“One looks down on the Abyss, the others delve deep where no Light is. Matching the forms and symbols of yore, the truth shall rise and lead you out of the doors”
- Cyclopean Inscriptions on the Well
An Escape Challenge consisting of a puzzle room and arena. Meant to demonstrate that fact that brains are required for combat as well as brawn. Best used on players who just use force to solve everything.
An ancient tomb set beneath a small hill-town holds a dark secret...
This is a method to randomly generate a branching dungeon graph that can be used to emulate the traditional lock-and-key style of dungeon that is prominent in the Legend of Zelda series of games.
A maze in which there are clues that reveal the way through provided that you know how to perceive, interpret, and use them.
Step on the floor tiles in the correct order to proceed.
Ding Ziu translates to 'Substitute Criminal'
A mechanical shrinking trap room. Complete the challenges before you get crushed. The name for this room is the same as the movie whose plot I got this whole idea from.
Sometimes a door is the best security system.
Sometimes the owner of a dungeon doesn't want to kill its intruders, just detain and embarrass them a bit.
A series of traps and puzzles that are sure to cause pause in your players without killing them..... maybe.
"This is a clean room environment. So we will have to pass through decontamination before we can enter." Researcher Gorgron Rogbutt, an Orc.
A very difficult puzzle which requires knowledge in simple leet speak to solve. It might take a while to figure out as you have to rearrange letters and numbers to form a sentence.
A puzzle that requires knowledge of the PGP Word List to complete. It is impossible without knowing this information. VERY COMPLEX! NOT FOR BEGINNERS!
This is a system of classification that admittedly I shamelessly copied from TES (The Elder Scrolls). It sorts traps and puzzles into four categories known in TES as The Four Tests. Examples of each that I made myself are included.
This consists of a trap and encounter as the puzzle. There will be ten PCs for this example but this will work with any even number of PCs.
30 Prisons, some of which are dreadful places in which to be, whilst others can be surprisingly pleasant, as far as somewhere can be pleasant when you are not allowed to leave it. Some are short term places of confinement, others are where you will spend the rest of your life unless you manage to escape.
A simple addition to the riddles often used to open doors or paths in a dungeon. The party are presented with a riddle and then have to draw the answer in the sand box.
A geometric cut puzzle that can be inserted into any dungeon/door/treasure chest.
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.
Walking through the alleys of the docks district of town, you hear an old, mad beggar calling out for alms. He claims to be a god, cast out from heaven and stripped of his powers. The party passes, tossing a few coppers to him. In thanking them, the madman refers to incidents in their childhood or distant past which would have been all but impossible for him to know.