Im new to dming and organising my second sesh in a couple of days. The story takes place in a thick black forrest where two faction battle it out for supremacy. Currently the party is in a secret dungeon of cultworshippers and i want to add some fun and hard puzzels for the party to encounter. I've thought up a couple like:
1. Magic Mirror, the players enter a room with nothing but a wall thats made out of mirrors, they see there reflection laughing even when they're not. Magic detection will tell them the mirror is made of a weird kind of magic. The correct way to pass the mirror is to make a movement as if you would let somebody pass. The mirror will make the same movement but stay in its place and the players can enter through. If they try to force or break the mirror, the reflections will stop laughing en come out the mirror becomming shadows they have to fight. 2. password puzzel, the party encounters a tempel and when they try to enter the door is locked and a man behind it opens a little slid, only saying password. On further inspection the players see a sentence carved in the stone. If they disect the centence every first letter of the words comined makes the password. Like Welcome All Interested Lives = Wail
Does anybody have more idees or like a list of puzzels? Thanks!
While you are new and may not want to invest in any other books, this is a really handy item that can be found on DMSguild.com. Book of Challenges: Dungeon Rooms, Puzzles, and Traps. The book was written for the 3rd Edition, but it is easy to convert/translate the mechanics of the trap into the 5th.
I've taken to using riddles, where the password/object they need to find/action they need to do is whatever the answer to the riddle is. That way you give them everything they need, without making it too hard. Here's a list of riddles/puzzles I've been using: Riddles, Puzzles. The following one is a personal favorite of both me and my players:
You delve ever more deeply into the catacombs, following the winding and pressing corridors into the deepest bowls of the city. Squeezing through an especially narrow bottle neck, you and your party find yourself in a room which splits off into many tunnels and passages. In typical fashion, the bard pipes up first: "Well, this is great. How the hell are we supposed to know where to go now?" Not a moment later a cold pressure rolled into the room and a billowing voice echoes oppressively around the room: "Foolish children, you have come this far but you do not know 'What is it that given one, you'll have either two or none?' Answer me or have this room be your grave." You all exchange puzzled looks, trying to figure out the answer. The rolling echoes of the voice grows quieter, but its words linger in your mind. With as little hesitation as humanly possible, the bard once again about burst "A choice!" The walls rumble and the room becomes hazy with the dust of untouched decades, and within the blink of an eye the multitude of corridors move, begin to merge and fully join into a single passageway forward.
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Hello fellow world creators,
Im new to dming and organising my second sesh in a couple of days. The story takes place in a thick black forrest where two faction battle it out for supremacy. Currently the party is in a secret dungeon of cultworshippers and i want to add some fun and hard puzzels for the party to encounter. I've thought up a couple like:
1. Magic Mirror, the players enter a room with nothing but a wall thats made out of mirrors, they see there reflection laughing even when they're not. Magic detection will tell them the mirror is made of a weird kind of magic. The correct way to pass the mirror is to make a movement as if you would let somebody pass. The mirror will make the same movement but stay in its place and the players can enter through. If they try to force or break the mirror, the reflections will stop laughing en come out the mirror becomming shadows they have to fight.
2. password puzzel, the party encounters a tempel and when they try to enter the door is locked and a man behind it opens a little slid, only saying password. On further inspection the players see a sentence carved in the stone. If they disect the centence every first letter of the words comined makes the password. Like Welcome All Interested Lives = Wail
Does anybody have more idees or like a list of puzzels?
Thanks!
New DM
https://www.wikihow.com/Dnd-Puzzles
That's a start! You can Google for more too; or, if you want to dig in on an idea and refine it, you can use ChatGPT for things like this.
While you are new and may not want to invest in any other books, this is a really handy item that can be found on DMSguild.com. Book of Challenges: Dungeon Rooms, Puzzles, and Traps. The book was written for the 3rd Edition, but it is easy to convert/translate the mechanics of the trap into the 5th.
I've taken to using riddles, where the password/object they need to find/action they need to do is whatever the answer to the riddle is. That way you give them everything they need, without making it too hard. Here's a list of riddles/puzzles I've been using: Riddles, Puzzles. The following one is a personal favorite of both me and my players:
You delve ever more deeply into the catacombs, following the winding and pressing corridors into the deepest bowls of the city. Squeezing through an especially narrow bottle neck, you and your party find yourself in a room which splits off into many tunnels and passages. In typical fashion, the bard pipes up first: "Well, this is great. How the hell are we supposed to know where to go now?" Not a moment later a cold pressure rolled into the room and a billowing voice echoes oppressively around the room: "Foolish children, you have come this far but you do not know 'What is it that given one, you'll have either two or none?' Answer me or have this room be your grave." You all exchange puzzled looks, trying to figure out the answer. The rolling echoes of the voice grows quieter, but its words linger in your mind. With as little hesitation as humanly possible, the bard once again about burst "A choice!" The walls rumble and the room becomes hazy with the dust of untouched decades, and within the blink of an eye the multitude of corridors move, begin to merge and fully join into a single passageway forward.