An underwater dungeon whose lore is heavily inspired by Lovecraft's The Temple, and whose design is inspired by Ocarina of Time's water temple. Contains interconnected water-level puzzles and is an example of a dungeon which requires a profile-view map.
A geometric cut puzzle that can be inserted into any dungeon/door/treasure chest.
A real-world location fit for filling out your adventure; where norse icelandic fishermen suffered unthinkable conditions throughout frigid winters to harvest the fruits of the ocean.
A desert-themed astrological puzzle inspired by a 2000 year-old analog computer, an ancient supernova, and the Ziggurat of Ur.
Dwarven runes are (mostly) an alphabetic substitution cipher on the Futhark runes. An oldie but goodie from Tolkien!
Worn runes on ancient ruins, scrawled annotations on old maps, scribbles in the margins of arcane tomes – cryptic text is a central part of the adventuring experience. Basic encryption schemes are an excellent way to embellish your campaign with a consistent textual theme while allowing for the inclusion of messages hidden in plain sight. This post describes a simple connected cipher, named Crypt, perfect for arcane languages and alien text.
Can you beat the swamp witch at her own game? Voodoo Reinforcement Learning is an interactive puzzle that will set your party on edge.
A primer on guarded doors, honest and dishonest sentries, and tricky questions.
Time manipulation has a special place in the realm of the supernatural. It offers endless possibilities and limitless power, but because of this can easily become game-breaking, create onerous repetition, or cause excessive confusion. This post has taken special care to present chrono-themed special abilities that play well with others and mesh with the role-playing format, all while still presenting a new collection of choices and mechanics to explore.
Phantom Paths is a mirrored motion puzzle that requires collaboration among three players. Ready to be inserted into pretty much any dungeon or setting.
It lies nestled deep in the wooded hills surrounding Craeger’s Crossing, carved from the living rock of the outcroppings which dot the landscape. Evil may not enter. The living may not enter. None who have sought the remains of Sir Valyrian and the Mirror of the Zealot have ever returned. Now it is your chance to perish.
Necropolis is a self-contained role-playing puzzle adventure for three players. Heavily influenced by Dungeon & Dragons and the Tomb of Horrors, this adventure is specifically designed to strip away all of the extra fluff and focus on puzzle solving and sweet, sweet, horror.
One day a a wind begins to blow out of the West. The next day it gets stronger. And stronger still the next few days. Eventually (and fortunately), the speed of the wind tops out at a steady fifty miles an hour, but continues to blow. Soon an entire kingdom is wondering why it's not abating. The weather mages deem it unnatural but can't seem to banish or control it. The priests of various faiths claim it's divine. The End-Of-Days crowd is having a field day with their predictions of doom. No one knows why the gale persists. When inquiring with neighboring kingdoms, it seems they too suffer from a persistent western mistral. Eventually the populace begins to adapt to living with a twenty four hour a day wind. Always from the West, and perpetual. What could be causing this? A raging Elemental king? a curse from the gods? an unearthed artifact? Or has Nature itself gone haywire?