the pieces, then
arrange all eight stone tablets into the wooden frame to create a attempt to solve it.
perfect square.
Adding a damaging trap if too many pieces are placed
incorrectly in the frame is a fun way to add some threat
The Solution to the puzzle. If four or more pieces are laid incorrectly
This puzzle is complete when all 8 pieces are perfectly laid out in the frame, the erupting earth spell is cast on the
within the frame to create a perfect square. There should be no character’s location.
gaps or overlapping of pieces. See the completed puzzle layout in If you are looking to add combat into this puzzle, earth
appendix D. elementals can spawn from the walls and attack the
group if they place four or more pieces out incorrectly in
A character casting the commune with nature spell can sense
the frame. Use 1 earth elemental for a Tier 1 group, 2 for a
that 3 tablets want to be touching each other and will be able to
Tier 2 group, 5 for a Tier 3 group, and 8 earth elementals
place these tablets correctly in the puzzle.
for a Tier 4 group.

10
The Zzuples Chest Hints and tips
For players having trouble solving this puzzle, the following clues
Perplexity Rating: Easy
can be provided by the DM to help guide them towards a solution:
For this puzzle, the party is presented with a locked chest. The
• A DC 11 Intelligence (History) check triggers a character's
party has to figure out the missing number on a combination lock
learnings of Common language and numbers. They realize
attached to a chest in order to open it.
that, as presented, these numbers are written in Common and
are out of order.
The Puzzle • A successful DC 12 Wisdom (Perception) check allows a
character to notice that 88 is 88 even when it's upside down.
The Zzuples Chest puzzle can be used in any setting where you want
the players to access a locked chest. This can help lead the characters to look at all the numbers
upside down.
Read or paraphrase the following:
• A DC 13 Intelligence (Investigation) check allows a character
to not only notice that the skeleton in the room looks like it
Laying on the floor in the center of the room is a decaying
was scratching the numbers in the stone, but that they are not
skeleton. It is barely clothed due to years of rot, decay, and lying in the position they were when they died. This can help
lead the characters to see that the numbers are upside down
insects eating away at it. The skeleton's right arm and hand from how the skeleton lies.
is stretched out in an odd position. Upon further investiga-
tion, it looks like they have scratched some numbers into RAISING THE STAKES
the stone floor. You can make out five numbers: 16, 06, 68, There are several ways Dungeon Masters can modify
this puzzle to make it harder for the players:
88, and 98. Next to the numbers is a stone chest built into
A non-damaging approach to making this a harder
the floor. On top of the chest are six two-digit numbered encounter is to give the players fewer numbers up front.
Instead of giving them five numbers perhaps give them
rotary dials, all set to the number 00. four, or even three for a real challenge. You can even
change the order in which the numbers are written on
the floor, also requiring the players to reorder them for
This is a straightforward number deciphering puzzle. The players the proper combination.
are given five numbers (16, 06, 68, 88, 98) and need to figure out what
the proper sequence, and the missing sixth number, is in order to Combat may be added to this encounter by having the
enter the correct combination and open the chest. skeleton on the floor animate and attack the party if they
guess the wrong combination.
Adding an electrifying or poison trap when a rotary dial
The Solution is turned is a way to add some danger to this encounter.
The players don't know that their characters are looking at A hard failure condition can be added to this puzzle.
the numbers upside down. Once they turn the numbers over, the If the party tries the wrong combination too many
series reads 86, 88, 89, 90, 91. If the characters notice that the times (at the Dungeon Master's discretion), the chest
numbers viewed in this way show a simple sequence, they can transforms into a mimic and attacks the party. The
plainly see the missing number is 87. The complete combination party receives none of the treasure that was in the chest
is 86, 87, 88, 89, 90, 91. Once they set the rotary dials on the chest before it transformed.
to those numbers in that order, the chest unlocks and opens.

11
The points expected for each target is written on the back of each
target. Any character who specifically examines the targets closely
Bullseye will notice this without a skill check. Any character who searches
the room as a whole will notice this writing with a successful DC 12
Perplexity
Pe
erp
rple
lexiity R
Rating:
ating: Med
Medium
diu
ium
m
Wisdom (Perception) check.
The numbers on the targets, from left to right, are: 220, 190, 140,
260. The leftmost target is the one with the three arrows in it. The
arrows are located within the outermost ring, the ring 3rd from
the edge (which also happens to be 3rd from the center), and the
bullseye.

The Solution
The party has to reverse engineer the values of each ring, using
the target with the arrows stuck in it along with the point total
written on the back of it. The total of those three arrows is 220
points. These points are summed from the three different point
values represented by the three arrows. It should be a fairly easy
assumption that each ring is worth different points and the outer
circles are worth less than the inner circles (and bullseye), but if
the party does not automatically reach this conclusion they can
do so on a successful DC 11 Strength (Athletics) or Intelligence
(History) check.
The process of finding the three numbers used to total 220 will
take some trial and error, and eventually the party should realize
A collection of archery targets make up this puzzle. Players will the point numbers equal to 150 for the bullseye, 60 for the 3rd
have to examine a target that already has arrows in it, figure out ring, and 10 for the outer ring. This leaves them to determine the
the scoring system, and shoot arrows into the appropriate rings point totals for the two rings that do not have arrows. It will take
on the remaining targets. some more math to figure this out.
The difference in points between the bullseye and 3rd ring
The Puzzle is 90 points. The difference between the 3rd ring and the outer
Arrows sticking out of a target are the main clue here, as well ring is 50 points. This demonstrates that there is not a constant
as some notes attached to each target. When the characters difference in the point values between each ring. Now the
approach this puzzle, read or paraphrase the following: question to solve is how each ring changes in point value as they
progress. Knowing that it’s not an even distribution helps quite a
Before you, four archery targets are arranged next to each bit. Taking the 90 points difference and 50 points difference and
splitting each so they’re roundly uneven gives a 50/40 and 30/20
other. The first target has three arrows sticking out of it, each split. Looking more closely at these numbers shows a difference
arrow embedded in a different ring of the target. The other of 10 points each time. So, from the bullseye, the number of
points each ring is worth decreases starting at 50, and then 10
three targets are empty. Across from the targets, a line is points fewer each time. See the table for the full breakdown.
etched into the ground, seemingly to indicate the point from
Ring Point Value Difference From AC
which archers should shoot. Lying beside the used target is a Previous Ring
quiver filled with arrows and a longbow. Bullseye 150 N/A 14
Fourth Ring 100 -50 13
The targets have five rings on them, each ring worth a specific
number of points when hit by an arrow. Each target expects a Third Ring 60 -40 12
specific number of total points to be scored on it using three Second Ring 30 -30 11
arrows. The party must determine how many points each Outer Ring 10 -20 10
target expects, how many points each ring is worth, and then
successfully shoot arrows into each of the targets to reach that
exact point total.

12
Once the characters determine the point value of each ring,
it’s a matter of shooting arrows into the appropriate rings on
each target to match its expected point total. Shooting each ring
The Puzzle
requires a successful ranged attack with a bow against the Armor This puzzle can be placed at the end of a hallway or within a
Class as shown on the accompanying table. room with no obvious exits other than the way the party entered.
When the group moves to within 10 feet of the puzzle, read or
The appropriate rings to be hit on each of the remaining three paraphrase the following:
targets are as follows:
As you step forward, you feel a loose stone beneath your
• 2nd target - 190 points: fourth ring (100), third ring (60),
second ring (30) or bullseye (150), second ring (30), outer foot shift, and hear a low humming noise. Suddenly,
ring (10).
directly in front of you, glowing symbols appear. A circular
• 3rd target - 140 points: fourth ring (100), second ring (30),
outer ring (10). design with runes around the outer border floats in mid-
• 4th target - 260 points: bullseye (150), fourth ring (100),
outer ring (10). air. The circle and runes pulse with pale blue light as the
humming continues.
Hints and Tips
For players having trouble solving this puzzle, the following clues The floating magical symbols are interactive, and a character
can be provided by the DM to help guide them towards a solution: who touches them will experience a sensation like touching cold
metal. There are two different components to this puzzle that the
• On a successful DC 10 Intelligence check the character characters can interact with: touching the runes around the outer
makes the direct connection between the numbers written edge of the circle allows the rotation of the circle as a whole;
on the back of the targets and the points scored by the depending on the rotated position of the circle, dots will appear
arrows striking the target. within it that can be touched by a character.
• A successful DC 11 Intelligence (Investigation) or Wisdom
(Perception) check reveals that there is enough information Rotating the circle both changes the color of the entire display,
available from the used target to determine the values of and makes certain points within the circle appear or disappear.
each ring. Solving this puzzle involves making the points within the circle
• On a successful DC 12 Intelligence (History) check the appear and connecting them to one another by tracing a path
character recalls that targets such as these usually award between.
150 points for hitting the bullseye. There are 10 runes on the outer edge of the circle. The rune in
the top position (position one) is the current position, though the
Connecting the Dots puzzle is not activated yet (and won’t until they rotate away from
this initial pposition). A character that uses their finger (or another
Perplexity Rating: Medium object)
obje
ob ct)) to ttouch
ject o any of the outer runes can move the circle in a
clockwise
cloc
cl ockwkwis
kw isee oor counterclockwise direction, causing the outer circle
is
Floating magical runes requi
require
uirer thee ccharacters
hara
ract
c er
ct e s to
t d
decipher
ecipphe
herr wh
whatat and
an iitss as
d it associated
asso
s
so runes to rotate. The dots and lines within the
the symbols mean and hhow
ow ttoo inte
iinteract
innteract
ct w
with
itth tthem
hem
emm too so
solv
solve
lvee th
this
is ccircle
ci rccle
rcle
l d doo no
not rotate and always remain in the same position.
puzzle.

The Solution
When a new ew position is made active by rotating the outer circle,
the color of the puzzle changes and the dots within the circle
appear or d disappear. The characters must rotate the circle until
the next set of dots appear and then use their finger (or another
object) to cconnect the new dots to the pattern that’s been drawn
s far. The table below explains the color and dots for each
so
available
avai
ava lable po
position.

13
From the initial position, no dots will show up within the circle
until it is rotated to the 7th (red) position. At that point, two dots
Hints and Tips
For players having trouble solving this puzzle, the following clues
appear. A line must be drawn connecting the dots, at which point
can be provided by the DM to help guide them towards a solution:
they will pulse in recognition of a correct move. After the first
connection is made, the circle must be rotated again. No new • A successful DC 10 Intelligence (Investigation) or Wisdom
dots will show up until the circle is moved into the 4th (brown) (Perception) check understands that the puzzle can be
position, at which point one additional dot becomes visible. Once interacted with manually, and that touching and moving it
the brown dot is connected to the original two dots, the puzzle can manipulate its components.
pulses to acknowledge the correct move. The circle must then be
rotated to the 9th (yellow) position, which reveals three additional • A successful DC 11 Intelligence (Arcana or Religion)
dots that must be connected. This process repeats until all 10 check reveals the runes on the outer edge of the circle to
positions have been activated and their dots connected. be representative of the numbers one through ten.

The correct sequence for rotating the circle into the active • A successful DC 12 Intelligence (History) check
position in order to reveal and connect the dots is: understands that the dots appearing within the circle are
representative of some kind of map or pathway that needs
7th (red) - 4th (brown) - 9th (yellow) - 2nd (orange) - 1st (pale to be connected somehow.
blue) - 6th (black) - 3rd (pink) - 5th (green) - 10th (purple) - 8th
(midnight blue)
Once all the connections are made, the puzzle glows a bright
white, the humming becomes louder, and it explodes in a burst of
light. When the light fades, the reward is revealed.

Circle Position Puzzle Color Dots Show up After Sequence of Positions Number of Dots Visible
1 Pale Blue Orange 5 1
2 Orange Yellow 4 2
3 Pink Black 7 1
4 Brown Red 2 1
5 Green Pink 8 3
6 Black Pale Blue 6 2
7 Red Initial Position 1 2
8 Midnight Blue Purple 10 1
9 Yellow Brown 3 3
10 Purple Green 9 2

RAISING THE STAKES


While it may take some time for the party to figure out the mechanics of how the puzzle
works, once they understand, it’s mostly a matter of trial and error. To increase the sense
of urgency and danger while they are finding the solution, a wall of spikes appears from
the wall opposite the puzzle and slowly begins to move towards them.
The wall begins 40 feet away from the group and moves 10 feet each round (the
Dungeon Master may adjust the distance and speed at their discretion to make it more
or less threatening). A combined Strength check of 50 allows the group to hold the wall
in place and prevents it from moving for one round. That check must be repeated each
round. A successful DC 14 check with thieves’ tools - made with disadvantage due to
the moving nature of the wall - disarms the trap and resets the wall back to its original
position. Any character who is standing in a spot that the wall moves to must make a DC
13 Dexterity saving throw or be pierced by the spikes, taking 2d6 piercing damage. When
the wall reaches the puzzle and there is no more room between the spiked wall and the
far wall, the damage increases to 4d6 piercing damage and 4d6 bludgeoning damage as
anybody standing in this location is crushed between the two walls. The trap resets after
one hour.

14
Each of the doors is magically sealed, with no detectable handle or
lock. The trick to opening each of the doors is touching the correct
Pillar Touching pillars simultaneously. The group discovers this by examining the
pillars and interacting with them. Once they realize that contact
Perplexity Rating: Medium
with the pillars is required, they must also find the right combina-
tion of pillars for each door, as well as recognize that the pillars
This room contains several doors to be opened, and the pillars
must be touched simultaneously (meaning a different character
within the room hide the method of opening each door. What lies
will have to touch each one at the same time).
behind the doors? Well, that remains to be seen…
Touching a pillar results in the pillar warming up. Touching
The Puzzle multiple correct pillars will increase the amount of heat expended
by each pillar, although that sensation never becomes uncomfort-
There are eight identical columns in this room, arranged in a able or causes damage. When one pillar is already being touched,
symmetrical pattern. When the party enters the room, read or touching subsequent pillars that are not part of a related pattern
paraphrase the following: has no effect. When the correct pillars are all touched at the same
time, they glow with a brief flash of light and the corresponding
door slides open.
Across from where you enter the room you see four iden-
tical doors on the opposite wall. Between you and those The Solution
doors are eight stone pillars which reach from floor to Each door is opened by having characters simultaneously touch
the three pillars that form a line between the door and the oppo-
ceiling. The pillars are arranged in a circular pattern that is site wall. In other words, if a character moves in a straight line
not entirely closed. An aisle down the middle of the room away from the door they want to open towards the opposite wall,
then the first pillar they encounter is the first in the sequence, and
separates the four on the left from the four on the right, moving further from the door will lead to the next two in the con-
each making a symmetrical semi-circle. nection. See the table and illustration for the full list of combina-
tions to open each door. See appendix I for a map of the room.
Cover art by Thomas Bourdon

15
Door First Pillar Second Pillar Third Pillar
A 2 3 4 The Puzzle
B 1 2 3 This puzzle is presented inside a large room with a high ceiling.
C 5 6 7 There is a fire pit filled with wood in the center. When the party
D 6 7 8 enters this room, read or paraphrase the following:

Hints and Tips The ceiling of this large round room extends upwards

For players having trouble solving this puzzle, the following clues approximately 50 feet. In the center of the room is a fire pit
can be provided by the DM to help guide them towards a solution: filled with wood and kindling. Stacked on either side of the
• A successful DC 10 Intelligence (Investigation) or Wisdom fire pit are two piles of wood.
(Perception) check of the columns reveals that there are faded
handprints visible on all of them, which hints at others before
them touching the columns on purpose. Directly above the fire pit is a hole in the ceiling. The wood
next to the fire pit and the hole are the crucial components for
• A successful DC 11 Intelligence (Arcana or History) check of
solving this puzzle. Although it is high above them, there are
the doors reveals that they are certainly magically locked and
markings visible around the hole in the ceiling. A character
that it is likely something found in the room itself can be used
will notice these markings with a successful DC 12 Wisdom
to unlock them.
(Perception) check while examining the room as a whole. A
• A successful DC 12 Intelligence (Arcana or Investigation) character that specifically looks at the hole spots these markings
check done while one or more of the pillars is being touched without
with check.
i houtt a ch
heck.
k
k.
by somebody concludes that the sequence of the columns
being touched is not as important as which ones are being
touched simultaneously.

RAISING THE STAKES


What is behind each door is up to the Dungeon
Master to decide. A few possibilities include:
• The group needs to open all four doors and
collect items behind each.
• Only one door holds the item they seek or the
path to progress further into the dungeon.
• Some doors can contain threats and obstacles,
such as hostile creatures or traps.
There’s also the option of adding traps to the room
with the columns which could be triggered when
These markings are important
t t ffor understanding
d t dii what h t ki
kindd
several incorrect columns are touched at the same
of smoke signals must be created to solve the puzzle. See the
time, or if the characters let too much time pass
diagram here and found in appendix E for a representation of the
before opening any of the doors.
markings.

Smoke Signals The Solution


Perplexity Rating: Medium The markings around the hole represent the color of the smoke
and the size of the smoke puffs that must be sent through the hole
The use of smoke as a means of communication across long – in order – to solve the puzzle. There are two sizes of smoke puff:
distances is a system that goes back many years. In this puzzle, short ones, represented by the circular symbol; and long ones,
the characters revisit that process and attempt to deliver an represented by the longer oval-shaped symbols.
encoded message using smoke.
There are three possible colors of smoke: white smoke, created
by burning wood from the eastern pile; black smoke, created by
burning wood from the western pile; and gray smoke, created by
burning an equal amount of wood from both piles.
16
The party will need to come up with a mechanism to control the
smoke and divide the different puffs as they rise from the fire and
go through the hole in the ceiling. A variety of large, flat objects
The Solution
will do, provided the party is careful not to let the item catch on In order for a character to walk up the staircase successfully they
fire. Some possible objects that could be used for this purpose need to step on one star per step in this order: 8 5 4 9 1 7 6 3 2 0.
include a cloak, a shield, a bedroll, a tent, or a cape.
The correct sequence for the smoke signals to be sent through Hints and Tips
the hole is as follows: short white, long white, short white, short For players having trouble solving this puzzle, the following
white, short white, long gray, long gray, short gray, short gray, clues can be provided by the DM to help guide them towards a
long black, short black, short black, long black. solution:
When the final correct puff of smoke passes through the hole, • A successful DC 10 Intelligence (Arcana) check by a
the fire blazes upwards, almost touching the ceiling, and then character gives them a feeling that each star must be
immediately extinguishes itself. The puzzle has been solved, and stepped on in the correct order to move up the staircase.
the prize, as determined by the Dungeon Master, reveals itself.
• A successful DC 12 Wisdom (Survival) check allows a
character to see an outline of a foot step on a correct number
Hints and Tips on one of the stairs.
For players having trouble solving this puzzle, the following • The character will find the letters ABC carved into the wall
clues can be provided by the DM to help guide them towards a with a successful DC 12 Intelligence (Investigation) check.
solution:
• If there is a bard in your group, succeeding on a DC 13
• On a successful DC 10 Intelligence (Nature) or Wisdom Charisma (Performance) check will have the lyrics "A-B-C.
(Survival) check the character recognizes the setup with the Easy as 1-2-3!" from the Jackson 5 pop into their head.
fire pit, stacks of wood, and hole in the ceiling as a system
used for communication with distant people.
• On a successful DC 11 Intelligence (History or Religion)
check the character realizes that there are two symbols to RAISING THE STAKES
be found within the pattern, one short and one long. There • Add some danger for stepping on an incorrect
have been communications systems used in history that use numbered star by casting a fire bolt spell from the
combinations like this with sounds and lights (and smoke) to magical barrier at the character.
spell out words.
• Add an element of suspense and damage! Instead
• On a successful DC 12 Intelligence (History) or Wisdom of taking damage from stepping on an incorrect
(Survival) check the character makes the connection star, have the character take damage by trying to
between the colors of the symbols and the color of the walk through the magical barrier on any step that
smoke that can be created by the fire. is still activated. The barrier casts shocking grasp on
that character.
Starway • Have the staircase reset if an incorrect star is
Perplexity Rating: Medium stepped on. Once an incorrect star is stepped
on, the stairs collapse into a slide, resulting in all
Starway is a number puzzle in which the party needs to step on characters sliding to the bottom.
ten correct numbers, one on each stair, in order to ascend to the
top of a 10 step stairway.

The Puzzle
When the party approaches this puzzling staircase, read or para-
phrase the following:
Before you is a staircase that leads towards your
destination. The staircase is ten steps high and ten feet
wide. Painted across each of the steps are ten stars laid
out evenly in a row. Each star has one number in its center.
They are laid out 0 through 9 from left to right. Each step
has the identical painted stars on them. 17
Word Gisting Hints and Tips
Perplexity Rating: Medium Since much of the difficulty resides in discovering that the words
are actually misspellings, not real words nor clues, a DM may
Designed for adventurers with an aptitude for linguistics, this want to provide small hints before revealing the true nature of
puzzle involves intuiting (“gisting”) the possible meaning of this challenge:
a word when it isn’t immediately apparent. See the handout in
appendix F that accompanies this puzzle. • With a successful DC 11 Intelligence (Investigation or
History) check the character can understand that the
question is somehow related to one of the four possible
The Puzzle choices.
The encounter begins with the characters finding a piece of • With a successful DC 12 Intelligence (Investigation) or
parchment lying on a table alongside a quill and ink bottle. The Wisdom (Perception) check the character can perceive that
parchment lists several questions along with possible choices. the words marked as “questions” are probably incorrectly
The adventurers will have to examine the words and figure out written.
what common trait connects them.
• With a successful DC 13 Intelligence (History) check the
character recognizes that the “question” is in fact an attempt
The Solution to translate one of the four possible choices from an ancient
This puzzle involves reading often wildly misspelled words to language into Common.
guess their intended meaning and find their synonyms. Some
words are easier than others. More literal-minded players may .
get stuck on sounding out certain words according to proper RAISING THE STAKES
English (“Common”) usage, while others may be more nimble The Dungeon Master has several options to adjust the
and able to quickly guess the words’ intended meaning based on difficulty:
the possible choices (hence the “gisting” part). Once a character
understands that the words are misspellings, solving the rest of • Revealing the questions one by one will make the challenge
the puzzle becomes much easier. harder, whereas showing several at one time might allow
the party to guess the nature of the challenge sooner.
Dore (door): Gate Svril (several); A Few
• Revealing the correct answer even when the character
Skrpt (script) Text Payshins (patience): Tolerance chooses incorrectly will significantly reduce the difficulty.
Jragen (dragon): Wyrm Tch (teach): Instruct • Administering the test individually to each party member
and rewarding the player who scores the best.
Pewpool (pupil): Student Anoff (enough): Satisfactory
• Adding a timer (around ten seconds per question) to
Xkews (excuse) Forgive Grbj (garbage): Rubbish
increase the difficulty, and introducing obstacles or
Amneypotnt (omnipotent): All-Powerful penalties if the questions aren’t answered in time.

Ansestrs (ancestors): Forefathers

Question Dore Skrpt Jragen Pewpool Amneypotnt Grbj


Choice A Like Stylus Pole Table All-Powerful Grabbing
Choice B Thank Text Road Leg All-Knowing Joking
Choice C Gate Angry Stone Boat Wisest Climb
Choice D Tankard Stool Wyrm Student Strongest Rubbish
h

Question Svril Payshins Tch Anoff Xkews Ansestrs


sestrs
Choice A Enough Repay Take A Little Sneaking Necessity
ecessity
Choice B Evil Order Instruct Satisfactory Secret Forefathers
Fo
Forefath
fath
fa t ers
Choice C A Few Bearing Lament Sometimes Forgetful Like
Choice D Slender Tolerance Glorify Crumble Forgive Allow
Allo
Al low
w

18
The Colored Triangle At the top of the triangle is the blue peg, which can be moved in
two directions: down to left (putting it in the bottom left corner)
Perplexity Rating: Hard or down to the right (putting it in the bottom right corner).
This particular puzzle requires good analytical skills and focus In the bottom right corner is the red peg, which can be moved
(and some math skills would come in handy as well). The colored in two directions: up (putting it at the top) or to the left (putting it
triangle is a different kind of combination lock in that every in the bottom left corner).
possible combination must be discovered in order to solve the
problem. In the bottom left corner is the yellow peg, which can be moved
in two directions: up (putting it at the top) or to the right (putting it
in the bottom right corner).
The Puzzle
This puzzle is designed to be the lock on a door the party needs
to open. When they approach this door, read or paraphrase the
The Solution
following: To unlock this door, the group must move the pegs in different
directions. There are eight possible movement combinations,
A locked door stands before you, with eight solid metal bars each representing one of the eight bars keeping the door locked.
When a new pattern is reached by moving the pegs, the bar slides
secured into place between the door and its solid metal frame. open and the pegs reset to their original positions. In order to
unlock the doo or enti
door tirrely
entirely, ly, eaach of the eigh
each g t po
eight poss
ssib
ible patterns must
possible
In the center of the door is a triangular shaped carving. There
be ccreated.
r ated
re d. Th
Thee ta
tabl
blee be
table bbelow
loow lilist
stss th
lists thee eight po
oss
ssib
i le combinations
possible
are three grooves along the outline of the triangle. At each of requ
re quir
ired
requireded ttoo un
unlo
ock aallll eeight
unlock igght
ht m etal
et
metal al bbars
ars and
d oppen the door.
open

its three points is a colored peg protruding from the groove.


The top point’s peg is blue, the one on the bottom right corner
is red, and the final peg in the bottom left corner is yellow. It
appears as if it is possible to move each of these pegs in two
directions along these grooves

The party needs to carefully analyze and track the different


combinations of peg movement in order to find all the possible
variations. Each peg can only be moved one time along the
groove, at which point it becomes immobilized until a new or
repeated pattern is created. After each peg has been moved once,
either a new combination is found and one of the metal bars
unlocks, or a known combination is recreated which does not
unlock any additional bars. In either scenario, the pegs return to
their original positions for another attempt.

Solution Top (Blue Direction) Rigth (Red) Direction Left (Yellow) Direction Final
Fiina
nal Positions
Posi
Po sition
ns (T-R-L)
(T-R
(T-R-L)
1 Down Rigth Left Right None - Blue& Yellow - Red
2 Down Right Left Up Yellow - Blue - Red
3 Down Right Up Right Red - Blue & Yellow - None
4 Down Right Up Up Red & Yellow - Blue - None
5 Down Left Left Right None - Yellow - Blue & Red
6 Down Left Left Up Yellow - None - Blue & Red
7 Down Left Up Right Red - Yellow - Blue
8 Down Left Up Up Red & Yellow - None - Blue

19
The trick here will be for the group to realize that the best
approach is to systematically move and track each peg's possible
Language of the Keepers
movements to avoid repeating the same pattern or losing track Perplexity Rating: Hard
of where they are. Note that the table follows a pattern of moving Especially made for adventurers with an aptitude for linguistics,
the blue peg in the same direction for the first four combinations, this puzzle involves deciphering an extinct language. Characters
the red peg alternating every two combinations, and the yellow must read a short phrase written in Common which provides
peg alternating each combination. clues and context that will allow observant players to recognize
The Dungeon Master should pay careful attention to each a key word in an otherwise indecipherable language. See the
combination the party creates and make note of which ones handout in appendix H that accompanies this puzzle.
on the list have been completed and which have still not been
discovered. For each new combination, one of the metal bars
slides open. When they have created all eight combinations, the
final bar slides open and the door is unlocked.
The Puzzle
This obstacle begins by having the characters observe a giant
granitoid slab completely covered in writing.
Hints and Tips At the beginning of the encounter, read or paraphrase the
following and provide the accompanying images.
For players having trouble solving this puzzle, the following
clues can be provided by the DM to help guide them towards a
solution: You find a piece of what was once a tall slab of gray
• On a successful DC 11 Intelligence (Arcana or History) granite covered in writing. While most of the stone
check the character recognizes the triangular puzzle
and bars as a sophisticated combination lock, implying slab is broken and missing, you are able to read part of
combinations must be used to unlock it. what appears to be the saga of someone named Lord
• A successful DC 12 Intelligence check reveals that the Canard, written in the Common language. Strange
number of combinations can be calculated using math:
the number of options each item has multiplied the lettering that nobody in the party recognizes covers the
number of items involved. So that’s 2 X 2 X 2 = 8 possible rest of the remaining slab. Directly beside the remains
combinations, which also just happens to be the exact
number of metal bars locking the door closed. of this mysterious slab sits an imposing – and obviously
• On a successful DC 13 Intelligence (Investigation) or enchanted – door.
Dexterity (Sleight of Hand) check the character notices
that the pegs will only slide in one direction each before
they become locked in place, hinting that each peg must be
moved once in order to trigger some unknown event.

.
RAISING THE STAKES
Since the Dungeon Master must track each combination that
the players have completed, a penalty can be added each time
they repeat a combination they’ve already created. A few options
as consequences for repeating a previously completed pattern
include:
• One of the previously unlocked bars slides back into place,
re-locking it.
• A fire bolt trap strikes the last character who moved a peg,
dealing 1d10 fire damage.
• The damage of the fire bolt increases by an additional 1d10
for each subsequent repeated pattern.

20
The phrase in Common reads:
“Lord Canard banged and kicked in a sad attempt to Open
the chamber door. Desperate for ideas, he thought back to his
Hints and Tips
first day at the Magistry and how his friends helped him Open For players having trouble solving this puzzle, the following
the main gate. That was it! Canard knew what to do. He simply clues can be provided by the DM to help guide them towards a
traced the word “Open” in the language of the keepers and solution:
immediately, the door Opened” • With a successful DC 11 Intelligence (Investigation) or
Wisdom (Perception) check a character notices one word is
capitalized in the Common version.
• With a successful DC 12 Intelligence (History) or Wisdom
(Perception) check a character intuits that one word in
particular in the unknown alphabet seems slightly different
in design than the others; it also resembles the door from the
drawing (with two sides and a circle in the middle).
• Characters can, with a successful rudimentary Intelligence
check (DC 9), recognize that the unknown alphabet is a
translation of the Common.
• With a successful DC 13 Intelligence (Arcana) or Wisdom
(Perception) check, a character notices that the circle of the
door looks like an excellent place to trace a glyph.

The Solution
Characters must recognize patterns in the unknown alphabet
to identify the word “Open,” which is the only word to appear
four times, and in roughly the same places that the word “Open”
appears in Common. Any player may then trace that symbol onto
the circle of the door to unlock and open it. The door can not be
opened by any other magical or physical means.
If a player incorrectly guesses the word, he or she suffers
increasing amounts of damage for each failed attempt. After
the third attempt, the door itself turns into a granitoid slab and
becomes unopenable for ten years.
First incorrect attempt: 5 electric damage minus the player’s
Intelligence bonus.
Second incorrect attempt: 10 electric damage minus the
player’s Intelligence bonus.
Third incorrect attempt: 15 electric damage minus the player’s
Intelligence bonus.

21
The Adventures Adventure Summary
This adventure consists of two main parts. The first phase

W
hile the puzzles presented can be placed into
any campaign, this section presents two original involves assisting the ghostly image of a young child named Duck
adventures that provide story and context for as he takes language lessons at a strange academy known as
them. Each adventure can be run as a stand-alone experience the Magistry. Unfortunately, young Duck is a miserable student
or be placed within a larger campaign. The puzzles are chained who can’t even step foot on school grounds his first day without
together by comprehensive stories that logically unfold, with assistance. Duck will need plenty of help passing his test. In part
the adventurers making their way through the puzzles and two, the party is transported to another ghostly scene where
predicaments and proving themselves worthy of the final goal. Duck – now an older adventurer known as Sir Canard – leads
the excavation of an ancient temple. The characters inhabit the
The Long-forgotten Adventures of Sir Canard gives the party a ghostly visages of Canard’s excavation crew to solve a series of
chance to relive exploits of a forgotten adventurer from an ancient riddles and break into the final temple chamber.
kingdom. Overcome challenges to help a young Canard with his
school lessons before assisting a grown Canard as he excavates
temple ruins. Adventure Hooks
Trials of the Bearwalker Clan presents the party with a need to The metaphysical nature of this adventure is conducive to a
participate in the ritualistic trials of a barbarian clan. Earning the simple step-by-step progression, whereby once the first encounter
trust and admiration of the clan requires facing - and overcoming - (placed at any location you desire) has started, the party proceeds
the challenges presented. through the challenges simply by phasing from one ghostly scene
to the next. Since the general theme of the adventure follows an
The Long-forgotten academic and archeological tract, several hooks might be useful in
setting the stage for the first encounter.
Adventures of Sir Canard A Tome Forgotten
Sir Canard was apparently once an adventurer of some renown,
The party comes into the possession of a weathered book written
although nobody alive today remembers any of his exploits.
in an indecipherable language. How the party obtains the book
By some inexplicable twist of magic, space, or time, the party
is up to you: perhaps a party member searching for a last-minute
has now crossed paths with ghostly images of Canard during
gift at a shady gift shop was tricked into purchasing the book at
different periods of his life, from the time he started his studies at
discount; perhaps a party member who would normally never
the Magistry to his most famous excavation of a lost temple.
go near a book is inexplicably drawn to a tome tucked away in a
corner of the local tavern. However the book is acquired, the party
Background is transported to the first scene when a party member reads the
inscription scrawled in Common on the first page: “To the lad who
Next to nothing is known about the adventurer Sir Canard the
wouldn’t stop guessing.”
Bold, but fragments of his exploits live on in legend and in the
relics he uncovered. Explorers’ guilds dedicated to uncovering The Explorers’ Guild
and preserving ancient and rare artifacts across Faerun usually
tell a story of the first of their order. While the details of these The local chapter of the Explorers’ Guild, a group of part-time
origin stories vary, there are enough similarities – such as adventurers dedicated to uncovering and preserving various
describing a human male with a gigantic flowing mustache, a “relics” (usually just rocks or discarded junk passed off as ancient
pet mallard duck (who is sometimes described as being able to items), posts fliers across town advertising a reward of 100 gold to
speak), and a team of four or five assistants – to imply that the anyone who retrieves a stolen ring. Intrigued, the party shows up
stories are based on someone real. Several of the most precious to the Guild headquarters and meets an old man named Reisalt
and ancient artifacts held in explorers’ guild museums and Ducan. Old man Ducan is obviously senile, as he explains to the
reliquaries also feature variations of the name Canard (such as party that even though he posted the fliers, he knows exactly
the Canardish Diamond and the Crown of Cannardt), although “when and where” the ring is. He leads them through a door in the
nobody knows why or when this came to be. back of the building, where the first encounter begins.

22
22
Once the party assembles the pieces of broken granite, writing
The Magisterial Academy magically appears over the reconstructed slab. Simultaneously,
faint and ghostly visages appear of small students laughing and
One of the party members receives a letter that was obviously skipping as they pass through the door, which has now sprung
meant for someone else. to life and shimmers with arcane energy. All but one of the
It reads: “Dear Mr. or Mrs. Proctor, several days have passed ghost children easily enter the door, leaving a lone remaining
and you still have not provided proof of your child’s residency. spirit standing forlornly, wearing a small toga-like uniform and
As you know, all our students are required to be residents of crying as it holds its books. Through surprisingly useful gestures
Waterdeep to attend the Magisterial Academy. Please bring the and furious babbling in a strange, melodic tongue, the lone
required proof to our school office located just north of Berryhills ghoststudent explains to the party that the clue to unlocking
Farm immediately or we must remove your child from school. the door lies in the ancient texts on the stone. This begins the
Sincerely, Headmaster Anatra.” Language of the Keepers puzzle.

Concerned for the wellbeing of this student, the party decides to


return the letter to the school personally to ensure it is delivered
to the right family. However, when they show up to where the
school office should be, they see nothing but a crumbling tower.
The the first encounter begins when the party enters the tower.

Part One: The Bad Student


This adventure begins with the party encountering a stately door
engraved onto the side of a stone wall. Next to the engraved
door lies a pile of broken granite. This is the trigger for the
Stone Tablets puzzle. The room in which this encounter takes
place buzzes with mysterious, ghostly energy. You may include
monsters to attack the party as it tries to solve the puzzle, forcing
at least one party member to spend combat turns arranging the
ppieces.
pi
iec
eces
es.

The next encounter begins when the party successfully opens


tthe
h door, which vibrates and shakes before swinging open to
rreveal
ree the ghostly courtyard and spiraling tower of an ancient
sschool’s
scc grounds. The ghost student cackles gleefully as it rushes
iinto
inn the courtyard, beckoning for the party to follow.
The party enters the tower and observes an ancient and
wwizened teacher administering what looks like a language test to
a group of students. Each student sits on a stool with a nametag
wwritten in Common. Some of the names are nonsensical: the
pparty’s
a new ghost friend surreptitiously slides into a seat with
tthe
h name “Duck” scrawled in crude lettering. As the ghostly
cclassroom
l goes about its business, oblivious to the party, they
bbegin
e to see why Duck was the only one who couldn’t pass
tthrough
h the gate: he is simply a terrible student! He sits picking
hhis
i nose as the other students pay attention. When called upon,
he flounders in broken and cringeworthy Common as the other
he
sstudents
stt giggle and roll their ghostly eyes.

23
After some vocabulary drills, the teacher has had enough and Once all the words and pictures have been matched, the wall
decides to administer a pop quiz. “You to translate what means opens to reveal a hidden chamber with a skeleton clad in once
this wordings” the teacher says to the class in broken Common ornate finery and a locked stone chest. This begins the Zzuples
as he writes several phrases in an ancient language on the wall Chest puzzle. You can choose to have the skeleton animate and
behind the stage. The students use their quills to scratch answers attack the party once the chest is opened.
on small rolls of parchment. Duck looks hopeless. He struggles
for a bit, then quietly calls the party over to his stool. “Mine
answerings good?” he asks.
Conclusion
As his crew members crackle with greed at the treasures they
From Duck’s writing alone, the party has no clue what he is trying
find, Sir Canard turns to the party. “Thank you, my friends,”
to say. Fortunately for them and Duck, the teacher is oblivious
he says. “I will always remember the help you have given to
to their presence. The party decides to sneak a glance at the
me, even if nobody else remembers me.” Everything begins to
grading rubric, but it is only of limited help as each question has
shimmer and fade. Realizing they are leaving him, Canard hastily
four possible choices. Maybe they can match up Duck’s gibberish
grabs something from the treasure pile and tries to give it to the
with the real answer? This begins the Word Gisting puzzle.
party, but it is too late. The party members fade into the present
and see the elderly man (alternatively the shady shopkeeper,
Mr. Ducan from the Explorer’s Guild, or Headmaster Anatra,
depending on the hook). “I’ve waited for hundreds of years to give
this to you, my friends,” the man weakly says with tears in his
eyes. “Ever since my first day of school as a child, you have been
there to guide me. Please take this token of my love.” The party
realizes that the old man is Duck, who shakingly hands over the
piece of treasure he tried to give them at the end of the ghostly
scene in the temple. As they take the magic item, Duck sits down
with a look of immeasurable relief and closes his eyes forever.

Part Two: Sir Canard at the


Temple Door
With the party’s help, Duck managed to pass the test! The little
guy is practically sobbing with happiness. “Groma groma,” he
says as he and the ghostly classroom vanish.
The party members are now whisked away to another ghostly
scene. This time they observe a tall man with a giant mustache
watching a crew dig into an enormous sand dune. One of the
crew members hits something with his shovel, revealing a
stone door buried in the ground. “What do you think it means,
Canard?” one of the crew members asks the man. “I think it
means we found the temple” Canard responds, with just the hint
of an accent. This begins the Colored Triangle puzzle, which
must be completed to open the door.
After successfully solving the puzzle to open the door, the party
follows Canard and his crew into the empty temple, which is
buried under the sand dunes. A short while later, the party makes ess
its way into a side chamber that resembles a classroom for
very small children. The remains of small desks are scattered
throughout, along with styluses, fragments of parchment, and
some toys. This begins the puzzle Pictures Worth at least Three
Words.

24
Trials Of the bearwalker Adventure Summary
Clan The adventure is fairly straightforward. Depending on the reason
for the party looking to gain favor with the clan, they are given
the opportunity to attempt the trials. The trials are a series of the
The Bearwalker Clan is a tribe of goliath barbarians who have puzzles and predicaments presented earlier in this book. If the
lived in the region for centuries. Their relations with other adventurers succeed making their way through the trials, then
clans change from generation to generation, often at the whims the clan holds up their end of the bargain and grants the party the
and aspirations of the current tribal leaders. One thing has favor they seek.
remained constant however; the ritualistic and challenging trials
they present to those seeking to earn their help and trust. This
adventure puts the party through those challenges in an attempt
Adventure Hooks
to gain favor with the Bearwalker Clan. There are several ways to pull the characters into this particular
adventure. You could come up with numerous options for items,
Background information, or access to a location in the possession of the
Bearwalker Clan. Some of these possible adventure hooks
The trials remain a tightly guarded secret, but have a reputation include:
for being unforgiving and challenging. While the legends may
have been somewhat exaggerated over time, there is more than A Dungeon In Bearwalker Territory
one story of those who entered the trials and did not survive.
There are even more stories about those given the option of The party needs access to a dungeon that has its entrance
facing the trials in order to gain favor with the clan who declined located in the middle of sacred Bearwalker territory. These
the opportunity based on the reputation of the tests. The truth hallowed grounds are violently protected by the tribe, and
is that the trials are in fact challenging, but not as deadly and anybody who sets foot on the grounds without permission will
insurmountable as the tall tales claim. They will require sharp be attacked. In order to gain permission, the party must prove
wits and discipline to succeed. themselves worthy by passing the trials.

A Heavily Guarded Secret


The clan elder holds an important piece of information the party
needs for their larger quest. The secret is so strongly guarded,
the elder has not even shared it with any other members of the
clan. He has a solemn duty to protect that secret and only share
it when the right person comes seeking. That person must prove
themselves worthy of the information by successfully completing
the trials.

The Sacred Relic


The clan is in possession of a powerful artifact that has been
with them for many generations. The adventurers have a need
for the relic, and would like to borrow it in order to complete an
important task. The Bearwalkers are reluctant to part with their
prized relic, but might be willing to do so if the adventurers prove
themselves worthy by completing the trials.

25
Once the group has entered, the door shuts behind them and
locks. This first room presents the Pillar Touching puzzle. The
Preparing for the Trials characters must open the correct door to proceed to the next
Once the party has been pointed in the direction of the trial. In this scenario, the correct door is the bottommost one
Bearwalker Clan, they are sent to their main village. Upon of the four doors before them. You may decide to place traps or
arriving at the village, they are greeted by guards posted around creatures behind the incorrect doors for an added challenge.
the perimeter. When the party explains why they are there, the
After solving the first trial and exiting through the appropriate
guards escort them to meet with the clan chief.
door, the party walks down a long and narrow hallway. At the
The clan chief is a tall goliath woman named Ivellia end of this hallway, they are faced with the Connecting the Dots
Bearwalker. She is wearing assorted animal furs, with long puzzle.
braided hair and blue tribal markings painted on her face. She
Upon solving the Connecting the Dots puzzle, a hidden
is patient but serious. She calmly listens to the party’s story and
passage in the wall of the hallway slides open, allowing the party
nods when they are finished. She agrees to help them, if they can
to continue on. After walking down another hallway, the group
prove themselves worthy by passing the ceremonial trials that
encounters a large cavernous room. Inside this room are the
have been a part of the clan’s history for centuries. She explains
equipment and archery targets as described in the Bullseye
that the clan believes the gods themselves watch over the trials
puzzle.
and guide those worthy through them successfully, while those
who are dishonest, unfit, or nefarious will be doomed to fail. When the group has solved the Bullseye puzzle by shooting
the correct arrows into each target, a rope ladder descends
Ivellia explains that the trials consist of a series of challenges
from the ceiling. The ladder is stable and sturdy enough to not
and gives the adventures an opportunity to rest in the village
require a skill check to climb. Upon reaching the top, the group
before embarking upon them. When they are ready, the clan
find themselves in another large cavern, this one with a hole in
provides a group of warriors dressed in ceremonial garb to escort
the ceiling through which a cloudless sky is visible. This room
the party to the site of the trials. When the group reaches the site,
contains the Smoke Signals puzzle.
read or paraphrase the following:
After the correct smoke signals have been sent through the
hole, a secret door is revealed. Behind this door is a short hallway
Your escort leads you up a short mountain path towards a
and a stone staircase. At the top of the staircase is a large stone
small range of mountains in the near distance. As you continue door. The party must solve the puzzle called Starway in order to
navigate and ascend the staircase successfully.
forward, you notice a large stone structure built into the base
Through the door is a large forge and the final puzzle The
of the mountains. The warriors form two rows on either side of Shattered Sword. This is the final trial facing the party. Once
the path, the road continuing between them as they begin to they have finished this puzzle, successfully or unsuccessfully, a
hidden door appears leading out of the mountain.
chant and bang their sticks on the ground in unison. One of the
Through the door is a path that leads back down the mountain.
warriors approaches the door to the building and turns a large The path leads to the entrance of the first building, where the
trials began.
stone wheel. Once the wheel has been turned, she opens the
door. Ivellia speaks up. “The trials of the Bearwalker Clan are Conclusion
about to begin. Enter the chamber and prepare to be judged by
The ceremonial warrior escort and Ivellia Bearwalker are waiting
the gods.” The open door awaits. for the party as they descend the path. She looks at the party
expectedly waiting to see if they hold the reforged sword they
would have created by successfully completing the final trial. If
The Trials they do, she congratulates them on completing the trials, deems
them worthy, and rewards them with the favor they seek. If they
The trials lead the adventurers through several connected rooms do not, she nods solemnly, consoles them that only the most
and sections within the mountain structure. The party advances deserving heroes are regarded as honorable enough to pass the
through the mountain by solving the puzzles as they encounter trials. In this case, the party has to find another way to acquire
them. that which they seek for their quest.

26
AItems
ppendix A: Magic Reforged Sword of Zzuples
Weapon (longsword), very rare (requires attunement)
As an attack action you can activate the Reforged Sword of
Zzuples’ Split Shard Attack.
Empty Chest
Wondrous item, very rare (requires attunement) Split Shard Attack. The blade splits into 6 separate pieces along
it’s reforged seams. The pieces fly through the air doing damage
A two foot by one foot wooden chest with a 6 rotary dial
to the chosen targets up to 30 feet away then reform back into the
combination lock on its lid. The owner of the chest can set up five
sword. Choose up to 6 targets and make a single melee weapon
different lock combinations. Each combination acts as its own
attack roll. On a hit, a shard deals 1d4+1 piercing damage. The
isolated container with no access to the other chest containers.
shards all strike simultaneously and you can direct them to hit one
Each container can hold up to 500 pounds, not exceeding a
target or several.
volume of 64 cubic feet. The chest never weighs more than 10
At 10th level each shard deals 1d6+1 piercing damage, at 15th
pounds regardless of its contents. It takes an action to retrieve an
level each shard deals 1d8+1 piercing damage, and at 20th level
item from the chest.
each shard deals 1d12+1 piercing damage.
If the chest is destroyed all contents in each container are also
destroyed. Split Shard Attack has up to 6 charges and regains 1d6
charges at dawn.
Once per day the owner can speak the command word to
shrink the chest down to a size of two inches by one inch. While
the chest is in this state, no items can be seen in, or removed Zzuples’ “I Win” Button
Wondrous item, very rare
from, the chest. The command word can be spoken again after
the next sunrise. A golden button adorned with an image of a dagger and feather.
Once per day the owner can speak the command word to An inch in diameter, it can be sewn onto any blouse, shirt, or
enlarge the chest from its shrunken size to its normal size of two cloak.
feet by one foot. The command word can be spoken again after By pressing the “I Win” button you will gain a clue that can
sunrise. help you solve the current puzzle or trap in your path. The clue
can manifest itself as a thought in your head, a part of the puzzle
Star Lock
Wondrous item, very rare
or trap changing color to highlight a key part, or it may even
bypass a part of the puzzle or trap. The clue that is given is up to
the discretion of the GM. Zzuples’ “I Win” button may only be
A five-pointed star measuring six inches across and cut from an
used six times. Upon the sixth use the button is destroyed. After
ancient wizard’s robes. On the inside of the star are the numbers
each button press, it takes 7 days for the button to reset and be
0 to 9 stitched into the fabric.
usable again.
g
Lock Throw. As an Action you can throw the star at any door or
chest. The star will stick and magically lock the door or chest.
Reclaim. As a Bonus Action, unlock and reclaim the star from
its current locked door or chest, by tapping the current number
combination.
Set Combo. During a short rest you can set a new number
combination of your choosing into the Star Lock.

Jasp’s Trickery Target


Wondrous item, very rare
An ordinary looking archery target made of parchment.
Lock Target. Studying the target during a short rest will
magically guide any arrows you shoot at that target to the
bullseye. If any other creature shoots at the target while Lock
Target is active, they will never be able to shoot a bullseye. The
effect of Lock Target dissipates 12 hours after activating. The
target also mends itself of any tears, rips, or arrow holes during
this time.

27
AWppendix B: Pictures
orth At Least Three
Words
Yukto Manata Tesol Bancha - Bright sun next to a mountain.

Lokwa - Happy Virn Lokwator -

Inbedo Rago Chago - "A small mouse in a boat.

Mogra - Sad Virn Mogrator - Sad

Inmento Tukruk Hwagrator - "Angry dragon


Hwage - Angry Virn Hwagrator - Angry man on a table."

28
Avro - bird Inakto Avro - Bird in a tree Inakto Rago - Mouse in a tree
Images With Plates
The following images are hung ont he wall. One image's plate is
unfortunately broken.

Lokwa Virn Lokwator

???
Mogra
(Plate is broken)

Inakto Avro Avro

29
Images With Missing Plates
The following images are hung ont he wall but their accompanying
name plates have been scatterd on the floor.

Name Plates
You find these name plates scattered in no particular order
on the floor.
Inakto Rago
Hwage

Inmento Tukruk Hwagrator Virn Hwagrator

Inbedo Rago Chago


Yukto Manata Tesol Bancha

30
The ancient sword in need of a fix

AShattered
ppendix C: The
Sword
How will you reunite all the pieces six?
The steps to follow are here in this text
Continue to read to find what comes next

For the reunion to begin to transpire


The forge must be fed to increase the fire
Place into the flames the right amount of coal
Lumps numbered the same as the length of a pole

With the tools on the table grasp each piece one by one
Heat in the fire but not so much it’s overdone
Use the timer to measure how long to aid with the fix
Heat exactly minutes counted two score minus six

Once heated align the shards on the anvil to pound


Thee next steps are important for the sword to be bound
Th
Th
he point
The poin
point shall be pointed which way the sun rises
Thee hammers
Th hamm
ha ers per shard will vary by sizes
mmer

Thee poin
T
Th point
intt an
andd it
iitss ttwo
wo m
must be strong to impale
Five
Fiv hhammers
amme
amm rs pper
err seam
m so the bond does not fail
Thee tw
Th twoo pi
piec
pieces
eces
ec es n
next
extt ge
ex gett tw
two pounds per scar
Extra
Extr
Extraa me
meta
metal
tall is aadded
dded aas three iron bars
dd

The
Th
he sw
swor
sword
orrd n
nearly complete needs one more bar
Thee hi
Th h
hilt
ilt
lt joins with half the total poundings so far
The pieces all joined will need to be cooled
Four dips half a minute into the oily pool

The sword now one needs an edge sharp and fine


And polish to give it a bright sheen and shine
The fifth prime number strokes of the stone
This number on each edge gives the sword its hone

Sharp and united now needs to rub off the grime


You’ll know on your own when it’s ready to shine
If you deciphered each step and followed them true
A sword made for a hero is now waiting for you
31
ATablets
ppendix D: Stone

32
33
ASignals
ppendix E: Smoke

34
4
AGppendix
isting
F: Word

35
Word Gisting

36
AColored
ppendix g: The
Triangle

37
Aoppendix H: Language
f the Keepers
The phrase in Common reads:
“Lord Canard banged and kicked in a sad attempt to Open
the chamber door. Desperate for ideas, he thought back to his
first day at the Magistry and how his friends helped him Open
the main gate. That was it! Canard knew what to do. He simply
traced the word “Open” in the language of the keepers and
immediately, the door Opened”

38
APillar
ppendix I: Maps:
Touching

39
AShattered
ppendix I: Maps:
Sword

40
ABullseye
ppendix I: Maps:

41
A Challenge
Of Wits
And Reason
Adventurers need much more than just brute force,
magical powers, and nimble moves in order to
survive the dangers that await them. A sharp mind
is just as important as a sharp sword. When faced
with a challenging puzzle, finding the solution can
be the difference between victory and defeat.

Puzzles, Predicaments, and Perplexities III contains a


collection of logic puzzles, brain teasers, and
encoded sequences intended to test the problem
solving and deductive reasoning of characters and
players. These puzzles are designed to be placed
easily into any adventure with no additional work,
yet also provide guidance on how Dungeon Masters
can customize the details to best fit their own
campaigns.

This volume also includes two adventures that


connect the puzzles together with compelling
stories, as well as several original magic items and
maps.

A Dungeons & Dragons supplement for


adventures of all levels and types
to be used by Dungeon Masters.

42

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