https://www.reddit.com/r/DnD/comments/65wp3c/100_dungeon_puzzles_mysteries_community_made/
- Blood Wall - The party enters a room with a stone wall and a locked door. The wall has a riddle engraved in it; "The key is found within you head, use the key to paint me red, be aware of what you spurn, for what you give shall be returned." The party must use blood and smear it on the wall(where they get it from is up to them), and a duplicate of what the blood came from emerges out of the wall. The party must fight and defeat the duplicate to unlock the door.
- REWORDING BY ME, archaic words here: https://academickids.com/encyclopedia/index.php/List_of_archaic_English_words_and_their_modern_equivalents
- The key is found within thou most, yet seeketh doth the vampyre host
- Pray not ~bother~ the ancient dead, for the key must paint me red
- Yet beware thou sweetest mortals of what thou spurn; forsooth - what giveth ye, DOUBLE shall WE return\
- The double is two monsters or two of "you" to fight... (based on the blood) some kind of phantasmal force spirit or something. Would it have spells? All just a dream, if so who awake to witness the others having convulsions and dreams??
- ((OR ... Like makers of fire which may burneth, what you give shall WE returneth\ ))
https://www.gamersdecide.com/articles/dnd-best-puzzles
- Blood wall 2 -
The party enters a scanty, dank room covered in ash, broken stones, and large bones. Their torch allows them to see a stone wall aged and desolated by time itself.
This wall has a riddle engraved on it: “The key is found within you, use the key to paint me red, be aware of what you spent, for it might be the very end”.
Now that they have the riddle, your players will begin wracking their brains on ways to figure it out. The solution is simple: The key is blood. Perhaps they must use their blood to paint a key onto the wall, or maybe they should just smear it for it to open, the specifics are up to you!
What’s fun about the Blood on the Wall puzzle:
It sets the tone very quickly. Once used, your players will feel the danger of what’s to come. Combat is not the only way to drain the party’s resources. With puzzles like this, you can control how wounded the party ends up throughout the adventure.
- The Maddening Chasm - Time is of the essence; the party must cross an impossibly large chasm cloaked in darkness.
A bridge of rusty, metallic plates is the only way to do it in sight, however, it’s loud. And after every noise abyssal chittering can be heard, which messes with the party member’s minds, confusing them, and maybe even convincing them to jump.
To walk across unscathed, they must be as quiet as possible, fly across stealthily, or become creative.
What’s fun about the maddening chasm:
- Sound is an often ignored element that can take your puzzle to the next level and freshly challenge your party.
- Darkness ahead
- Exploring some ruins, the party comes across a torch-lit hall. Before
it, an inscription reads “The light protects us from shadows, but only
through darkness can we reach the light at the end of the road”.
If the party goes down the hall, it never ends, continuing infinitely as they gain levels of exhaustion.
However, if they put out all sources of light, they will reach the end of the hall in a couple of steps.
What’s fun about Darkness ahead:
- It incites players to think outside the box.
- Unlike most lightning-based puzzles, this one subverts expectations by actually requiring there to be no light to find the exit.
Paper Seal
The door to a room is sealed with a small piece of paper (It cannot be broken or burned by magic or torn by weapons). A small crack of light shines in from the ceiling illuminating a dusty disk. Once the disk is cleaned off it will reflect the light find the other disks and reflect the light onto the paper burning it and opening the door.
Reverse Prism
Three beams of light shine into the room one green, one red and one blue. There is also a large crystal in the middle of the room and a smaller one above the locked door. At the base of the large crystal is an inscription: "As people have worked together to advance throughout all of time so too must you to see the true light" Reflect all three colors of light into the large crystal and a beam of white light strikes the smaller crystal above the door opening it.
Combine the two above for a more intricate puzzle. Or just use a regular prism for variance.
Rise of the Poor A large hall with statues on either side. Each statue seems to be of a Knight however one of the pedestals is empty. But next to this empty pedestal sits a statue of what appears to be a beggar holding out a small bowl. Each statue has on it's pedestal a plaque they read in order.
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A beggars lot in life seems solid like stone.
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But give him what he needs to get through the day and he shall thank you with grace.
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Heals his wounds and he shall walk.
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Bring him a blade and he will stand enobled.
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Now a knight of the order he will rise.
If a weapon, some food or gold and a potion are placed in the bowl the statue will move onto the emtpy pedestal. And the way will be opened. With each item place a part of the beggar statue should light up to signal they are on the right track.
I enjoy having one of the statues come to life if they attempt to break any of the statues.
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