“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
The second part of this ongoing list.
This is Part One of an ongoing list of possible puzzles for an escape room dungeon.
A tall water filled room that guards an artifact or other important objective. A puzzle must be solved to reach it.
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.
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.
A graph theory based puzzle for a Shadowrun Setting.
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.
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 desert-themed astrological puzzle inspired by a 2000 year-old analog computer, an ancient supernova, and the Ziggurat of Ur.
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.
A new twist for a classic puzzle. There are 25 statues of horses around a chessboard, and need to be arranged properly to proceed.
A shape assembly puzzle that can be inserted into any cask/door/wall in a dungeon
Perhaps those that practice elemental magic begin to take on characteristics associated with their chosen element. For instance, an earth elementalist might be prone to agoraphobia, while air and possibly fire elementalists might have problems with claustrophobia. Water elementalists might always seek the path of least resistance. A fire elementalist might have a cat's opinion of water. This could also apply to physical differences. Fire elementalists might have a freakishly high metabolism and a permanently high body temperature. Water elementalists would probably never get dehydrated, but might slow down a lot when it's cold. Etc, etc.