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consider the consequences should the PCs fail, and make sure your game
can still progress if they do. While coming up with the wrong solution might
deny the party some detail, piece of treasure, or option, it should never
mean that the adventure comes to a halt.
The Mechanism
There are dozens of puzzle types, but not all of them are great for every
adventure. When designing a puzzle, consider the story and environment,
and decide whether the mechanism fits.
Logic Puzzles: These puzzles are popular, but be careful: when confronted
by a logic puzzle, fears of middle-school math class haunt many players
brains, intimidating them away from even looking at the problem. In
addition, all the rules of logic in the real world dont necessarily apply to a
fantasy world. Having such a puzzle be half solved can help players know
what state of mind to consider the problem in, and hint at the right path.
Mazes: Complex labyrinths are difficult to use, especially when employing a
map and miniatures makes revealing a mazeboring and obvious. At best,
mazes should be simple, preferably nothing more than a single intersection
or two, with the correct choices offering a safe path and the wrong ones
leading to peril. Giving the PCs forewarning of the safe path earlier in an
adventure or by means of another riddle rewards them for their cleverness,
but only penalizes them with traps and additional challenges.
Physical Puzzles: The best types of puzzles are those you can hand out,
giving your players something directly from the adventure to manipulate. If
they face a door that must be opened, give them a sketch of a combination
lock with letters on it and make them remember the name of the centuriesold lichs lost love. Or just give them a design with seven colored studs that
need to be pressed in a hurryare the buttons random, or does the rainbow
shape in the background have some meaning? Physical puzzles can take
any form you can imagine, and while they might be labor intensive to
create, they can also prove the most memorable.
Riddles: Elusive questions can be the basis for entire adventures. One of
the most important parts is to make sure that the answers are
comprehensible to the PCs, not just the players. While players know a lot
about monsters, treasure, and locations in their universe, not every PC does.
Questions with answers that both players and PCs might reasonably know
and understand often prove best, as it allows the players to wrack their
brains just as their characters world, and not trust in purely real-world
knowledge. Thus, if the PCs need to figure out which temple in a massive
city contains their foe, a riddle like I make wolves from men when I arrive,
and men from wolves when I depart could lead to the temple of the moon
god.
Wordplay: Assuming your players are comfortable speaking English, you
can use puns, anagrams, hidden words, and the like to befuddle them. Often
such puzzles come off as being cute or quirky, so make sure that dour
wordplay doesnt undermine your adventure and villains while a sprite
might naturally spout rhyming riddles, the same approach instantly robs a
vampire of his menace.
The Clues
Theres a significant distinction between clues and hints. A clue is something
thats necessary to solve the puzzle. A hint, on the other hand, is something
that helps open up an entirely solvable puzzle. While a clue might be meted
out by the GM, often in the form of additional details found along with the
puzzle, later in a adventure, or from a loose-tongued henchman, hints
should be the domain of the PCs and bridge the gap between characters and
players. While optimally players should strive to answer a puzzle using only
the knowledge their characters possess, this can be a challenge for even the
most experienced players. While formulating puzzles with answers that both
the players and PCs can solve fixes this problem to a degree, so does having
the players work with their PCs to gain hints. Its wholly possible, even likely,
that a character possesses knowledge and insights a player doesnt.
Depending on the complexity of a puzzle, calling for a skill check
(typicallyPerception or a Knowledge skill) or even an Intelligence ability
check might provide a hint. While such information might hint at the
solution, it shouldnt blatantly answer the puzzle. This allows a GM to
interject some backstory, forgotten detail, or element of his own reasoning
into the solving process without merely giving up the answer. Also bear in
mind that many spells can read thoughts, reveal hints, or otherwise affect or
circumvent puzzles. Never deny PCs use of their abilities when faced with
puzzles. Should those abilities make a puzzle less challenging than
anticipated, reward the party for their cleverness, and perhaps consider
such factors in future puzzles.
The Answer
Regardless of the type of puzzle, the answer should mean something.
Perhaps the answer is the command word to a powerfulwand, or the riddle
of the three gems results in the players ending up with a magical treasure.
An unmemorable answer is easy to spot, such as a number or piece of
unrelated trivia. If your answer is unmemorable, the puzzle leading up to it
might seem pointless. Make the players need the answer and theyll be
excited about getting it.
It helps if the answer is something the players might think of when theyre
trying to figure out what type of brainbender youve thrown at them. A
pirates riddle might have a nautical theme, for example, or a sphinxs
might concern the desert or ancient ruins. Just make sure the solutions
possibilities arent too broad or too narrow. For example, there are lots of
animals, but not many seasons, making the latter the source of more
achievable answers.
Sample Puzzles
Noted here are three classic types of fantasy riddles. If youre looking for
more riddles, a simple online search for fantasy puzzles and riddles can
reveal hundreds more.
Brainteaser Riddles
Here are a few basic question-and-answer riddles.
Riddle: What question can you ask all day and get a different correct
answer every time? Answer: What time is it? What falls every day but
never breaks? Answer: Night. What can you put in a wood box that will
make it lighter? Answer: Holes.
I Never Lie Puzzle
This is a simple and famous logic puzzle, wherein two guards protect two
pathways, one to danger and one to safety. They present the conundrum
that one always lies and one always tells the truth. Now have the PCs decide
which is which. While a spell like detect lies might easily reveal this, so can
posing questions with blatantly true answers (like simple equations), or a
question like If I asked you if the door youre guarding leads to safety,
would you say yes? wherein the guard is forced to answer truthfully.
Sequence Riddles
Riddles like this require the solver to find the next in a sequence, though
many might require a hint or visual que.
Riddle: What are the next 3 letters after O, T, T, F, F, S, S? Answer: E, N,
T. The first seven letters stand for: one, two, three, four, five,
six, seven.
Ejemplos:
Las dos tribus
Acertijo: Una isla est habitada por dos tribus. Los miembros de una tribu
siempre dicen la verdad, su poblado es un lugar apacible y los miembros
son muy amables, los miembros de la otra tribu mienten siempre y tanto el
camino como el poblado son lugares muy peligrosos. Solo se tiene una
pregunta que se puede gastar con alguno de los dos, Cmo reconocer qu
camino seguir?
Solucin (una de ellas): preguntad a cualquiera de los dos, es este el
camino a tu tribu?, si responden que no es el camino a la tribu mentirosa
(dado que el mentiroso dir que no por mentir y el sincero dir la verdad), si
responden que s se es el camino a la tribu sincera (por el mismo motivo
que el anterior). Importante: sed consciente que es muy probable que
ambos miembros sean torturados en lugar de preguntarles (los jugadores
son muy bestias (link))
1
En la entrada de la cueva secreta de un gremio de magos enanos, en las
paredes de la montaa:
"Mueve montaas, pero no es la Fe"
Respuesta
Obviamente era el oro, o el dinero, pero los jugadores estuvieron un largo
rato pensando, con respuestas del estilo "un enano!" xD
2
En una tumba lfica, haba una puerta que llevaba hacia las cmaras
inferiores, sellada, con unos smbolos de medias lunas opuestas, dos
scimitarras en X y dibujos de hojas adornando el marco. En el piso superior,
detrs del trono, haba un crculo de poder, que al activarse con una tirada
de Arcana dejaba ver una inscripcin con un dibujo similar en el respaldo del
trono que deca "las puertas se abren por el mango".
Respuesta
Lo que los jugadores tenan que hacer, era colocar las manos sobre los
mangos de los dibujos de scimitarras, y hacer ademn de tomarlas,
haciendo presin con los dedos en el grabado, tanto en la parte posterior
del trono como en la puerta. Al destrabarse ambas cerraduras, la puerta se
abra
3
Un mago evocador, tiro una bola de fuego, lo gracioso del hecho fue de que
al tirarla, dicha bola regreso y mato al pobre mago. Como tiro el mago la
bola de fuego para que esta regrese y mate al pobrecito T.T.NOTA: teniendo
en cuenta que la bola de fuego toca algo estalla, vean lo en sentido figurado
sino no sale...
Respuesta
LA TIRO VERTICALMENTE , es medio malo el acertijo pero lo cambie de la
versin original para que parezca mas rolero
4
Un Drow manejaba una carreta negra, acarreada por caballos negros a toda
velocidad, por una carretera negra, con las luces de tal (de la carretera)
apagada y la luna no se vea. De repente, se le cruza un perro negro, y el
Drow con lo hbil que es logra esquivar al pobre animal. Como hizo el drow
para ver a dicho animal?. NOTA: Saquen todos los rasgos raciales del drow y
traten lo como un humano.
Respuesta
ERA DE DIA juaz, otro tambien alterado del original
5
Nos situamos en un templo de Morr en ruinas, Para el que lo precise tengo
un mapa hecho en excell con las casillas de cada habitacin para usar de
referencia en un mapa tctico.
Una Llave
Tras un par de combates fciles, los jugadores hallan en una sala una
estatua de un monje encapuchado que sostiene una espada con la mano
derecha por el pomo y la punta tocando el suelo...la mano izquierda esta
cerrada en puo con el codo flexionado y las venas hacia arriba. Le pueden
sacar la espada (arma mgica con descripcin aparte) y usarla para romper
la otra mano (si se avivan), de la cual se desprende una llave de hierro.
l te guarda y te vigila, desde que naces hasta que mueres. Sin descanso, siempre atento,
sin l habras muerto cientos de veces. Solo tiene un defecto, todo el da tocando el maldito
tambor.
S, se que es fcil, pero no tardaron poco en adivinarlo. Los nervios son malos consejeros,
aunque al final la lgica se impuso. Corazn fue la primera y nica respuesta que dieron,
acertadamente. Tocaba el turno de los jugadores.
Vive en el mar. Todos se lo comen, y a nadie come.
Vaya, jugaban duro. Ellos se haban intercambiado acertijo y respuesta escrito en un folio, y
yo tema que la respuesta fuese tan sencilla que no la encontrase. Dije algunas cosas al
azar. La salitre, la marea, el oxgeno. Ped que lo repitieran y a pocos segundos de ser
derrotado, plancton fue mi respuesta. Dudo que alguien conociera la existencia del
plancton en Ferelden, pero que diablos, era divertido. Me tocaba.
Ha derrotado a hombres, ejrcitos y pueblos, pero nunca ha blandido arma alguna.
Eran altas horas de la madrugada, las mentes espesas y temerosas actuaban despacio,
pero un susurro dijo: miedo... Haban acertado, era su turno.
(Este no lo recuerdo bien, pero bsicamente era algo as) Faros que no brillan bajo dos
arcos oscuros.
Era tan fcil, o tena trampa? Ojos, suger sin equivocarme. Tocaba rematarlos.
Llevas enfrentndote a l toda tu vida, nunca le has derrotado. Da igual lo que pase,
siempre tienes algo que reprocharle.
Fue un duro golpe. Alma, conciencia, yo mismo... muchas fueron las respuestas. Se
acercaron mucho, pero ninguno dijo la adecuada. Tu reflejo. Pregunte a la mesa, si tena
sentido el acertijo y era razonablemente posible de acertar, o si por el contrario lo
descartbamos y lo repeta. Por unanimidad se dieron por derrotados, demostrando la
madurez de la que disfrutamos en nuestra mesa. Que grande el grupo con el que juego!
Haban perdido a un miembro del grupo. Uno especialmente importante. Que hacer? Sin
pensarlo mucho, sugirieron un doble o nada. El demonio dijo que si ganaba, todos seran
suyos. Y ellos aceptaron, volveran todos, o no volvera ninguno. Uno de ellos, que tena
preparado su siguiente acertijo respondi: Vale, pero nosotros empezamos. Unos puntitos
de gratificacin al jugador, pues eso pudo salvarlos. Escuche atento su acertijo.
Es tenebroso para muchos, otros ni si quiera lo conocen. Un paso en falso y estars
perdido.
Vaya. Aplauso aplauso. Pens, sin hallar la respuesta. El miedo? Un demonio? La
locura? Las pesadillas? Sueos? Demonios? Se acab el tiempo, haban ganado.
Qu era? El velo.
Un golpe maestro. No ca, yo fui el lento esa vez. Es curioso, pero haba pensado minutos
antes que un acertijo sobre el velo sera interesante. Pero me qued en blanco y haba
fallado. Para disgusto del demonio, todos volvieron a salvo del velo, portando lo que haban
venido a buscar.
La solucin es simple: deben apagar las velas del templo y as vern las
marcas de cada estatua (Dnde la iluminacin no pude revelar el camino de
la realidad). En la primera estatua habr una marca de 4 dragones
mirandose entre s, en la 2 y 3 el smbolo de avandra (ver abajo) y el 4
una marca de 4 dragones mirndose, como la primera. Deben mover las
estatuas "verdaderas" hacia bahamut (vestid a los ancestros de puertas a la
verdad -> moverlas hacia la estatua de bahamut grande). Aqu es donde
est el meollo, lo explico mejor:
"no son uno, sino cuatro" -> Son cuatro, vale, pero qu cuatro?. Aqu
pueden deducir que es tan simple como mover las cuatro estatuas hacia
bahamut, aqu es donde si mueven las de avandra, caen a una trampa de
foso. Porqu? Por lo siguiente:
"y si dos contamos como astucia, abrirs las puertas de par en
par." -> Recuerdan el otro documento, que deca que la sutileza es el
fracaso? Bien, sutileza es sinnimo de astucia, as que tendramos que
anular dos estatuas, es decir, tenemos que mover dos estatuas, pero,
cuales? Recuerdan lo de "no son uno, sino cuatro"? Bien, esto ya es
sencillo: Si miran el dibujo que les pongo del dios de avandra, es una
mochila con unos smbolos verdes en el encaje, que son TRES. Cuntos
dragones eran en las estatuas 1 y 4? Eran CUATRO dragones mirndose.
La solucin es sta: Slo las estatuas de los dragones debern moverse,
mirando hacia la estatua grande de bahamut, y abriendo un pasadizo
secreto. Con sto he conseguido varias cosas: que vayan a por mas
informacin (la biblioteca), que tengan que apagar las luces (podran haber
girado todas y caeran en la trampa), poner dificultad (trampas) y ganar un
tiempo en que se coman la cabeza, que ya tiene mucho de pegar ostias.
Tambin usaron habilidades como Historia y religin, sta ultima para
hablarles de Bahamut y de Avandra. Y todo sto en una sola sala.
Al final de la sala ven un letrero que dice: "La luz no brillar si por ello se
interpone en mitad". Aqu normalmente empiezan a apagar las luces, y de
repente aparece, dnde el letrero un fantasma. Les dice lo
siguiente: "Acabis de destruir a lo que mas odio, decidme, cul es
mi enemigo?". Dirn que "la luz". Dirn que el fuego. En verdad la solucin
est en tirar para religin, pues Pelor, el dios del sol es su enemigo.
Solucin: "Pelor".
() Las clasicas palancas. Esto pega mas en las fortalezas caidas de los
enanos, donde habia toda clase de camaras llenas de tesoros, escondidas a
los ojos de los demas, y con un mecanismo que solo un ingeniero podria
conocer. La cosa seria, por ejemplo, poner en cierta posicion una serie de
palancas, lo que activaria un mecanismo que bajaria un puente.
() las clasicas gemas (sacado del golden sun). Tendrias unas gemas que has
de colocarlas en algun relieve de la pared, completandola.
() la sombra esclarecedora. Hay un objeto, un palo, que encaja exactamente
en un lugar del suelo, y luego en otro sitio exacto hay que encajar un
candelabro. La sombra que proyecta el palo indica un lugar exacto de un
mapa, o el pasadizo a tomar. Esto salia en el broken sword 2
Aprovechar la ocasin para sealar que el hecho de que mis acertijos sean
muy conocidos no implica que todo el mundo conozca las respuestas.
Las respuestas correctas de algunos de los ms populares jams han sido
publicadas y, por lo que s, tampoco han sido descubiertas. Ejemplificar
este punto presentando el "Acertijo del collar", que mostr varios aos atrs
y que hace que cada persona que lo ve crea que podr resolverlo de
inmediato. Sin embargo, no recuerdo que nadie haya encontrado la
respuesta correcta.
Est basado en una transaccin comercial cotidiana, y destinado a
demostrar hasta qu punto se equivoca la persona comn cuando se trata
de hacer algo que demanda un mnimo de habilidad o conocimiento
matemtico. Est desprovisto de cualquier tipo de trampa o subterfugio, y
no hay en l ningn "eslabn perdido" misterioso.
Batalla real
Los autores de ajedrez suelen citar esta historia como ejemplo de que no
siempre es buena poltica jugar para ganar, y ha dado adems origen a una
fuerte lnea de ataque conocida como el gambito del Rey.
El hecho de que el tablero se partiera en ocho partes siempre impresion mi
fantasa juvenil, ya que me pareca posible extraer de all los elementos de
un importante problema. La restriccin a esas ocho partes no da lugar a
gran dificultad o variedad, pero como no me siento en libertad de alejarme
de la verdad histrica, dar a nuestros lectores un problema simple
adecuado para la poca estival.
Muestre cmo reunir las ocho partes para formar un tablero perfecto de 8 x
8.
El acertijo es simple, y sirve para ensear una regla valiosa que debe
respetarse al construirse acertijos de esta clase Como no hay, dos partes de
igual forma, se evitan otras vas para resolverlo y la solucin se torna ms
difcil.
Solucin
La siguiente ilustracin muestra el tablero de ajedrez que el joven delfn
rompi sobre la cabeza del duke de Borgoa, restaurado por el carpintero de
la corte.
La prisin de Burgos
Ests en una crcel de Burgos. sabes que slo hay dos puertas, una es la
salida a la libertad y la otra lleva a una fosa. Te vigilan dos guardias: uno
dice siempre la verdad, el otro no la dice nunca, es decir, siempre miente. Te
han dicho que saldrs de la prisin si con una sola pregunta a uno de los
guardias adivinas qu puerta da a la calle. pero lo que t no sabes es quin
dice la verdad o mentira.
Es fcil, piensa un poco, pones en juego tu libertad.
pregunta a uno de los dos: Qu me contestara tu compaero si yo le
preguntase cul es la puerta que da salida a la calle? Si lo preguntas a quin
siempre dice la verdad te responder equivocadamente, porque te
responder lo que de verdad te respondera el mentiroso: te dir que la
puerta de la calle es la del foso; por lo tanto deberas salir por la otra
puerta, que es la buena. Si lo preguntas al mentiroso, en lugar en lugar de
decirte lo que realmente te respondera el que dice la verdad, te dir que la
puerta de la calle es la del foso; por lo tanto sal por la otra puerta que es la
buena. haciendo esta pregunta a cualquiera de los dos guardianes te
contestarn lo mismo: lo contrario de la verdad. Lo que no sabrs es quin
dice la verdad y quin miente.
the grid itself, and the path might be tracing a trade route.
Or perhaps when the coin is moved from it's position in the
center, it doubles as it moves into the next grid space, but
disappears if it ever crosses it's own path. The players must get
the greatest amount of wealth off of the gird by the doubling.
16) the entrance hall has a pit in the middle. Crossing the pit is
a rope at floor level. The door leaving the hall leads to a
heavilly trapped corridor that eventually culminates in a dead
end. The rope is a magic item, anyone walking across the rope
(requires good balance) is teleported past the corridor to the
next room.
17) The party is traversing through a sacred temple. As they
try to gain access to deeper sections of the temple, they must
first approach an alter and a statue with a hand to its ear,
nearby are the instructions written "Only a pure of heart and
mind may pass. Confess what darkens your heart, what haunts
your dreams, and what regret falters your step." The idea is
that one by one the party must speak aloud (or whisper) to the
statue their character's darkest secret (Make sure you as the
DM at least knows this). Once everyone has shared, the way
beyond opens and they can continue on through the temple.
Later, have them face a Chain devil with Unnerving Mask that
embodies each characters' deepest regrets.
19. Painted Minotaur Room: The walls of this room are
covered with paintings depicting pairs of standing minotaurs,
approximately nine feet high, facing each other. One of the
minotaurs is painted over a locked door, with a keyhole in its
torso. The minotaur directly across from it has a small key,
about two inches long, painted on its torso roughly in the
location of the heart. Standing motionless in the center of the
room is the shadowy form of an actual, insubstantial minotaur.
A shadowy key floats inside the minotaur right where its heart
would be.
Touching the insubstantial minotaur will cause it to solidify as a
stone statue and attack. Touching the painted minotaur with
the key will have the same effect. The first touch will activate it
for one round, the second for two, and every touch thereafter
for three rounds of combat. Weapons cannot damage it, but
can be used to turn it aside to prevent damage to others. It will
attack with blind fury and is incapable of speech, but it cannot
pass the doors of the room. If all persons leave the room at any
time, the room will "reset" to its original configuration.
At the end of its turn on the last round of activation, the stone
minotaur will freeze in whatever position it was in and return to
insubstantiality. The painted minotaur with the key will also
change its stance and position to match that of the shadowminotaur.
Solution 1: Touching just the painted key will cause the
The party enters a room that is obviously the final resting place
of a famous king/queen/warrior etc. On the walls are painted
the famous figure's life story, including how they died. I merely
mentioned that the walls were elaborately painted and allowed
a check to see what was on it. Describe a couple of important
moments (the death of a parent, their crowning, their death).
You must be sure to describe their death, but don't make it
seem any more important than the rest of the dungeon.
In the center of the room is a statue of the person. Throughout
the room is the treasure they have accrued. This works
especially well for royalty, as you can put a real crown on the
stone statue.
Whenever any of the treasure is touched the statue comes to
life and attacks the intruders. This shouldn't be too hard of a
fight, as it will get tougher when the statue reassembles itself,
and comes at them again at full strength.
In order to kill it they must repeat the way the person originally
died. Try to make this something a little elaborate (but not too
crazy), or something simply but unlikely. For example, if no one
in the party carries a spear, have them die to a spear through
the chest. Now the party must find a spear (you can have
several among the treasure) and stab the statue through the
chest with it.
Depending on how quickly you expect the party to figure this
out can determine how strong you want to make the creature (I
used an Animated Statue, I believe, for the party was fairly low
in level).
8. The one who makes it, sells it. The one who buys it, never uses it. The
one that uses it never knows that hes using it. What is it?
A coffin
9. The more you have of it, the less you see. What is it?
Darkness
10.What has a head, a tail, is brown, and has no legs?
A penny.
40.What happens when you throw a yellow rock into a purple stream?
It makes a splash.
41.What starts with a T, ends with a T, and has T in it?
A teapot
42.As I went over London Bridge I met my sister Jenny,
I broke her neck and drank her blood and left her standing empty.
A bottle of gin
43.Whoever makes it, tells it not.
Whoever takes it, knows it not.
Whoever knows it, wants it not
Counterfeit money
44.I am, in truth, a yellow fork from tables in the sky,
By inadvertent fingers dropped the awful cutlery.
Of mansions never quite disclosed and never quite concealed
The apparatus of the dark to ignorance revealed.
Lightning
45.You saw me where I never was and where I could not be. And yet
within that very place, my face you often see. What am I?
A reflection
46.Say my name and I disappear. What am I?
Silence
47.What is it that after you take away the whole, some still remains?
Wholesome
48.A box without hinges, lock or key, yet golden treasure lies within.
What is it?
An egg
49.Forward Im heavy, but backwards Im not. What am I?
Ton
50.Why doesnt a mountain covered with snow catch cold?
Because it has a snowcap
51.I can be long, or I can be short.
I can be grown, and I can be bought.
I can be painted, or left bare.
I can be round, or square.
What am I?
A fingernail
52.One by one we fall from heaven down into the depths of past,
And our world is ever upturned so that yet some time well last.
Sands in an hourglass
53.I drift forever with the current down these long canals theyve made,
Tame, yet wild, I run elusive Multitasking to your aid.
Before I came, the world was darker, colder, sometimes, rougher, true
But though I might make living easy, Im good at killing people too.
Electricity (or lightning)
54.Reaching stiffly for the sky,
I bare my fingers when its cold
In warmth I wear an emerald glove
And in between I dress in gold
A deciduous tree
55.Kings and queens may cling to power and the jesters got his call,
But, as you may all discover, the common one outranks them all.
An ace (in a deck of cards)
56.Every dawn begins with me
At dusk Ill be the first you see
And daybreak couldnt come without
What midday centers all about
Daises grow from me, Im told
And when I come, I end all cold
But in the sun I wont be found
Yet still, each day Ill be around.
The letter d.
57.Kings and lords and christians raised them
Since they stand for higher powers
Yet few of them would stand, Im certain,
If women ruled this world of ours.
A tower.
58.Soft and fragile is my skin, I get my growth in mud
Im dangerous as much as pretty, for if not careful, I draw blood.
A thorn
59.Three brothers share a family sport: A non-stop marathon
The oldest one is fat and short And trudges slowly on
The middle brothers tall and slim And keeps a steady pace
The youngest runs just like the wind, a speeding through the race
Hes young in years, we let him run, the other brothers say
Cause though hes surely number one, hes second, in a way.
The hands on a clock (hour, minute, second).
60.Its true I bring serenity,
And hang around the stars
though. Why? Study it, think about it, and you may find out. Try to do
it without coaching. If you work at it for a bit it will dawn on you. So
jump to it and try your skill at figuring it out. Good luck dont blow
your cool!
The most common letter in the English language, the letter e, is not
found in the entire paragraph.
68.When you went into the woods you got me.
You hated me yet you wanted to find me.
You went home with me cause you couldnt find me
What was it?
A splinter
69.An iron horse with a flaxen tail.
The faster the horse runs,
the shorter his tail becomes.
What is it?
A needle and thread.
70.You have to travel far before you turn it over. What is it?
An odometer
71.A mile from end to end, yet as close to as a friend. A precious
commodity, freely given. Seen on the dead and on the living. Found
on the rich, poor, short and tall, but shared among children most of
all. What is it?
A smile.
72.Im full of holes, yet Im full of water. What am I?
A sponge
73.Four of us are in your field
But our differences keep us at yield
First, a one that is no fool
Though he resembles a gardeners tool
Next, one difficult to split in two
And a girl once had one as big as her shoe
Then, to the mind, ones a lovely bonder
And truancy makes it grow fonder
Last, a stem connecting dots of three
Knowing all this, what are we?
The four suits in a deck of standard playing cards. The Spade is a
gardeners tool. The Diamond is the hardest gem to break. Little Girl
and Queen is a Mother Goose rhyme, in which the Queen gave the
girl a large diamond for picking the Queen someroses.The Heart
bonds with the mind to form love. Absence makes the heart
growfonder.The Club, or Clover, is three dots connected around a
stem.
84.I am a word of 5 letters and people eat me. If you remove the first
letter I become a form of energy. Remove the first two and Im
needed to live. Scramble the last 3 and you can drink me. What am I?
Wheat, heat, eat, tea
85.Before any changes Im a garlic or spice. My first is altered and Im a
hand-warming device. My second is changed and Im trees in full
bloom. The next letter change makes a deathly old tomb. Change the
fourth to make a fruit of the vine. Change the last for a chart plotted
with lines. What was I? What did I become? What did I turn out to be?
Clove, glove, grove, grave, grape, graph
86.A woman shoots her husband, then holds him under water for five
minutes. Finally, she hangs him. Five minutes later they enjoy a
wonderful dinner together. How can this be?
She took a photo of him and developed it in the dark room.
87.Remove six letters from this sequence to reveal a familiar English
word. BSAINXLEATNTEARS
BANANAS (Removed SIX LETTERS)
88.Alive without breath,
As cold as death,
Clad in mail never clinking,
Never thirsty, ever drinking
A fish
89.With thieves I consort,
With the vilest, in short,
Im quite at ease in depravity;
Yet all divines use me,
And savants cant lose me,
For I am the center of gravity.
The letter V
90.Until I am measured
I am not known,
Yet how you miss me
When I have flown.
Time
91.I never was, am always to be,
No one ever saw me, nor ever will
And yet I am the confidence of all
To live and breathe on this terrestrial ball.
Tomorrow
92.Alive without breath,
As cold as death,
Never thirsty, Ever drinking,
What am I?
Kiss
113. Three lives have I.
Gentle enough to soothe the skin,
Light enough to caress the sky,
Hard enough to crack rocks.
Water
114. The beginning of eternity
The end of time and space
The beginning of every end,
And the end of every place.
The letter E
115. I look flat, but I am deep,
Hidden realms I shelter.
Lives I take, but food I offer.
At times I am beautiful.
I can be calm, angry and turbulent.
I have no heart, but offer pleasure as well as death.
No man can own me, yet I encompass what all men must have.
Ocean
116. A thousand colored folds stretch toward the sky,
Atop a tender strand,
Rising from the land,
Til killed by maidens hand,
Perhaps a token of love, perhaps to say goodbye.
Flower
117. In ye fire thou hear me scream! Creaking and whining yet I am dead
before thoust layeth me upon ye hearth.
Log
118. Hands she has but does not hold, teeth she has but does not bite, feet she
has but they are cold, eyes she has but without sight. Who is she?
A Doll
119. Bright as diamonds,
Loud as thunder,
Never still,
A thing of wonder.
Waterfall
Of thirteenth sight.
Moon
127. As beautiful as the setting sun,
As delicate as the morning dew;
An angels dusting from the stars
that can turn the Earth into
A frosted moon.
What am I?
Snow
128. To unravel me
You need a simple key,
No key that was made
By locksmiths hand,
But a key that only I
Will understand.
Cipher
129. As a whole, I am both safe and secure.
Behead me, and I become a place of meeting.
Behead me again, and I am the partner of ready.
Restore me, and I become the domain of beasts.
What am I?
Stable
130. A farmer and his hired help were carrying grain to the barn. The farmer
carried one sack of grain and the hired help carried two sacks. Who carried
the heavier load?
Farmer (the hired help carried empty sacks)
131. When young, I am sweet in the sun.
When middle-aged, I make you gay.
When old, I am valued more than ever.
Wine
132. Walk on the living, they dont even mumble. Walk on the dead, they
mutter and grumble
Fallen leaves
133. What has roots as nobody sees,
Is taller than trees
Up, up it goes,
And yet never grows?
Mountain
134. I have a hundred legs, but cannot stand, a long neck but no head; I ease
the maids life. What am I?
A broom
135. When there is fire in me then I am still cold. When I own your true loves
face then you will not see me. To all things I give no more than I am given. In
time I may have all things, and yet I can keep nothing. What am I?
A mirror
136. I am, in truth, a yellow fork
From tables in the sky
By inadvertent fingers dropped
The awful cutlery.
Of mansions never quite disclosed
And never quite concealed
The apparatus of the dark
To ignorance revealed.
Lightning
137. What is greater than God,
More evil than the Devil,
The poor have it,
The rich want it,
but if you eat me,
youll die?
Nothing
138. I make you weak at the worst of all times.
I keep you safe, I keep you fine.
I make your hands sweat, and your heart grow cold,
I visit the weak, but seldom the bold.
What am I?
Fear
139. What has four wheels and flies?
Garbage truck
140. I dig out tiny caves, and store gold and silver in them.
I also build bridges of silver and make crowns of gold.
They are the smallest you could imagine.
Sooner or later everybody needs my help, yet many people are afraid to let
me help them. Who am I?
Dentist
What am I?
Daisy
175. At night they come without being fetched,
And by day they are lost without being stolen.
Stars
176. There is not wind enough to twirl
That one red leaf, nearest of its clan,
Which dances as often as dance it can.
The sun
177. When is a door not a door?
When it is ajar
178. My tines be long,
My tines be short
My tines end ere
My first report.
What am I?
Lightning
179. From house to house I go, sometimes narrow, sometimes wide. And
whether theres rain or snow I always stay outside. What am I?
A Path
180. I went to the woods and got it, when i got it didnt want it, looked for it,
couldnt find it so I took it home.
What is it?
Splinter
181. As light as a feather, but you cant hold it for ten minutes.
Breath
182. My first is not bent around.
My second means lift her up
or cut her to the ground.
Straight Razor
183. Hickory-Dickory-Dock!
The mouse ran up the clock.
The clock struck one
and down did come.
Hickory-Dickory-Dock!
What am I?
A guillotine
201.
Half-way up the hill, I see thee at last
Lying beneath me with thy sounds and sights
A city in the twilight, dim and vast,
With smoking roofs, soft bells, and gleaming lights.
The Past
202.
Im pleasing to the eye
A tool for many absent of mind
A tapestry of fickle lies
Blind to even the most pensive spies
Im often the breeder of fervent lust
But I am by far one you shouldnt trust
Appearance
203.
An eye in a blue face
Saw an eye in a green face.
That eye is like to this eye
Said the first eye,
But in low place
Not in high place.
Sun shining on daisies which are growing in a field
204.
All about, but cannot be seen,
Can be captured, cannot be held
No throat, but can be heard.
Sound
205.
What goes through the door without pinching itself?
What sits on the stove without burning itself?
What sits on the table and is not ashamed?
The sun
206.
A red cap on my head,
a stone in my throat,
if you tell me the answer,
Ill give you a Groat.
What am I?
A cherry
207.
208.
I have four legs but never walk
I may be covered in flowers but have no soil
I hold food three times a day but never eat a meal
Table
209.
What measures out time,
Until in time
The more of these you take, the more appear behind you
Steps
215.
Inside the green house there was a white house
Inside the white house there was a red house.
Inside the red house there were lots of babies.
Watermelon
216.
If you break me, Ill not stop working.
If you can touch me, my work is done.
If you lose me, you must find me with a ring soon after.
What am I?
The heart
217.
Creatures of power, creatures of grace,
Creatures of beauty, creatures of strength.
As for their lives, they set everythings pace,
For all things must come to live under their emerald embrace. . .
Either in their life, or in their death.
What am I?
Tree
218.
I have the same name as a porcelain face,
yet I carry great loads from place to place.
Dolly
219.
It has a long neck,
A name of a bird,
Feeds on cargo of ships,
Its not alive.
Crane
220.
I cut through evil
like a double edged sword,
And chaos flees at my approach.
Balance I single-handedly upraise,
Through battles fought with heart and mind,
Instead of with my gaze.
What am I?
Justice
221.
222.
You are trapped in a room made of dry cement, with four walls,
a ceiling, floor, no windows nor doors, holes are scarce, and all you
have is a box of matches.
How do you get out of the room?
Three strikes, and youre out
223.
Placed above it makes greater things small.
Placed beside it makes small things greater.
In matters that counts it always comes first.
Where others increase it keeps all things the same.
What is it?
1
224.
Im by nature solitary, scarred by spear
and wounded by sword, weary of battle.
I frequently see the face of war, and fight
hateful enemies; yet I hold no hope
of help being brought to me in the battle,
before Im eventually done to death.
In the stronghold of the city sharp-edged swords,
skilfully forged in the flame by smiths,
bite deeply into me. I can but await
a more fearsome encounter; it is not for me
to discover in the city any of those doctors
who heal grievous wounds with roots and herbs.
The scars from sword wounds gape wider and wider;
226.
As I was going to St Ives,
I met a man with seven wives.
Each wife had seven sacks,
Each sack had seven cats,
Each cat had seven kits;
Kits, cats, sacks and wives
How many were going to St Ives?
One
227.
How can a woman living in New Jersey, legally marry 3 men,
without ever getting a divorce, be widowed, or becoming legally
separated?
Shes a Justice of the Peace
228.
Within, I clean all that is bad and is old.
I make juice thats the colour of gold.
Should I die, a filter machine would you need assembled to replace
me
and beans I resemble.
Kidney
229.
What travels alone but is never alone, has a name but doesnt
exist
A shadow
230.
I turn around once,
What is out will not get in.
I turn around again,
What is in will not get out.
Iceberg
231.
What runs around a city
but never moves?
City Wall
232.
An arm points north, east, south, then west.
Ever in circles, never pausing to rest.
It passes its brother twenty three times,
As the sun passes by and the moon starts to climb.
Clock
233.
It comes only before,
It comes only after,
Rises only in darkness,
What can you sit on, sleep on, and brush your teeth with?
A chair, a bed, and a toothbrush.
239.
What happens four times in every week, twice in every month
and once in a year?
The letter E
240.
What is black when you buy it, red when you use it, and grey
when you throw it away?
Charcoal
241.
What makes noise,
stops noise,
and does not like noise?
Your wife
242.
What work is it that the faster you work,
the longer it is before youre done,
and the slower you work,
All about the house, with his lady he dances. Yet he always works, and never
romances. What is he?
Answer: "a broom"
This old one runs forever, but never moves at all. He has not lungs nor
throat, but
still a mighty roaring call. What is it?
Answer: "a waterfall"
Mountains will crumble to it and temples fall, and no man can survive its
endless
call. What is it?
Answer: "time"
I was carried into a dark room, and set on fire. I wept, and then my head
was cut off.
What am I?
Answer: "a candle"
A very pretty thing am I, fluttering in the pale-blue sky. Delicate, fragile on
the
wing, indeed I am a pretty thing.
Answer: "a butterfly"
In spring I am gay in handsome array; in summer more clothing I wear;
when colder it
grows I fling off my clothes; and in winter quite naked appear.
Answer: "a tree"
To cross the water I'm the way, for water I'm above. I touch it not and, truth
to say, I
neither swim nor move.
Answer: "a bridge"
Violet, indigo, blue and green, yellow, orange and red; these are the colors
you have
seen after the storm has fled.
Answer: "a rainbow"
Answer: "wind"
You can hear me. You can see what I do. Me, you cannot see. What am I?
Answer: "wind"
What lives on it's own substance, but dies as soon as it devours itself?
Answer: "a candle"
What goes through a door but never goes in and never comes out?
Answer: "a keyhole"
What has feet and legs and nothing else?
Answer: "stockings"
A house full, a yard full, a chimney full; No one can get a spoonful. What is
it?
Answer: "smoke"
What is full of holes but holds water?
Answer: "a sponge"
What is always coming, but never arrives?
Answer: "tomorrow"
What goes further the slower it goes?
Answer: "money"
You throw away the outside and cook the inside. Then you eat the outside
and throw
away the inside. What did you eat?
Answer: "an ear of corn"
What can bring back the dead, make us cry, make us laugh, make us young;
is born in
an instant yet lasts a lifetime?
Answer: "a memory"
I move very slowly at an imperceptible rate, although I take my time, I am
never late.
I accompany life, and survive past demise, I am viewed with esteem in
many women's
eyes. What am I?
Answer: "hair (or nails)"
I am the heart that does not beat. If cut, I bleed without blood. I can fly, but
have
no wings. I can float, but have no fins. I can sing, but have no mouth. What
am I?
Answer: "wood"
Voiceless it cries, wingless flutters, toothless bite, mouthless mutters.
Answer: "wind"
I have legs but walk not, a strong back but work not, two good arms but
reach not, a
seat but sit and tarry not. What am I?
Answer: "a chair"
Shoot at me a thousand times and I may still survive; one scratch from me
and you
will find your prospects take a dive. What am I?
Answer: "an eight ball"
I have an eye, but I can not see and I am guided only by the winds. I am
strong and
disasterous but in the center of me, I am calm. I live for a while but I die
soon
enough, and when you least expect it I am reborn. What am I?
Answer: "a hurricane"
Black I am and much admired, men seek me until they're tired. When they
find me,
they break my head, and take from me my resting bed. What am I?
Answer: "coal"
At the North Pole it is impossible to look north, and at the South Pole it is
impossible to look south. Then, where in the world would you be if you could
look
north and south, but could not look east or west?
Answer: "the core of the Earth"
In birth I spring forth, in life I unfold. In death I wilt and die, but rebirth
restores
all. What am I?
Answer: "a leaf"
At night I come without being fetched. By day I am lost without being stolen.
What
am I?
Answer: "a star"
A hole leading in, a hole leading out, we connect to a cavern that is slimey
all
throughout. What are we?
Answer: "nostrils"
Part carbon, part water, I am poison to the fishes. Many have falsely claimed
my
name, for I am the pause that refreshes.
Answer: "soda pop"
What is it that has four legs, one head and a foot?
Answer: "a bed"
Weight in my belly, trees on my back, nails in my ribs, but feet I do lack.
What am I?
Answer: "a boat"
Double my number, I'm less than a score, half of my number is less than
four. Add
one to my double when bakers are near, days of the week are still greater, I
fear.
Answer: "SIX"
I'm named after nothing, though I'm awfully clamorous. And when I'm not
working,
your house is less glamorous. What am I?
Answer: "a vacuum cleaner"
You hear me calling to you, beckoning with my shrill voice; My keys will carry
you to
10. How much dirt is in a hole 4 feet deep and 2 feet wide? A- There is no
dirt in a
hole.
11. 30 men with two ladies
gathered as for festivities
dressed quite formally, black and white
yet movement turns to nasty fight.
What is being described? A- A chess match.
12. Michaels parents have four children. Their names are Copper, Silver,
and Gold.
What is the fourth childs name? A- Michael.
13. What has 6 legs, but walks with only 4? A- A horse with a rider.
14. Round as a cup, flat as a board, pale as gold, altar of the lupine lords. AThe
moon.
15. What passes in front of the sun without a shadow? A- The wind
Pendulum Puzzle
The Pendulum Puzzle is a simple ordering challenge backed up by a neat
rhyme. Ready to be inserted into pretty much any dungeon or setting.
You step into a chamber dominated by a massive statue of a robed
humanoid. It stands ten feet in the air, the folds of its hood casting its face
in dark shadow. Grasped in the statues left hand is a scythe, its razor sharp
blade carved out of black stone. The statues right arm is raised out in front
of it, holding in its clutches the end of a metal chain. This chain stretches to
the floor, suspending a wicked blade inches over a circular indentation,
roughly eight feet wide. This circle is hewn two inches into the stone, and is
decorated with lettering spiraling towards its center. The script is fine and
spidery, and glows with a faint red tinge. Twelve candles mark the edge of
the circle, standing at regular intervals. All are lit, their wicks slowly burning
and casting flickering shadows over the chamber. On closer examination,
you find that you can read the spidery text.
The statue before you
Holds chain that was made
For keeping the time
With its pendulum blade
Hour Marks: Holding the pendulum blade over any of the candles (which
serve as hour markers), causes that candle to flare up, signifying a possible
answer. If the pendulum is then released the answer is assumed to be
given.
Answer: Nine oclock. This might open a door, reveal treasure, etc. Should
a player answer incorrectly, the pendulum swings, the candles flare up in a
bright inferno, and the text swirls and seethes. Then something terrible is
summoned to make them regret it.
and attack. Touching the painted minotaur with the key will have the same
effect. The first touch will activate it for one round, the second for two, and
every touch thereafter for three rounds of combat. Weapons cannot
damage it, but can be used to turn it aside to prevent damage to others. It
will attack with blind fury and is incapable of speech, but it cannot pass the
doors of the room. If all persons leave the room at any time, the room will
"reset" to its original configuration.
At the end of its turn on the last round of activation, the stone minotaur will
freeze in whatever position it was in and return to insubstantiality. The
painted minotaur with the key will also change its stance and position to
match that of the shadow-minotaur.
Solution 1: Touching just the painted key will cause the insubstantial key
to solidify and drop to the floor. However, PCs must be careful to take the
solid key without touching the shadow-minotaur's feet!
Solution 2: If the painted minotaur with the key is maneuvered around the
room so that it crosses the painted minotaur with the lock, the door will
unlock.
Solution 3: The stone minotaur can be maneuvered to crash into the door
and break it down.
Solution 4: Use the shadow of a hand to take the shadow-key out of the
insubstantial minotaur without activating the statue. The shadow-key must
then be solidified by touching it with something substantial, or by touching
the painted key.
each side of the rectangular room, 15ft. tall pulpit at the front of the room.
There is no apparent exit from the room except for the door through which
the players entered.
The centerpiece of the chapel is a dusty old pipe organ with 50-100 pipes
stretching up to the ceiling. Nestled in the center of the pipes, about 5 feet
above the dual keyboards, is a stone statue of a winged beast (I used the
image of a winged minotaur, because that was the avatar of the cult's demigod).
There is a secret door on the wall behind and to the right of the organ, but
the players have to play two specific chords on the organ to release the
locking mechanism and open the door. If the players play any other keys,
other than the designated chords, the stone statue (revealed eventually to
be a supped up gargoyle) springs to life and tries to chew their faces off.
The only way to detect the proper keys is with a detect magic spell (I used
this one to encourage our mage to cast detect magic more, as they were
running in to all sorts of nasty magic traps w/out checking first). Once cast,
the proper keys give off a faint conjuration aura (pressing them causes a
missing gear in the door assembly to appear).
This one is also fun because if they fight the gargoyle, which the probably
will end up doing, there's all kinds of cover to be had in the form of pews,
pulpits, etc...
Variation: If players are having trouble figuring out what to do, you can place
a music box on the corpse of the slain gargoyle that plays the two distinct
chords. Playing them requires a performance skill check though.
Wizards Challenge
Summary
Background
The eccentric wizard Xarn is a recluse. Almost comically dress in clashing
reds and purples. His most notable feature is in fact a lack of one. His hand,
missing from some terrible accident, is still a living visible stump. His Tower
is visible from town. And his rare visitations to town always cause quite a
stir. The rumors have it, that he is tinkering with the fabric of life. Others say
his is looking for his lost hand. Others say his is ripping through the fabric of
Reality. Most figure that hes stark raving mad, others suspect incredible
genius. A month ago he walked into Luckys tavern, and bewitched the innkeeper, Lucky, to tell all new-comers of the challenge Xarn issued.
The Challenge:
"Those who dare, and have the prowess may enter my Tower unmolested.
Or, for those whose curiosity might just kill them, for I will tell you the truth
of my stump. Enter with only a word of Truth. After, you will face a series of
Challenges. In my years and travels I have amassed great treasures which I
am willing to share with those proven to be worthy individuals. These will
test your faculties so the weak need not apply. Once begun your acceptance
is binding, for there is no way out save for success. Good Luck."
Room One: Entrance and Guardian
Shaft of Light
To approach the dark foreboding tower you must enter a twisted forest, filled
with a clinging mist and unusual noises. A feeling of being not right
overcomes you. Every time you glimpse something you look again, to see if
youre seeing right. your mind questions, Did that Bird have two heads? Did
that squirrel have spiders eyes? Did that Fox have bee markings? Did you
hear Humming from that tree? There is an almost understandable muttering
surrounding you. You feel eyes staring at you. The players fear builds as
they walk. About in, they most conquer that fear or risk running away.
(Mind-effecting, easy)
Background: This forest was planted from modified seed; the plants radiate
an aura of fear. It resonates with humanoids. The creatures, in the woods
are early moderately successful experiments that are primarily harmless.
Their oddity only reinforces the weird feelings already radiating from the
plants.
When you finally exit the forest near the base of the tower, you stand in
front of large thick wooden door. A mouth forms in the door and booms. "Tell
me, what it is you truly desire, and you shall enter and your challenge will
begin." (this is a great way for characters to share history, and plot hooks
for their characters)
Theres a chance an observant character will see that the tower has no
mortar and the stone seems to almost Breathe.
If answered truthfully a hole the shape of the character will materialize,
closing after they pass. This is done with each party member. PCs on both of
sides of the door can hear the answer. When all are present the door booms,
Now the challenge begins. The room they stand in is plain cut stone and
round with thin windows allowing some light in. An ornate circular rug from a
far off land is the only decoration. A bright beam of purple light shines down
a center hole in the ceiling. At the top of the shaft is what you seek. Your
success depends on how this problem is - resolved
The party must get to the top to reach the next room up the shaft. This can
be achieved in any manner that works. It should be set up 2 steps back for
every 3 steps forward. The harder the group pushes and works together to
succeed, the easier it will be.
General Note: the stones that make up the shaft walls are alive and they
serve Xarn. They are hive-minded creatures (like ants) and work as one
entity to change the tower itself to his needs. They will shift as needed to
make the climbing harder or easier. They were developed with an oil like
defense which works in two ways. Oil is be secreted to make them slippery,
resisting willing relocation. The same oil can be forced out violently, much
like a skunk used when being attacked. This oil when atomized, and
breathed causes nausea. These can also become easier to grip, by roughing
its feathers They have even been know to move in and out like a snail.
Room Two: Puzzle or Roleplaying Challenge
The Choice
Once at the top of the hole. An image materializes. "Congratulations. Not in
succeeding, but in passing the initial challenge. Behind you is a door for
each of you. Beyond those doors is your next challenge. Its simple enough.
All you need to do is Choose."
Each PC encounters nearly the same thing. When they grab the handle to
open the door, they are pricked with a needle.
When the door opens, an unpleasant odor hits as the character enters. In
this small bare room a loved one is bound and tied to a wall. Next to the
opposite wall, out of reach of the loved one is a table with a flask holding a
yellow translucent liquid, and a note. The loved one looks very ill. Bloody
vomit is seen in one corner.
The Note Reads:
My challenge I offered, you took,
and so you shall be challenged and shook.
Disease afflicts your loved one. This potion is the cure.
You have been infected upon entering. So, your choice it should be sure.
Fibers of character are sure to show.
So drink it up, or pass the swallow?
Make a choice and make it quick. Your time is as a standard wick
Will you win or will you lose, Leave the room when you chose.
Background: The loved ones in truth, are normal tower denizens bewitched
to look, talk and act like the PCs loved ones. (almost literally reacting to how
the player pictures their loved ones would in their mind) the denizens are
really infected, and told that they will only be cured if they succeed in
fooling the PCs.
This is a very strong enchantment and incredibly hard to see through.
Once they choose who, if anyone drinks, the challenge is over.
Room Three: Trick or Setback
A-maze-ing
When the PCs enter the round room again, they see an archway and a
hallway beyond.
The disembodied voice of Xarn speaks, "At the end of this hallway is the
ladder up. There you will find what you seek." Past the archway is a long
hallway. (Impossibly long for the towers size) The 10 high hallway has no
ceiling. A ladder leads up the ceiling of this cavernous room. The top 3 of
the walls are made the living bricks. (They attempt to stop anyone trying to
climb on the walls. Or fly out.)
About halfway between the archway and the ladder, the environment
changes before the PCs eyes. Either side hallways appear, or walls do, or
disappear. In essence a second maze phases in, while the current one
phases out. This change stays for a number of minutes and switches to yet
another one, and to a fourth and back to the first. Then it cycles through
them repeatedly. Some of the walls are living brick and can move, the walls
move at 60 per appearance cycle. (Thanks Treasure Tables for the idea!)
They phase in for one of the 4 cycles. (DM note: make four(4) identically
sized mazes. Have a ladder near the center in the same spot for all. Do
whatever you want with them, put a letter-number grid so when you switch,
you know where they are)
To make matters worse for the PCs there are numerous half-breed minotaurs
(experiments) who have been given a home here. They love this maze as it
gives them something to do and purpose in life. They are constantly looking
for what changes. There are a few cleaning oozes. All the players need to do
is get to the ladder, which everyone can see from anywhere in the Maze.
If a party member Phases (example: blink spell), they see all 4 mazes at
once and are probably going to wind up trapped, except they can walk
through the current real walls, with normal dangers.
Special Notes:
-The ladder has an anti-magic field emanating from it. (approximately 10)
-Remember the PC who gave the disease cure potion to the loved ones will
start being effected by the disease-most likely in this room.
Room Four: Climax, Big Battle or Conflict
Allow myself to introduce myself
Environment effects: The anti-magic from the ladder suppresses all magic
light. Until the hatch is closed the breeze is strong enough to put out lantern
(50% for hooded lanterns) when the group arrives it should be dark. When
they close the heavy hatch any magic light will no longer be suppressed.
Theyve now enter a maze-like Hall of Mirrors.
"Its finally time to take a GOOD look at yourself. Oh, adn there is a door
here somewhere Bwahahahahaaa" Booms the wizards familiar voice.
As the hatch slams shut and torches and lights are re-lit, the party will find
themselves in a standard hall of mirror. Only one of each party members
multitude of reflections is an evil-half. They are really malicious spirit
trapped in the mirror. The only way for them to escape is to take someone
in. These reflections are exact copies of the PCs, except without the
disease.
As one might expect, the reflections will try and confuse the PCs as to who
to help attack. (The spirits can sense each other.) In a Hall of weirdly angled
mirrors, It is very difficult to detect, enemy. The party must first decide who
is real or false. The spirits have no such difficulty. The spirits also read
surface thoughts and will use them against the party.
If the PCs survive, one of the mirrors will have a hard to find handle
Through this door is what they set on this challenge for.
Room Five: Reward, Revelation
Xarn awaits the PCs with his goblin assistant Rumi. Xarn is a slight man
dressed in Red flowing Wizard robes, with purple trim. He has a similarly
appointed hat. And smaller square spectacles. His crows feet wrinkles
disappear into shoulder length salt and pepper hair.
He and his assistant stand behind a low pedestal with a large mirror
mounted on top. They are grinning widely when they enter.
In a wispery voice, He greets everyone, "Welcome brave souls. You have
passed the challenge I have put before you. And I am proud of you all. You
have spoken your desires, and I know why you are here. I have also watched
your actions, and they too speak of your wishes."
"Before I answer any questions, we will get to the heart of it. I shall put a
last choice before you individually."
Xarn will then address each PC and re-cap their choices and actions, and
their stated desires. He will present them each with two items. Each will aid
in one of the two paths, Desire vs. Deed. For those that are afflicted with the
disease, he also offers them the cure. If they choose the potion, after
everyone has made their choice, he will offer them to pick between the
remaining to items and accuse the PC of thinking him a cruel heartless man.
The Goblin-Gumi will always mimic the expressions Xarn has, and will agree
with his master.
If asked, Xarn will explain that the challenge was to find suitable characters
to venture forth to reclaim his hand. When asked, he explains that his hand
was lost during an unfortunately desperate situation involving casting a
Djinni bottle into a Bag of Holding. This caused a dimensional rift to rip
open, fold back on itself, and capture his hand before repairing itself. His
hand is alive and technically attached. It is floating in-where he thinks-is the
realm of forgotten creatures. He asks the party if they wish to travel with
him to this dimension, and assist him. Otherwise the challenge is over and
the PCs can return to town unmolested.
I cover cities and destory mountains,
I make men blind, yet help them see.
Answer: Sand
Answer: Man
Answer: Nothing
Of no use to one
Yet absolute bliss to two.
The small boy gets it for nothing.
The young man has to lie for it.
The old man has to buy it.
Answer: A Kiss
Answer: A Wall
Answer: A Lantern
Answer:Paper
I begin eternity,
And end space,
At the end of time,
And in every place,
Last in life,
Second to death,
Never alone,
Found in your breath,
Contained by earth,
Water or flame,
My grandeur so awesome,
Wind dare not tame,
Not in your mind,
Am in your dreams,
Vacant to Kings,
Present to Queens.
Answer: The letter "E"
Answer: A birthday.