Random Puzzle

 

Before finally meeting the monster face to face, roll on the Random Puzzles table. This will slow the players down and force them to work together as a team. Be advised, sometimes players can get lost in either the complexity or the simplicity of a puzzle. If your players linger here too long and it looks like they won't solve the puzzle, have them make an Intellect check and then offer them the solution without actually giving it away. 


  1. A room with the doors closing on either end. The door on the far side, towards their destination, has a panel with a button and a display. The display has a timer for 30 seconds, and everytime the button is pressed, the timer resets and two monsters fall from the ceiling to attack. When the timer hits zero, the doors open.

  2. 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 your 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, and a duplicate of who or what the blood came from emerges from the wall. The party must fight and defeat the duplicate to find the key to unlock the door.

  3. In the middle of a room with a locked iron door is a 5’ wide wooden platform that sits just above the floor with a large bronze statue of a Buddha, sitting with his legs crossed. He has a large smile with great big teeth, and is holding his hands up. Between his hands is a piece of red silk string that is hanging from one hand to the other. When the string is broken, his hands drop and the iron door unlocks audibly with a series of clicks.

  4. A Hallway that looks normal but ends in a dead end. When you turn around there is a wall 5 ft behind you. The players are now stuck. The wall appears solid. On the wall there is an inscription: 'keep your eye here and you may escape.' The players must look at the writing and walk backwards to escape the hallway.

  5. The party enters a round room that is brightly lit and they’re met with the loud sound of water cascading from the ceiling out of a stone head of a Medusa that is about 25’ high. There are 3 openings in the floor. If the party searches the holes they will find pools of water that go nowhere. The solution is to block the three openings in the floor and to flood the room so that the water rises all the way up to the ceiling and the party can swim through the Medusa's mouth into the next room which contains a pool of water from which the Medusa's head pours. 

  6. A vault door with a control panel is locked and unable to break open. If players interact with the control panel they read a riddle and must answer to open the vault: The more you take, the more you leave behind. Answer: Footsteps.

  7. A guardian statue stands at an entryway. If they approach the entry, the statue comes to life and steps forward. It will attack doing Injury equal to that of the party's ability to cause Injury. It is immune to Injury. There is an old fresco with an image of worshippers bowing before the guardian. Solution is bowing to it will cause a bow in return, and the guardian will step back, letting them pass.

  8. There is a mirror on the wall and anyone who looks in it sees a version of themselves, only with a sneaky, mischievous smile on their face. The mirror image is holding a small crucifix. The mirror is a secret door that needs to be opened. Somewhere hidden in the room is an identical crucifix. If someone finds the crucifix and stands in front of the mirror and holds the crucifix in the same position as their reflection in the mirror, it opens and they are able to walk through it.

  9. The characters are trapped in a room and must escape. There is a solitary door with a motif of Medusa carved into it. Above the door is written “Face your fear; become your fear.” If a character stares into Medusa’s eyes for five seconds and stands perfectly still as though turned to stone, the door opens.

  10. On a pedestal there is a large conch shell, and a plaque on the pedestal reads, “The key lies inside the shell.” If a player listens to the conch shell, instead of the sounds of the sea, they hear what appears to be a standup comedian telling jokes. In order to open a door or accomplish some other necessary objective, a character must laugh into the conch shell. It is impossible to break the conch shell.

  11. The players find a door with multiple knobs. To choose the correct knob they must make a successful Intellect check. A fail will cause Injury: 3. They may continue until they have chosen the correct knob. 

  12. The players walk into a room with a door at the other end. The room is empty, and the door is locked, but whoever tries to open the door triggers a trap that opens the floor beneath them and they fall into a shallow pit for minimal Injury (it's mostly just surprising). If they find a way to get past the door they find that it's just for show. The real door out is a trapdoor at the bottom of the pit.

  13. The room is filled with freezing particles that stick to the skin and slow the players down significantly. Add monsters or other challenges. Players have -2 Disadvantage on all Attack rolls while in this room. 

  14. The players step into a room with gravity pulling four ways (up, down, left, right). The floor slides away and reveals a pit of lava. Players are at +2 Disadvantage on all Physicality rolls while in this room. 

  15. The characters walk into a room that's filled with a misty red haze, and there's a noticeably odd iron tang to the air. You can include things hiding in the mist, but the presence of the mist alone should be enough to mess with the characters. A room or two down the line, the doors close (they don't have to lock), and with a crackle and hum of electricity, a hypersensitive electromagnet that covers the whole ceiling comes alive. This will grab weapons, armor, and anything magnetic—including items that weren't properly cleaned after the red mist room. Next, the room begins to fill with water. There's a drain on the other side of either door, so if they can get free from the magnet before they drown, there's still hope of escape.

  16. The players enter an empty room with a slow strobing light. What they don't see is the monster hanging from the ceiling above them.

  17. The players enter a room filled with furniture in it (a couch, a coffee table, easy chairs, a bookcase, and an open clock). There is a water fountain and a bowl of fruit on the table. The door locks behind them and becomes impassable. How do they get out? The clock on the wall is open and turning it advances time (or reverses it). They can reverse it to reopen the first door, or they can push it forward until the doors rot away and fall off the hinges. Doing so will age them and their SAS will need to be adjusted accordingly. 

  18. The players open a door and see a large field of flowers and fruit trees. The fruit has a sleep toxin. It's all an illusion, and the "flush" lever can be found with a little searching. Turns out all the "fruit" was actually sewage. Players must roll a Physicality check. If roll fails they are sick and at -2 Disadvantage for all Attack rolls for 24 hours. 

  19. The players enter a room just in time to see Anubis (the ancient Egyptian god of death) confront a monster hunter they are familiar with. He says, "Only he whose heart is so pure that it weighs less than a feather may pass to the other side. Present your chest for judgment." The monster hunter does so, and Anubis reaches out and removes his heart, then weighs it. Finding it weighs more than a feather, he tosses the heart into the mouth of a nearby crocodile, and the monster hunter dies on the spot. Anubis then looks at the characters and repeats his first line. Players must determine that this is a holographic projection. If they find the projector/s the way out of the room is revealed. 

  20. The players come upon a statue blocking their way into the next room/corridor. The statue is a big, bronze, muscular man with a grin on its face. It holds its bicep with one hand and stretches out his arm, flexing an invitation. The players must arm-wrestle the statue and win to get through.



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