TEXT: by Steve Orr & Bill Putrino
  
  A COLLECTION OF CHALLENGES 
  FOR ADVENTURES AND CAMPAIGNS 
  OF ALL LEVELS
  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the 
  Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by Steve Orr and Bill Putrino and published under the Community Content Agreement 
  for Dungeon Masters Guild.
  Credits
  Writing & Design: Steve “Jaspor” Orr & Bill Putrino
  Producer: Steve “Jaspor” Orr (@AgentJaspor)
  Editing: Ryan Langr & Justice Arman
  Graphic Design & Layout: Gordon McAlpin (@gmcalpin)
  Cover Illustration: Gwen Bassett
  Interior Illustration: Justice Arman (NorseDM.com/ 
  @justice_arman), Jack Badashski, Jess Beauchamp 
  (@kahahuna), Brett Neufeld, Dean Spencer
  Cartography: Bill Putrino (@bputrino)
  Puzzle Diagrams: Steve “Jaspor” Orr & Bill Putrino
  Playtesters: Owners of the Tipsy Troll Tavern
  Cover illustration © Gwen Bassett.
  Some artwork © Dean Spencer, used with permission. 
  All rights reserved.
  Version 1.0—November 15, 2019
  About the Authors
  Steve “Jaspor” Orr is a homebrewer, retired punk rock 
  guitarist, and software developer. He has been playing and 
  DMing Dungeons & Dragons games for many years, and 
  has been publishing on the Dungeon Masters Guild since 
  February 2019. One day he might even learn how to draw 
  more than just stick figures. 
  Bill Putrino is a pop punk skateboarder living the good life 
  in the world of nerdy pop culture. He is an avid board gamer, 
  RPG player, and DM, not to mention an amazing artist, as 
  you can tell by his work on his site dnd2d.com.
  On the Cover
  Gwen Bassett illustrates Boris, Korbin, and Jasp as they 
  consider the strange runes inscribed onto a mystical 
  lightning-infused portal.
  
  Table of Contents
  Introduction   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 2
  The Perplexity Rating  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 2
  Scaling the Puzzle Difficulty  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 2
  Opening Doors and More  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  The Adventures   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Making the Puzzles Your Own  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  The Puzzles  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Punch Board  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  The Devil Is in the Details  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Boulder Dash  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Name That Tune  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Time Will Tell  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  The Skeleton Court  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Me and My Shadow  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  The Talking Scale  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Ride the Lightning  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  The Dragon Temple  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
  Water Weight   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Tales from the Crypt  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Potion Maker   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  To Tell the Truth  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Need a Hand?  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
  The Adventures  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  Where Heroes Lie  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  The Lost Lantern of Leonara   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  Appendix A: Magic Items  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  Appendix B: Creatures  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Appendix C: Punch Board  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  Appendix D: The Details  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 36
  Appendix E: Musical Notes  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  Appendix F: The Lightning Portal   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  Appendix G: The Song of Heroes  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  Appendix H: Potion Making  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
  Appendix I: Need a Hand Chains .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 44
  Appendix J: Maps  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
  J1 . The Harp Room  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
  J2 . The Heroes Crypt  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
  
   
  2 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | INTRODUCTION
  Introduction
  A 
  dventurers will find themselves tested in 
  many ways during their careers seeking fame, 
  fortune, justice, and truth . Some of these 
  tests will challenge their strength, agility, 
  spellcasting knowledge, and combat skills . 
  Other encounters will require diplomacy, conversation, 
  observation skills, and social interaction . A rare 
  challenge provides elements of both and requires deeper 
  thinking and analysis . Such puzzles are meant to guard 
  treasure and secrets, and present a unique challenge 
  to characters and players . They also suggest a worthy 
  reward lies on the other side .
  This product is the sequel to the Dungeon Masters 
  Guild best-selling product Puzzles, Predicaments, and 
  Perplexities . It includes new puzzles, additional guidance 
  on selecting and running those puzzles, and two 
  complete adventures making use of these encounters .
  Puzzles, Predicaments, and Perplexities II presents 
  fifteen original puzzles for your fifth edition Dungeons 
  & Dragons campaign . These encounters are designed 
  to be inserted into your adventures at any point with 
  minimal preparation . Each puzzle is presented with a 
  description of how it works, its solution, and several hints 
  that can be provided to the players if they have trouble 
  solving it . The hints are designed to direct the players 
  toward the solution without giving it away . The full 
  solution should not be revealed to the players until all 
  hints have been exhausted, and it is apparent the puzzle 
  cannot be solved . We hope this will be a rare occur-
  rence, as the answers should become evident by slowly 
  revealing more about each puzzle with the provided clues .
  The Perplexity Rating
  This is a new feature added in Puzzles, Predicaments, 
  and Perplexities II that attempts to help DMs understand 
  the relative difficulty of each puzzle . While each group 
  of players is different, and it’s not easy to predict which 
  scenarios they will easily solve and which will completely 
  stump them, this rating endeavors to provide high-level 
  guidance on the difficulty of a particular puzzle . This is 
  completely separate from the Challenge Rating and 
  concerns the difficulty of solving the puzzles in terms 
  of character skill and ability checks . 
  The general guidelines used to determine Perplexity 
  Rating are:
  • Easy. A puzzle that can be solved through sheer 
  persistence . Everything that is needed to solve an Easy 
  puzzle is right in front of the characters, they just need 
  to pay attention and follow the clues .
  • Medium. A Medium puzzle requires more creativity or 
  investigation . Players must look beyond obvious clues 
  and search for hidden patterns that lead to the solution .
  • Hard. The most difficult puzzles require careful 
  analysis, consideration of multiple scenarios, and 
  observation of how multiple moving parts interact 
  with each other . Hard puzzles may also contain an 
  element of math . 
  While specific players may certainly prove the Perplexity 
  Rating inaccurate for them—one party may blow through 
  a Hard puzzle and become stuck on an Easy puzzle—
  it serves as a guide of relative difficulty for the puzzles in 
  this supplement . The puzzles are ordered by this rating, 
  starting with Easy and progressing to Hard . 
  Scaling the 
  Puzzle Difficulty
  The puzzles, as presented, are intended to be encountered 
  by Tier 1 (levels 1–4) characters . However, they are 
  designed in a way that allows them to be made suitable 
  for characters of all levels . Some simple adjustments 
  can be made to scale the difficulty up for higher level 
  characters . 
  Adjusting the DC of ability checks is the most 
  convenient method for changing the difficulty of a puzzle . 
  It is recommended that you increase the DC of all ability 
  checks in a given puzzle by 2 for each Tier over 1 . For 
  example, a puzzle requiring a successful DC 13 Wisdom 
  (Perception) check would increase to DC 15 for Tier 2 
  (levels 5–10) characters, DC 17 for Tier 3 (levels 11–16) 
  characters, and DC 19 for Tier 4 (levels 17+) characters . 
  Ultimately, the players should succeed in solving the 
  puzzle . It should be challenging but not impossible . 
  Adjusting the DC of the associated ability checks is one 
  way to tune the difficulty of the challenge .
  The puzzles included can also be comprised of a trap 
  component to punish characters for attempting incorrect 
  solutions . These traps are meant to increase the sense 
  of danger and urgency around finding the solution to the 
  puzzle . The inclusion or exclusion of these traps also 
  provides a technique for adjusting the difficulty of the 
  puzzles . For lower-level characters or newer players, the 
  puzzle itself may provide enough of a challenge without 
  the extra threat of a fireball landing on their heads if they 
  press the wrong button . For higher-level characters or 
  experienced players, that threat can transform a tedious 
  exercise in pattern identification into a potentially deadly 
  encounter . Several of the puzzles have a sidebar entitled 
  “Raising the Stakes” that includes optional additions to 
  make the encounter more difficult or dangerous . 
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | INTRODUCTION 
  3
  Opening Doors 
  and More
  By their very nature, these puzzles are designed as 
  mandatory obstacles for the adventurers to overcome 
  by finding the correct solution . For many of these 
  puzzles, that obstacle is represented by a locked door 
  that can only be opened by solving the puzzle . While 
  the door may be the most common and logical choice 
  as a barricade, forcing the party to engage with the 
  puzzle, a variety of options can be substituted to suit your 
  particular campaign or adventure . Some other options 
  for successfully solving a puzzle include:
  • Opening a locked chest .
  • Uncovering a hidden message .
  • Transporting the party to an alternate plane .
  • Unlocking the shackles of a prisoner .
  • Closing a magical portal .
  • Revealing an invisible artifact .
  There is also an opportunity to chain together several of 
  the puzzles .This book also includes two adventures that 
  have been created entirely by doing just that!
  The Adventures
  In addition to the standalone puzzles, this book also 
  includes two full-length adventures . These adventures 
  build a story around the puzzles, giving them a logical 
  narrative for linking them together in a series of 
  challenges . The adventures can be run completely as 
  written or as self-contained modules, or they can be 
  dissected and used for parts in your own campaign .
  Where Heroes Lie begins with the party being asked 
  to assist with a difficult situation: helping to make sure 
  justice is served properly after a thief has been captured 
  by the local authorities . The items recovered from the 
  thief lead to a bigger mystery and point to a long-forgotten 
  temple rumored to possess an artifact of great power . 
  Entering the temple won’t be easy, and once inside, 
  a series of puzzles guard the treasure within .
  The Lost Lantern of Leonara sends the adventurers 
  into a mysterious dungeon to retrieve a lost relic sought 
  out by a peculiar acquaintance . The dungeon itself is only 
  accessible via a portal hidden deep within the haunted 
  woods, and activating that portal is just the first of many 
  challenges . Once inside the dungeon, deadly puzzles 
  stand in between the group and their goal, and a surprise 
  ending may provide them with a moral dilemma . 
  Making the 
  Puzzles Your Own
  While the puzzles presented here are suitable for plugging 
  into any adventure, DMs are encouraged to customize 
  the puzzles to better fit their game . There are numerous 
  ways to customize each puzzle . This can include making 
  the puzzles more personal to your group of adventurers, 
  adjusting the puzzle descriptions to fit the setting of your 
  dungeon, changing the symbols or languages involved 
  to match your game world, or involving known NPCs as 
  part of the solution . The puzzles provide a framework for 
  logical and solvable problems that can be personalized 
  to fit your adventure .
  
   
  4 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  The Puzzles
  T
  he puzzles in this book are designed to 
  be inserted into almost any adventure at 
  logical points . This could entail adding 
  additional challenges within officially 
  published adventures or inserting new 
  obstacles into your own custom adventure . Some 
  are more challenging than others, and a puzzle that 
  appears simple at first may surprise you by stumping 
  your players . Every adventuring party is different, 
  and the way they approach challenges can vary 
  drastically . Be open-minded when players surprise 
  you while dealing with these trials .
  Punch Board
  Perplexity Rating: Easy
  The party encounters a jagged stone wall made up of 
  several rows of natural looking holes, each covered with 
  a thick spider web . The item the party seeks lies within 
  one of these holes, but how will they find the right one? 
  And what else may lurk within these burrows?
  Customizing the Puzzle
  The versatility of this puzzle lies largely in the fact 
  that there could be almost anything hidden within the 
  holes . This could be a magic item the party seeks, a 
  key to unlock a nearby door, or a quest item of any 
  kind . Assuming the prize matches the size of the hole, 
  the identity of the item is only limited by the DM’s 
  imagination . As such, this puzzle can be placed at any 
  key point during an adventure or campaign where an 
  important item needs to be recovered .
  The Puzzle
  The five-by-ten grid of spider-web-covered holes contains 
  a wide variety of surprises for the party . It is up to the 
  party to punch through those webs and reach inside 
  to find out what lies within . Some holes may contain 
  critters who are not exactly happy that their home has 
  been invaded by a foreign fist . Others may contain 
  pleasant surprises . The majority of holes contain 
  clues that lead towards the hole containing the prize . 
  Surviving the hazardous holes and following the clues 
  leads the characters to their objective .
  The hazards found in some of the holes aren’t typically 
  deadly, but more akin to nuisances that delay finding the 
  solution . Some spiders, giant spiders, and riddling rats 
  (see appendix B, “Creatures”) have taken up residence 
  within the punch board . Of course, the DM can make 
  them more deadly to increase the tension and risk for the 
  party (see the “Raising the Stakes” sidebar) .
  Appendix C contains a diagram of the punch board 
  grid . The rows and columns are marked with numbers 
  and letters for easy reference and tracking . The contents 
  of each hole on the grid are listed in the Punch Board 
  Results table . 
  Punch Board Results
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  A
  Spiders
  5 Right
  6 Right
  1 Down
  Not Column
  4 Left
  4 Down
  Nothing
  4 Down
  Rats
  B
  All Right
  Not Row
  1 Down
  1 Left
  Rats
  Nothing
  Spiders
  1 Down
  1 Right
  2 Left
  C
  1 Down
  Rats
  3 Right
  Nothing
  Top Row
  2 Up
  All Left
  3 Left
  Spiders
  1 Up
  D
  1 Right
  4 Right
  Spider
  3 Up
  1 Down
  1 Side
  ITEM
  Rats
  Nothing
  1 Up or 
  Down
  E
  Nothing
  50 Gold
  Top Row
  Spiders
  2 Left
  Rats
  2 Up
  Ring
  4 Left
  3 Left
  Punch Board Monsters
  Challenge 
  Level
  Tier 1
  Tier 2
  Tier 3
  Tier 4
  Easy
  1 will-o’-wisp
  2 hell hounds
  4 giant scorpions
  1 beholder
  Medium
  2 fire snakes
  2 umber hulks
  2 chain devils
  2 death slaad
  Hard
  3 imps
  3 flameskulls
  1 marilith
  2 erinyes
  Deadly
  1 xorn
  2 mind flayers
  1 balor
  1 lich
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  5
  The Solution
  By opening holes and deciphering the clues within, the 
  party eventually locates their prize . Tracking which holes 
  they’ve already opened and what they found in each is 
  important . There may be a set or two of clues that lead 
  them in a circle, pointing towards holes they’ve already 
  opened . In that case, they must open new holes and look 
  for a new path to follow . Since it could take a few holes 
  before finding clues that get the party close to the goal, 
  persistence is the key . By carefully following these clues, 
  the party discovers the prize in the hole D7 on the grid .
  hints and Tips
  For players having trouble solving this puzzle, the 
  following clues can be provided by the DMs to help guide 
  them towards a solution:
  • A successful DC 11 Wisdom check by any of the 
  characters allows them to recognize the value of 
  tracking each hole they punch out and what was in 
  it . This information could be helpful for breaking a 
  circular pattern if some instructions lead them back 
  to a hole they’ve already opened .
  • A character that makes a successful DC 12 Wisdom 
  (Perception or Nature) check realizes that the webs 
  around the holes in each corner are more recently spun 
  than others, indicating the item they seek is unlikely to 
  be in one of those four holes .
  • A successful DC 13 Intellience (Investigation) or 
  Wisdom (Survival) check reveals a hole that appears to 
  be occupied by living creatures . For every +2 over the 
  DC on a successful roll, an additional hole is revealed 
  (for example, a roll of 15 will reveal two holes, 17 will 
  reveal three holes, etc .) .
  Increasing the Challenge
  While the default grid is five by ten, a DM could easily 
  expand the grid to include more rows and columns . 
  Adding more holes to check creates additional 
  opportunities for the characters to stumble across traps 
  or hostile creatures as they search for the hidden prize 
  within the holes .
  The Devil Is 
  in the Details
  Perplexity Rating: Easy
  The rumors are true . Artist Edrap Nodternio does have 
  a magical door that acts as a portal to wherever you 
  need to go . But he doesn’t allow just anybody to use it . 
  Those who seek its power must prove themselves worthy 
  by appreciating the effort—and details—that go into 
  Edrap’s work .
  The Puzzle
  When the party approaches this encounter, read or 
  paraphrase the following:
  You are standing outside the home of the infamous 
  Edrap Nodternio . The structure is a humble single 
  level shabby-looking shack held together by rotting 
  wooden planks . Upon entering through the only 
  door, you find yourselves in a dusty single room 
  studio . Paints, brushes, and tarps litter the floor . 
  Old canvases look to be thrown around . On the far 
  wall you see a door . On either side of the door you 
  see an identical painting of a horned man . In the 
  middle of the studio you see the one who must be 
  Edrap . The man is sitting on his stool, painting on 
  a canvas that is sitting on easel . Edrap looks over at 
  the party and says, “Another group looking to use 
  my door . First you must find all the differences in 
  my paintings .” He points to the paintings by the door . 
  “Turn the knob and the door will take you where you 
  need to go .”
  This puzzle is best used when the characters need to go 
  through a magical door . If they get the correct solution, 
  when they open the door they get to where they need to go . 
  If they fail to find the correct solution and open the door, 
  the path leads to a random location as described in the 
  Random Painting Door Location table .
  Random Painting Door Location 
  d6
  Note
  1
  The room described in the “Me and 
  My Shadow” puzzle.
  2
  The middle of a large lake, the nearest land over 
  200 feet away.
  3
  Icewind Dale, outside the gates of Bryn Shander.
  4
  Walking through the front door of Edrap’s studio, 
  finding themselves right where they began.
  5
  The Yawning Portal tavern in Waterdeep.
  6
  The inside of a random vault filled with treasure. 
  The sturdy door is locked from the outside.
  The puzzle will test the players’ observation skills . 
  The characters will be presented with what look like 
  two identical drawings . Upon closer examination of the 
  drawings, players may notice differences . The characters 
  don’t know how many differences there are . If they point 
  out all ten correct differences, the door will open to 
  where they need to go . If they point out less or what they 
  believe to be more than ten, the door opens to a randomly 
  determined room .
  Raising the Stakes 
  There are two options for making this puzzle more 
  dangerous. The first involves more deadly creatures 
  living within some of the holes or their vicinity. See the 
  Punch Board Monsters table for guidance on what kind 
  of monsters lurk within the holes based on level tier. 
  The second option adds a sense of urgency by unleashing 
  a hazard after a certain number of holes have been opened 
  without reaching the goal. For example, for every five holes 
  opened, a poison arrow trap triggers and shoots towards 
  the party. These two options can also be combined; after 
  every five holes (or however many holes the DM sets as 
  the trigger number) examined, a more dangerous creature 
  appears and attacks.
  
   
  6 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  The Solution
  There are ten differences for the party to find:
  1 . The length of the horns .
  2 . The size and shape of the teeth . 
  3 . The presence or absence of a goatee .
  4 . The number of rivets on the breast plate
  5 . The shape of the clasp on breast plate .
  6 . The design of the engraving on the goblet .
  7 . The position of the pinky finger .
  8 .  The presence or absence of the tattoo on 
  the back of the hand .
  9 .  The direction of the fork at the bottom of the frame .
  10 . The presence or absence of the earring . 
  hints and Tips
  • If a character who notices the hand tattoo understands 
  the infernal language, they recognize it as the symbol 
  for the number ten . A successful DC 10 Intelligence 
  (Arcana or Religion) check allows them to recognize 
  this is an indication of the number of differences found 
  in the paintings .
  • A successful DC 11 Intelligence (Investigation) or 
  Wisdom (Perception) check gives the characters hints 
  on where to look . For example, after a successful roll 
  the character has a feeling that something doesn’t seem 
  right with the goblet .
  • A natural 20 Intelligence (Investigation) or Wisdom 
  (Perception) check allows the character to spot a 
  difference . The DM may pick any difference from the 
  list and point it out to the character .
  • A successful DC 13 Charisma (Intimidation, 
  Performance, or Persuasion) check convinces the old 
  artist in the room to tell the party how many differences 
  to look for .
  Raising the Stakes 
  The DM can make this puzzle more difficult by adjusting 
  some of the mechanics. If the characters attempt a 
  Charisma (Intimidation, Performance, or Persuasion) 
  check and fail, the old artist will lie to the group about how 
  many differences there are. 
  The DM can also make the destination for an incorrect 
  solution much more unforgiving. The characters finding 
  themselves in the Shadowfell or the Abyss is a result that 
  can have dire and long lasting consequences.
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  7
  Boulder Dash
  Perplexity Rating: Easy
  The party has survived all the challenges up to this 
  point . A long, narrow hallway leads towards their final 
  goal . If something seems too easy about it, there may be 
  something more to this hallway . Sure enough, at one end 
  of it sits a large boulder perched precariously atop a ledge 
  above the hallway . At the other end of the hallway is a 
  lone closed door . Can they avoid being crushed to death 
  by the giant boulder?
  The Puzzle
  The hallway is 100 feet long and 10 feet wide . The 
  doorway entering the hall is 20 feet from the wall where 
  the boulder is sitting upon the ledge, and 80 feet away 
  from the closed door exit at the other end of the hallway . 
  The trick to this hallway is that the floor rests on a 
  fulcrum at its center . When enough weight is placed 
  beyond the fulcrum—usually by characters walking down 
  the hallway—the floor begins to tilt . When the floor tilts 
  far enough, the boulder begins to quickly roll down the 
  newly formed ramp, barrelling towards the characters .
  The floor begins to tilt when more than half the 
  party crosses the midway point of the hallway—50 feet 
  from the end with the boulder . At that point, the floor 
  under them begins to sink . A character with a passive 
  Perception score of 13 or higher notices this movement . 
  The entire hallway is covered by slippery oil as described 
  by the grease spell . The floor is difficult terrain, and any 
  character moving across the area must succeed on a 
  DC 11 Dexterity saving throw or fall prone .
  Meanwhile, as the party slips and slides on the slick 
  and slanted hallway, the boulder rolls towards them . 
  The slanted hallway has become a ramp for the large 
  rock to roll down from its perch and down the hallway . 
  At the end of each round, the boulder moves at a rate of 
  35 feet . It slams into the far wall at the end of the third 
  round . A character that cannot outrun or otherwise avoid 
  the boulder suffers 3d10 bludgeoning damage and is 
  knocked prone . When the boulder comes to rest against 
  the far wall, it blocks the door . It takes a successful DC 17 
  Strength check to move the boulder out of the way so the 
  door can be opened .
  The Solution
  Characters who realize the boulder is unleashed by 
  causing the floor to tilt may understand that the trap 
  can be avoided by keeping the floor level . This can be 
  done by keeping as much weight in front of the midpoint 
  fulcrum as has passed beyond it . Keeping half the party 
  on either side of the floor, or by placing items equal to 
  or greater than the party’s weight on the entrance side 
  Raising the Stakes 
  There are multiple adjustments a DM can make to this 
  puzzle in order to make it more challenging and dangerous. 
  The boulder itself can be modified. For example, changing 
  how quickly the boulder moves gives the characters less 
  time to react and escape. Increasing its speed to 50 feet 
  per round allows for only two rounds before it crashes into 
  the door. 
  Having the door at the end of the hallway locked makes 
  escape more difficult for a party trying to run from the 
  boulder. A successful DC 12 Dexterity check using thieves’ 
  tools picks the lock, though a DM can make that lock even 
  harder to pick with a higher DC. 
  Lastly, the damage the boulder deals when it hits a 
  character can be increased to make it more deadly. The 
  base 3d10 bludgeoning damage can be scaled upward to 
  match the level of the party or desired lethality.
  Diagram 1.1: Trapped Hallway
  
   
  8 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  of the fulcrum will accomplish this . A successful DC 13 
  Wisdom (Perception or Survival) check allows a character 
  to recall seeing some heavy objects on their way to this 
  hallway that could be used as counterweights to prevent 
  the trap from triggering .
  Of course, if the group triggers the trap, they still have 
  a chance to escape unscathed . While the slick surface of 
  the hallway makes for difficult terrain and a chance they 
  fall prone, the characters can race towards the end of the 
  hallway and make it through the door before the boulder 
  crashes against it . 
  hints and Tips
  For players struggling to solve this puzzle, the following 
  clues can be provided to help guide them towards 
  the solution:
  • A character who examines the boulder with a 
  successful DC 11 Intelligence (Investigation) or 
  Wisdom (Nature) check notices that the ledge on which 
  it rests bears grooves that match the nearby floor 
  section, hinting that the floor could come up to meet 
  the ramp and set the boulder in motion .
  • A successful DC 12 Wisdom (Perception or Survival) 
  check allows a character to notice deep scrapes into the 
  stone walls, indicating some kind of mechanical metal 
  contraption as part of the construction of this hallway .
  • A successful DC 13 Intelligence (History or Arcana) 
  check reveals the knowledge that trapped hallways 
  such as this one are often used to protect valuable 
  treasure from grave robbers . That knowledge includes 
  the mechanics of how the trap functions .
  Name That Tune
  Perplexity Rating: Easy (with a bard) / Hard (without a bard)
  Among the usual danger and chaos the adventurers 
  experience, coming across something artistic and 
  peaceful is a rare occurrence . When the party enters this 
  room, they notice a raised platform in the middle of the 
  room with a wicked looking harp perched upon it . Next 
  to the harp is a stone pedestal . Atop the pedestal rests a 
  single sheet of music . Behind the platform is a large stone 
  door with no apparent locks, hinges, or handles . Are any 
  of the heroes musically inclined and ready to play the 
  instrument?
  The Puzzle
  This particular puzzle room presents the challenge 
  directly . The party must play the notes listed on the sheet 
  of music using the harp . Playing a correct note causes the 
  stone door to begin opening from the top, tilting forward 
  towards the platform like a drawbridge . When all the 
  correct notes have been played in the proper order, the 
  drawbridge fully extends, and the party can cross into the 
  next room .
  Playing an incorrect note has consequences . For each 
  wrong note played on the harp, a quarter of the floor 
  drops away, causing any characters standing on it to 
  plummet into a pit below . See map J1 in appendix J for 
  the configuration of this room . The sections of floor 
  drop away in order as labeled in map 1 .1, starting with 
  the quarter marked with number 1 and continuing 
  through number 4 .
  Characters standing on a section of floor that drops 
  must make a Dexterity saving throw to avoid falling 
  into the pit . Characters standing within 5 feet of the 
  center platform must make a DC 12 save . The DC of the 
  saving throw increases by 1 for each additional 5 feet 
  the character is standing from the center platform, to a 
  maximum of 15 . A successful saving throw means they 
  were able to reach the middle platform before the floor 
  beneath them vanished . On a failed save, they fall 40 feet 
  into the pit below and take 4d6 bludgeoning damage .
  The Solution
  The difficulty solving this puzzle largely depends upon 
  the makeup of the adventuring party . Their skills and 
  proficiencies help determine how easily—or not—the 
  group is able to read and play the music . There are three 
  parts to this puzzle: reading the musical notes, identifying 
  the strings on the harp, and playing the proper notes on 
  those strings .
  Examining the musical sheet reveals six notes written 
  in traditional musical notation, with a familiar staff of 
  lines and the notes sequentially listed from left to right . 
  Appendix E includes a handout of the sheet music that 
  can be given to players . A bard or any character proficient 
  with any musical instrument is able to read the music 
  from the sheet, and identify the notes without a skill 
  check . If no character in the party has music proficiencies, 
  they will have to rely on other skills to try and read the 
  music . A successful DC 11 Charisma (Performance) 
  or Intelligence (History) check allows a character to 
  read a note . This check must be repeated for each of the 
  six notes .
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  9
  The DM should not tell the players if they succeeded 
  or failed on an attempt to read a note . Instead, the 
  DM should tell them a wrong note . For example, if the 
  first note is a C, and the character rolls a 10 on their 
  Charisma (Performance) check, that’s a failure . Instead 
  of immediate consequences and telling the player they 
  failed, the DM should instead tell them that they read it 
  as a D note . Only when they play the incorrect note on the 
  harp (and see the floor fall away) do they realize they got 
  the note wrong .
  The correct notes, in order, are: A F B C B G
  The next step is identifying the notes played by 
  each string on the harp . The harp has seven strings . 
  A character proficient with any string instrument is able 
  to identify which strings on the harp represent which 
  notes without a skill check . If there is no character in 
  the party with proficiencies in string instruments, they 
  will have to utilize other skills to try and understand 
  the harp . A successful DC 11 Charisma (Performance) 
  or Intelligence (History) check allows a character to 
  identify the note represented by a string . This check 
  must be repeated for each of the six notes . If the party 
  realizes that there is a pattern to the relationship of the 
  notes between each string, they make any subsequent 
  skill checks with advantage . See the Harp Strings table 
  displaying the notes represented by each string . 
  Harp Strings 
  String Position
  Note
  1st
  F
  2nd
  G
  3rd
  A
  4th
  B
  5th
  C
  6th
  D
  7th
  E
  Note that the DM should not tell the players if they 
  succeeded or failed on an attempt to identity a string . 
  Instead, the DM should tell them a wrong note . 
  For example, if the third string is the A string, and the 
  character rolls a 9 on their History check, that’s a failure . 
  Instead of immediate consequences and telling the 
  player they failed, the DM should instead tell them that 
  they identified it as the B string . Only when they play the 
  incorrect string on the harp (and see the floor fall away) 
  will they realize they identified the string incorrectly .
  The final step is combining the understanding of the 
  musical notes on the sheet music and the knowledge of 
  the harp strings . If they successfully completed those 
  two parts, then this part is simply the execution of 
  playing the notes on the harp . Playing the correct notes 
  is incremental . In other words, playing an incorrect note 
  does not mean they must start over from the beginning . 
  For example, if they get the first two notes correct, then 
  the third note wrong, the next attempt should be the 
  correct third note, not starting over at the first note . The 
  players are not penalized for resuming with a correct 
  note where they left off .
  The correct strings to be plucked, in order, to play the 
  proper musical notes are: 3 1 4 5 4 2 
  As the floor around the platform breaks away with 
  each incorrect note, the characters must crowd on the 
  middle platform to remain safe . The drawbridge door 
  lowers 1 foot for each of the first five correct notes 
  played, and then the final distance to complete opened 
  position when the correct sixth and final note is played . 
  It may be possible for characters to squeeze through the 
  door before it is fully opened, but they may also have to 
  traverse the gap between the platform and the opening if 
  the floor in between has fallen away .
  hints and Tips
  For players struggling to solve this puzzle, the following 
  clues can be provided to help guide them towards 
  the solution:
  • If the party has played at least one correct note before 
  playing an incorrect note, any character with a passive 
  Perception score of 11 or higher realizes that the door 
  did not close at all and is still in the partially opened 
  position, indicating they should continue where they 
  left off, and not start over from the beginning .
  • A character examining the harp that succeeds on a DC 
  12 Wisdom (Perception) or Intelligence (Investigation) 
  check realizes they can partially mute the string while 
  holding it . This allows for testing the sound of the notes 
  without actually triggering the puzzle . Utilizing this 
  technique, the party has advantage on checks to try and 
  determine what note each string plays .
  • Examining the musical notes closely and succeeding on 
  a DC 13 Intelligence check uncovers the relationship 
  between the different notes . After learning this, 
  subsequent checks to understand each note are made 
  with advantage .
  Raising the Stakes 
  If the DM wishes to make this puzzle more dangerous, 
  the simplest way is to make mistakes more perilous, such 
  as placing spikes at the bottom of the pit when sections 
  of the floor fall away. The spiked pit deals an additional 
  4d6 piercing damage when an incorrect note is played, 
  and a character who fails their saving throw plummets 
  into the pit.
  Map 1.1: Harp Room
  
   10 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  Time Will Tell
  Perplexity Rating: Medium
  The party is faced with a collection of doors, and they 
  must choose the correct one to proceed . However, 
  the correct door changes over time . The group must 
  recognize the evidence pointing towards the proper door .
  The Puzzle
  The room for this puzzle is a circular room with twelve 
  closed doors spread evenly along the continuing wall . The 
  group will arrive in this room from above or below . This 
  can be by way of a staircase, ladder, or pit trap . The party 
  can leave the way they came, but in order to progress 
  towards their goal, they will have to select the one correct 
  door among the twelve available . When the party enters 
  this room, read or paraphrase the following:
  This room is circular with closed doors surrounding 
  you on all sides . A quick glance around reveals 
  there are twelve doors in total, all spaced equally 
  apart . The doors appear to be identical, made of 
  solid wood with a brass doorknob and no visible 
  lock . In the center of the room is a small raised ring, 
  the stonework of the floor carved in such a way that 
  the edge of the ring rises about two inches from the 
  ground . The sun shines into the room from a large 
  square opening in the ceiling .
  A passive Perception score of 12 or higher, or a 
  successful DC 12 Wisdom (Perception) check reveals 
  that above each of the doors carved into the stone is 
  a number from 1 through 12 . The default language of 
  these numbers is common, though the DM can have 
  these written in any language to adjust the difficulty of 
  the puzzle by requiring a specific character or spell to 
  decipher them .
  The proper door is only available during the day and 
  changes each hour . If the characters select the correct 
  door, they are led down a winding tunnel that eventually 
  leads them to the next area . If the characters select the 
  wrong door, they travel down a winding tunnel for 1d4 
  hours before they come to a ladder . Climbing that ladder 
  leads them through a door in the floor of the original 
  puzzle room . They find themselves back where they 
  started . This door can only be opened from below . If the 
  characters insist on attempting to open this door and 
  following that tunnel in the opposite direction, it also 
  leads back to this room . In effect, the tunnel between the 
  door in the floor of this 
  room and any of the eleven 
  incorrect doors is one long, 
  winding, circular path .
  The Solution
  The solution to this puzzle 
  is revealed by combining 
  three key clues found 
  within the room: the 
  numbers over the doors, 
  the ring in the center of the 
  room, and the sun coming 
  through the ceiling . This 
  room is essentially a clock 
  or sundial . In order to find 
  the proper door at any 
  given time, the characters 
  must place an item in 
  the ring in the center 
  of the room so that the 
  sun coming through the 
  ceiling casts a shadow of 
  it . The shadow points to the 
  correct door .
  Unfortunately, at night—
  when the sun is not shining 
  through the ceiling—none of the doors will lead to the 
  exit . The group must wait for sunrise in order to solve 
  this puzzle .
  hints and Tips
  For players having trouble solving this puzzle, the 
  following clues can be provided by DMs to help guide 
  them towards a solution:
  • A character who succeeds on a DC 11 Intelligence 
  (History or Nature) check realizes the numbers and 
  positioning of the doors resemble a clock or sundial .
  • A successful DC 12 Wisdom (Perception) or 
  Intelligence (Investigation) check focusing on the ring 
  in the floor reveals several scratches and scuff marks in 
  the stone, hinting that items may have been repeatedly 
  placed in its center .
  • A successful DC 13 Wisdom (Survival) check exposes 
  the key placement of the hole in the ceiling and 
  notices that the direction of the shadows belonging 
  to the characters change position as they spend time 
  in the room .
  Creatures from the Darkness 
  Time
  Tier 1
  Tier 2
  Tier 3
  Tier 4
  7pm– 
  9pm
  grick
  troll
  clay 
  golem
  beholder
  10pm– 
  midnight
  flameskull
  guardian 
  naga
  vampire
  pit fiend
  1am– 
  3am
  minotaur
  hezrou
  ultroloth
  androsphinx
  4am– 
  6am
  hook 
  horror
  cloaker
  iron 
  golem
  goristro
  Raising the Stakes 
  Night time can be used optionally to make this puzzle 
  more dangerous to the characters. As mentioned, this 
  puzzle cannot be solved during the night, since there is 
  no shadow cast to reveal the proper door. However, while 
  the party may not be able to find the correct door to exit 
  this room, there’s nothing stopping monsters from using 
  the same doors to enter. Using this option, the DM rolls a 
  1d10 for each hour of darkness the characters spend in this 
  room. On a result of 9 or 10, a creature attempts to come 
  through the door corresponding to the current time of 
  night. Consult the Creatures From The Darkness table for 
  suggested enemies based on time and character tier. 
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  11
  The Skeleton Court
  Perplexity Rating: Medium
  Three skeletons sit upon thrones facing the center of the 
  room . Gemstones rest in their empty eye sockets . Before 
  them are three small wooden chests on raised pedestals . 
  The corpse of an unfortunate adventurer lies crumpled 
  on the ground in the center of the room . Several arrows 
  protrude from the body . The skeletons silently watch as 
  events unfold before them, waiting to judge the actions 
  of those who dare enter the chamber . Those who present 
  the expected tributes will be rewarded . Those who fail 
  will be punished .
  The Puzzle
  Solving this puzzle requires placing the proper chest in 
  front of each skeleton . The skeletons each have a different 
  set of gems in their eye sockets . The skeleton to the left 
  has red rubies in its eyes . The skeleton to the right has 
  green emeralds in its eyes . The skeleton in the center 
  has one red ruby and one green emerald in its eyes . 
  Recognizing this is crucial to solving the puzzle, and 
  something the party notices when they enter the room .
  Characters examining the corpse discover a strange 
  magnifying glass in its right hand . A successful DC 11 
  Intelligence (Arcana or History) check reveals the item 
  to be a magnifying glass of x-ray vision (appendix A) . 
  However, the magnifying glass has been damaged . The 
  glass is cracked, and the item is extremely fragile . The 
  character who identified the item also realizes that it only 
  has one use left before the glass breaks, rendering the 
  device useless .
  A character who investigates the corpse further learns 
  more about it with a successful DC 11 Intelligence 
  (Investigation) or Wisdom (Survival) check . The 
  adventurer appears to have been a treasure hunter, 
  with several maps tucked into a pouch and intricate 
  trinkets hanging from their belt . Although the items look 
  to be somewhat elaborate, they are mostly worthless 
  ornaments and have no significant market value . It 
  seems the adventurer was examining the chests with the 
  magnifying glass when they met their unfortunate fate .
  An additional check of the cause of death and arrows 
  sticking from the corpse can uncover more details . A 
  successful DC 12 Wisdom (Survival) or Intelligence 
  (Nature) check reveals the arrows to be commonly used 
  by hostile creatures who reside nearby . The arrows 
  are not part of a trap within the room . The fact that the 
  treasure hunter succumbed to their wounds in this room 
  was a coincidence . 
  The Solution
  Solving this puzzle requires the party to place the proper 
  chest in front of the correct skeleton . Each of the three 
  chests contain gems that correspond with the gems in the 
  eyes of the skeletons:
  • The chest on the left contains emeralds .
  • The chest in the center contains rubies .
  • The chest on the right contains emeralds and rubies .
  The chests are magically sealed and cannot be opened . 
  The damaged magnifying glass allows the party to look 
  inside one, and only one, of the chests, and identify only 
  one gem within the selected chest . The challenge comes 
  in determining what each chest contains by only viewing 
  one single gem inside one of the chests .
  Of particular note, the chests are each placed on 
  incorrect pedestals . A successful DC 10 Intelligence 
  (Investigation) or Wisdom (Perception) check focusing on 
  the chests or pedestals reveals a mechanism that raises 
  or lowers the level of the platforms . The mechanism 
  or levels of the pedestals cannot be manipulated in 
  any way aside from the chests being placed on them . 
  There is a series of pegs that fit into the bottom of each 
  chest, and those pegs are part of the machinery that 
  determines the level of the platform . Upon discovering 
  this, the characters learn that none of the platforms 
  are in the correct position . Each one of them is in the 
  incorrect location .
  Knowing that none of the chests are in the proper 
  position is a crucial piece of information, so the DM 
  should encourage the party to discover this if they haven’t 
  realized it on their on . With this piece of knowledge, they 
  can then make their selection and solve the puzzle .
  
   12 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  The correct chest to examine is the one in front of the 
  skeleton with the emerald and ruby eyes . Even though 
  they can only examine one gem within the chest, knowing 
  that each is in the wrong position means that whatever 
  gem is revealed within this chest is the only gem in 
  that chest . 
  Given this information, the group can determine the 
  proper examination and placement of the chests . The 
  party should use the one charge left in the magnifying 
  glass to examine the center chest, the one in front of the 
  skeleton with ruby and emerald eyes . This examination 
  reveals a ruby, which means that it must contain only 
  rubies . They can then move the original center chest into 
  position in front of the skeleton with ruby eyes, the one 
  on the left . That means the chest in the left position is 
  now correct . 
  The chest that was previously placed in the left 
  position now needs a new location . The available 
  positions are the vacated center position and the occupied 
  right position, in front of the skeleton with the emerald 
  eyes . If it were to be placed in the center position, that 
  means the chest on the right would not have been moved 
  at all . Knowing that all the chests are in the incorrect 
  position means that each chest must be moved . Therefore, 
  the chest from the left position must be moved to the 
  right position, and the chest in the right position is moved 
  into the center position . The Skeleton Court table further 
  illustrates the solution .
  Skeleton Court
  Skeleton 
  Eyes
  Position
  Original 
  Chest
  Solution 
  Chest
  Rubies
  Left
  Emeralds
  Rubies 
  (from center)
  Rubies and 
  Emeralds
  Center
  Rubies
  Rubies and 
  Emeralds 
  (from right)
  Emeralds
  Right
  Rubies and 
  Emeralds
  Emeralds 
  (from left)
  Once all three chests are placed in their proper 
  positions, the puzzle has been solved . The pedestals 
  descend into the floor with a grinding noise, the eyes of 
  the skeletons illuminate, and the prize is revealed .
  Customizing This Puzzle
  This puzzle can be customized in a way to reward any 
  variety of prizes . It’s not dependent upon a locked door 
  or portal like some other puzzles, and the DM can get 
  creative in how this is incorporated into their adventure . 
  Some possible results from solving this puzzle include:
  • A chest rises from the ground in the middle of the room 
  and contains a prized item .
  • The mouth of one or more skeletons drops open, 
  revealing a piece of paper containing valuable 
  information .
  • A rope ladder uncoils from the ceiling, inviting the party 
  to climb upwards to the next level .
  • A secret compartment at the base of one of the thrones 
  opens, revealing a rusty key .
  hints and Tips
  For players having trouble solving this puzzle, the 
  following clues can be provided by DMs to help guide 
  them towards a solution:
  • A character that makes a successful DC 10 Intelligence 
  (Arcana or History) check recollects that the owners 
  of such precious gems always want to be reunited with 
  them after death . This helps guide the party towards 
  matching the contents of the chests with their owners 
  based on the eyes .
  • A successful DC 11 Intelligence (Investigation) or 
  Wisdom (Survival) check leads the party towards 
  looking more closely at the pedestals and chests . This 
  points them towards discovering the mechanism as 
  described above .
  • Groups not understanding the importance of the chests 
  being in incorrect positions can realize this is crucial to 
  the solution with a successful DC 12 Intelligence check .
  Raising the Stakes 
  This puzzle is perfect for adding traps around the room 
  for the characters to potentially stumble upon. Trip wires, 
  pressure plates, and traps placed on the chests all offer the 
  chance to add danger and violence to this encounter. 
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  13
  Me and My Shadow
  Perplexity Rating: Medium
  Traversing the dungeon hasn’t been easy for the party, 
  and it doesn’t look like it’s going to get any easier once 
  they enter this room which contains dangerous shadows 
  dancing across its walls . Not only do the shadows play 
  tricks on their eyes, they are much more deadly than that .
  The Predicament
  The party enters a 60-by-60-foot empty room . The room 
  is dimly lit by two torches, one on each side of the room . 
  Across the empty room, the party can see a strange 
  looking door . On closer inspection, they realize the door 
  is really just the shadow of a door . Looking back at the 
  door they came in, they see that it also has become a 
  shadow of a door . If a party member touches the shadow 
  door, the torches extinguish and the room goes dark for 
  ten seconds . The two torches then reignite and an eerie 
  voice says, “I own your shadows . Next I’ll own your souls .” 
  The characters then notice their shadows leaving their 
  feet and forming a hideous shadow creature on the floor . 
  The shadow creature attaches itself to a party member 
  and attacks . The creature can move around the room by 
  reattaching itself to a different party member . 
  If the party can destroy the shadow creature 
  (appendix B), the doors cease to be shadows and are 
  normal, functioning doors once again . This predicament 
  will force the party to work together to defeat a shadow 
  creature . 
  Customizing the Predicament
  This encounter is contained to a single room, which 
  means it can be placed almost anywhere within an 
  adventure . It fits well within a dungeon but can be used 
  in other strange places the party may be exploring, or as 
  a defensive mechanism within strongholds or keeps . The 
  number of doors within the room can also be adjusted 
  easily, with each of them becoming a shadow until the 
  creature has been defeated .
  The Solution
  To solve this predicament, the party must defeat the 
  shadow creature . However, that is easier said than done, 
  as it is immune to all damage when it is on the floor or 
  ceiling of the room . The creature can only be damaged 
  when it is on a wall, and it moves in such a way to avoid 
  being on the wall whenever possible .
  The party must use available light sources to force 
  the shadow creature onto a wall . When the creature is 
  attached to a specific character, that character’s shadow 
  is where the creature manifests itself . The characters 
  must use a light source to project the shadow creature 
  onto a vertical wall, at which point it can be attacked . 
  Once the creature has been defeated, all the doors in the 
  room return to normal and become usable .
  hints and Tips
  • While using a light source, a successful DC 11 Wisdom 
  (Perception) check allows a player to notice that they 
  can move the shadow creature by moving the light 
  source relative to the character to which the creature 
  is attached .
  • A successful DC 12 Intelligence (Investigation) check 
  of the room reveals that there are gashes, cracks, and 
  scorch marks in random clumps on the walls, as if the 
  wall was attacked .
  • A character that makes a successful DC 12 Intelligence 
  (Arcana) check realizes there are signs of magical 
  damage spells in certain areas on the walls, as if the 
  wall was attacked .
  • When a character has the shadow creature attached 
  to them, a successful DC 13 Wisdom (Survival) check 
  allows them to realize standing close to a wall almost 
  always causes the shadow to be cast onto that nearby 
  wall, allowing the creature to be damaged . A success 
  against a DC 15 reveals that standing in a corner is 
  even better, as two nearby walls give an even better 
  chance of light casting the shadow on one of the 
  adjoining walls .
  Raising the Stakes 
  To make this encounter more challenging, the DM can 
  introduce more than one shadow creature to the fight. This 
  will make the combat more chaotic, as the creatures attach 
  themselves to multiple characters. Multiple light sources, 
  positions of the characters with and without the creatures, 
  and the locations of the shadows must be tracked carefully. 
  
   14 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  The Talking Scale
  Perplexity Rating: Medium
  The group sees a giant scale approximately 30 feet long, 
  20 feet wide, and 15 feet tall sitting along a wall . This isn’t 
  any ordinary scale . A collection of identical crates are 
  scattered about the room . Somehow, the characters must 
  use this unusual scale to determine which crate contains 
  the item they seek .
  The Puzzle
  This scale is alive . In the center are two huge eyes, a 
  nose, mouth, and long grey beard that lies upon the 
  floor in front of it . Scattered around the room are eight 
  identical-looking crates, each about 3 feet square . The 
  scale watches the party in silence until it is addressed or 
  a party member touches a crate . When this happens, read 
  or paraphrase the following:
  The scale looks at you carefully, opens its mouth, and 
  coughs loudly . In an old, raspy voice, it says, “The 
  item you seek is in one of these crates . But which 
  one? The heaviest, of course . Be warned: opening the 
  incorrect crate destroys them all, including the one 
  you seek .” The scale coughs again before continuing . 
  “You see these crates have been magically modified 
  to look, smell, and weigh the same to ordinary 
  beings . Only living scales such as myself can detect 
  a weight difference .” The scale makes a strange 
  sound somewhere between a burp and a sneeze . 
  “But my time has come, and I am weak . I have not 
  the strength to weigh more than two times . But I am 
  happy to spend my last night in this world helping 
  you find the correct crate .” It closes its eyes and takes 
  a deep breath . “Once you have decided how it will 
  be done, put the crates upon my platforms . Once 
  they are set, tug on my beard, and I shall begin the 
  weighing . Remember, I can only do this two times 
  before I’m gone .”
  There are eight identical crates and one giant living 
  scale in a room . The item the party is looking for is in 
  one of the crates . By magical or conventional means, 
  all the crates look, smell, and weigh the same to the 
  players . If the incorrect crate is opened, then all the 
  crates are destroyed and any items in those crates are 
  also destroyed . The players must use the living scale to 
  figure out which crate is the heaviest . The dilemma exists 
  in that the living scale can only make two measurements 
  before it dies .
  The Solution
  There are eight crates . They will be referred to by 
  numbers 1 through 8 . Seven of them are of equal weight . 
  One is heavier . The trick to solving this puzzle is using 
  the option of not weighing certain items as a third 
  comparison . In other words, using a control group of 
  items the players don’t weigh can aid in their deductions . 
  There are therefore actually three items or groups of 
  items being compared—the left side, the right side, and 
  those not placed on the scale . The following weight 
  checks explain the steps for locating the heaviest crate:
  First weight check
  Place crates 1, 2, and 3 on one side of the scale and 4, 
  5, and 6 on the other . Crates 7 and 8 are not placed on 
  the scale .
  Case 1: If crates 1, 2, and 3 are heavier, then one of these 
  must be the heaviest .
  Case 2: If crates 4, 5, and 6 are heavier, then one of these 
  must be the heaviest .
  Case 3: If crates 1, 2, and 3 weigh the same as crates 4, 5, 
  and 6, then crate 7 or 8 must be the heaviest .
  Second weight check
  Place crate 1 on one side of the scale and crate 2 on the 
  other . Crate 3 is not placed on the scale .
  Case 1.1: If crate 1 is heavier, then crate 1 is the heaviest .
  Case 1.2: If crate 2 is heavier, then crate 2 is the heaviest .
  Case 1.3: If crate 1 and 2 weigh the same, then crate 3 is 
  the heaviest .
  Second weight check
  Place crate 4 on one side of the scale and crate 5 on the 
  other . Crate 6 is not placed on the scale .
  Case 2.1: If crate 4 is heavier, then crate 4 is the heaviest .
  Case 2.2: If crate 5 is heavier, then crate 5 is the heaviest .
  Case 2.3: If crate 4 and 5 weigh the same, then crate 6 is 
  the heaviest .
  Second weight check
  Place crate 7 on one side of the scale and crate 8 on 
  the other .
  Case 3.1: If crate 7 is heavier, then crate 7 is the heaviest .
  Case 3.2: If crate 8 is heavier, then crate 8 is the heaviest .
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  15
  hints and Tips
  If the party struggles to figure out how to make the 
  measurements, the scale can provide a hint or two:
  • Have the scale use the word “odd,” to help direct the 
  party toward using odd numbers (three items on each 
  side) as their first measurement, for instance, “It’s odd 
  that you are taking so long to figure this out…”
  • If the party continues to struggle, the scale can say, 
  “I’ve always enjoyed weighing things in odd numbers,” 
  or “One is good but three is better . Two will never do .”
  • With a successful DC 13 Charisma (Persuasion) check, 
  the scale will reveal that he has previously weighed the 
  two crates in the corner and they are the same weight . 
  That helps eliminate two crates from consideration, 
  leaving only six to be dealt with . The solution now is 
  much easier—two on each side and two off for the first 
  measurement, and a one-against-one measurement of 
  the pair deemed heaviest from the initial weighing .
  Ride the Lightning
  Perplexity Rating: Medium
  The players approach an unusual construction made from 
  several pieces of sculpted stone . The stones are arranged 
  in a circular formation, creating an opening in its center . 
  Strange markings are carved into what appears to be 
  a deactivated portal . A small charge of electricity flows 
  into one of the stones, the current buzzing steadily . Does 
  the party need to use a portal to reach some distant 
  location? Figuring out how to activate this strange device 
  is suddenly a crucial part of their quest . 
  The Puzzle
  In order to activate this portal, the heroes have to use 
  the incoming electricity to charge the entire structure . 
  This involves two essential factors . First, the party 
  must decide how they will conduct the electricity from 
  one stone to another . Secondly, the electricity must be 
  conducted in a specific order . This means the connections 
  must follow a precise pattern, each stone in the portal 
  having the electricity run into it .
  There are eight stones making up the portal, all the 
  same size and evenly placed . The portal is about 6 feet 
  in diameter . When deactivated, the center of the portal 
  does not contain any special properties—it’s simply open 
  space through the ring of stones . Each stone is engraved 
  with a rune . See appendix F for an illustration that can be 
  presented to the players to better visualize the puzzle .
  The cause of the electrical charge coming into the 
  puzzle appears to be magical in nature . In fact, there does 
  not appear to be an actual source at all . The small blue 
  bolt of constant lightning appears to be hovering over 
  one of the topmost stones and charging it . The other end 
  of the bolt simply terminates in the air about a foot from 
  the stone . No skill check or magic spell will reveal the 
  source . Where the energy is coming from is not important 
  to the solution of the puzzle . The electricity itself is the 
  mechanism for solving it .
  The Solution
  For the characters to begin solving this puzzle, they first 
  have to recognize that the way to activate the portal is to 
  get the electrical current flowing through each stone by 
  crossing through the center of the porta . A successful DC 
  12 Intelligence (Arcana, Investigation, or Nature) check 
  reveals that all the runes on most of the stones appear 
  to be dull and deactivated, while the rune on the stone 
  that the electricity is flowing through is glowing brightly . 
  This gives the characters the information needed to 
  understand the electricity must touch all the stones .
  Connecting the electricity from one stone to another 
  presents the first challenge . The portal isn’t very big, so 
  one option is for the characters themselves to conduct the 
  electricity . Any creature medium size or larger can reach 
  from one stone across to another stone, transferring the 
  electricity through them . Of course, this isn’t the safest 
  choice, and it does hurt a bit . For each round a character 
  spends using their body to connect two stones they must 
  make a DC 13 Constitution saving throw . On a failure, 
  they take 1d6 lightning damage . 
  Using items to connect the stones and transfer the 
  electricity is a better choice, provided the characters 
  Raising the Stakes 
  The sense of urgency for this encounter can be enhanced 
  by adding a time element. Not only can the living scale 
  only weigh two more times before he dies, but he also 
  only has 10 minutes to live. This forces the group to act 
  fast. The DM can urge the characters to work quickly by 
  roleplaying the scales progressively worsening state—
  increased coughing or blood coming from its orifices, the 
  final words of a dying creature, and whatever else might be 
  appropriate for something about to pass away. 
  
   16 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  possess or can obtain items suitable for the task . Luckily, 
  this electrical current is very conductive, so just about any 
  item will work . A few possibilities include:
  • A rope. Depending on the length, it may even be able to 
  make multiple connections .
  • Weapons. Multiple weapons can be linked together to 
  span the gap between stones .
  • Environmental items. Depending on where the portal 
  is located, items like tree branches, metal pipes, or 
  chunks of stone can work .
  Once they’ve figured out how to connect the stones, the 
  next step is connecting them in the right order . The runes 
  on the stones provide guidance for this . See the diagram 
  in appendix F for the arrangement of the runes and the 
  positions for each stone . There are three different runes:
  Diagram 1.2: Runes
  The first rune appears four times (stones 1, 6, 7, and 
  8) and has an arrow pointing straight across . On the first 
  stone where the electricity enters the stone ring, the rune 
  is glowing . The arrow pointing straight indicates the 
  electricity should go straight across from the first stone 
  to the stone directly opposite (stone 5) . This indicates that 
  the current going out from this stone should go straight 
  across to the stone directly opposite . That means stone 6 
  connects into stone 2, stone 7 connects into stone 3, and 
  stone 8 connects into stone 4 .
  The second rune only appears once (stone 2) and 
  indicates the final stone that receives the electricity . 
  The third rune appears three times (stones 3, 4, and 
  5) and has two dots and a design that points to the left . 
  Deciphering this rune is key to solving the puzzle . The 
  left pointing design indicates the electricity should be 
  connected to the stone to the left of it . The two dots 
  represent two stones between this stone and its target . 
  Each stone with this rune directs its incoming current to 
  the stone three spots to its left .
  The proper order of the electricity from start to end is 
  1, 5, 8, 4, 7, 3, 6, 2 . The correct solution looks like this:
  Diagram 1.3: Electricity Pattern
  hints and Tips
  For players having trouble solving this puzzle, the 
  following clues can be provided by the DM:
  • A successful DC 11 Wisdom (Perception) or 
  Intelligence (Investigation) check confirms that all the 
  stones in the ring must have electricity passed through 
  them in order to activate the portal . 
  • The party recognizes that it could use some items 
  found in the surrounding area as conductors with a 
  successful DC 12 Intelligence check .
  • Characters who investigate the runes carefully can 
  surmise the meaning of the runes with a successful DC 
  13 Intelligence (Arcana or History) check . 
  Customizing This Puzzle
  Since this puzzle’s objective is centered around activating 
  a magical portal, it can be placed anywhere within 
  your adventure or campaign . This also provides an 
  opportunity for the setting to provide some of the items 
  used to connect the stones . Some possible locations and 
  usages for the portal:
  • Located in a secret chamber beneath a local temple, the 
  portal allows travel between the Material Plane and the 
  Astral Plane .
  • Hidden deep within a treacherous forest, the magical 
  gate provides passage to the Feywild .
  • Discovered inside a deadly dungeon, the portal 
  provides access to the treasure vault of the lich 
  who designed the dungeon . 
  • Tucked behind some crates in the basement of 
  a popular tavern, the gateway allows fast travel from 
  one end of the continent to another .
  Raising the Stakes 
  The DM can make some easy adjustments to this puzzle 
  for a more deadly encounter. The default damage for 
  touching or conducting the lightning through a creature’s 
  body is 1d6 lightning damage. That can be scaled upwards 
  to 1d8, 1d10, or even 1d20 to discourage the characters 
  from coming into direct contact with the electricity. 
  A second option penalizes the group for connecting 
  the stones in an incorrect order. In this case, when all 
  the stones have charged but the sequence is not the 
  correct solution, the portal opens to a dangerous plane, 
  compelling a hostile creature through the gateway that 
  immediately attacks the party. Some suggestions for this 
  creature based on tier of the party include: 
  Character 
  Level
  Creature
  Tier 1
  a displacer beast 
  Tier 2
  a hydra 
  Tier 3
  a beholder 
  Tier 4
  a death knight
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  17
  The Dragon Temple
  Perplexity Rating: Medium
  A mysterious temple located deep in the jungle is said 
  to have been built centuries ago by dragon-worshipping 
  cultists . Intricately carved statues of dragons adorn the 
  exterior of the temple and its surrounding area . Rumors 
  suggest the temple contains hoards of treasure that were 
  collected for the dragons . Many have tried to penetrate its 
  defenses . None have succeeded . . . yet .
  The Puzzle 
  For this puzzle, the party must unlock the door to the 
  temple by interacting with several dragon statues in the 
  area . These interactions require an item that acts like a 
  key—a mysterious artifact known as the staff of dragon’s 
  breath (see appendix A) . Without the staff of dragon’s 
  breath, the party has no chance of entering the temple . 
  Its entrance is sealed by mechanical and magical means 
  that even the most powerful spells are unable to unlock .
  How the group comes into possession of the staff of 
  dragon’s breath is up to the DM . It could be an item that 
  was discovered much earlier in the campaign, or it could 
  be obtained at the very beginning of the adventure when 
  they explore the temple . Suggestions for obtaining the 
  staff include:
  • Discovered as seemingly random loot in a dungeon 
  the group previously explored .
  • Presented to the party by an old hermit as a reward 
  for helping him with a dangerous task .
  • Recovered from a group of bandits who attempted 
  to ambush and rob the group .
  The dragon statues found around the temple are made 
  of various materials . The majority of them are carved 
  from stone, the gray rock weathered and crumbling . 
  The statues relevant to the puzzle are made of colored 
  stone and show no signs of decay . These statues are:
  • Ruby. A dragon carved from the red gemstone stands 
  with its mouth wide open, revealing sharp teeth .
  • Sapphire. The statue carved from blue gemstone lies 
  curled in a ball, its eyes open and alert for intruders .
  • Emerald. The dragon carved from green gemstone 
  rears up on its hind legs, wings spread .
  • Onyx. The statue carved from black stone is posed 
  as if it is walking, its head glancing over its shoulder .
  • Quartz. The dragon carved from translucent 
  white stone is sitting patiently, inviting a visitor 
  to come closer .
  The Solution
  When the party approaches the temple for the first time, 
  a successful DC 12 Wisdom (Perception) check allows 
  them to notice that a few of the statues stand out from the 
  rest due to the colorful materials they are carved from . 
  Characters who examine the colored statues discover 
  a round slot on the back of each of these statues with 
  a successful DC 13 Intelligence (Investigation) check . 
  These slots are the exact size and shape needed for the 
  staff of dragon’s breath to slide into .
  Unlocking the temple involves using the staff of 
  dragon’s breath to magically activate each colored 
  statue . This is done by inserting the staff into the slot 
  on each statue, and having the staff come into contact 
  with the element that matches the breath type of that 
  particular dragon . In other words, the group must be 
  able to produce, magically or otherwise, the damage type 
  that matches the breath weapon of each dragon . 
  The means of generating each type of substance is up 
  to the party to solve . Magic items, spells, or physical items 
  are all acceptable . The solution is as follows, matching 
  each dragon with its breath weapon:
  • Ruby/red dragon: Fire .
  • Sapphire/blue dragon: Lightning .
  • Emerald/green dragon: Poison .
  • Onyx/black dragon: Acid .
  • Quartz/white dragon: Cold .
  When the correct interaction has taken place and 
  the proper damage type has come into contact with the 
  staff of dragon’s breath while it is slotted into the dragon 
  statue, the statue begins to glow . A beam of light, colored 
  the same as the statue, appears between the statue and 
  the locked door . Once all five beams of colored light are 
  activated by the proper interaction with each statue, the 
  door slides open . Each beam remains active for one hour 
  after it has been initiated . When a beam deactivates, 
  it may be reactivated again immediately by the same 
  interaction between the statue, the staff, and breath 
  weapon simulation .
  hints and Tips
  For players having trouble solving this puzzle, the DM can 
  provide the following clues to help guide them towards 
  a solution:
  • If the players do not realize the slots in the statues are 
  the perfect size for the staff to slide into, a successful 
  DC 11 Intelligence check reveals this fact .
  • A successful DC 12 Wisdom (Animal Handling) or 
  Intelligence (History) check reveals that there is a 
  connection between solving this puzzle and the specific 
  dragon type represented by each of the colored statues .
  • A character attempting to learn more about how to 
  interact with the statue with the staff realizes that the 
  dragons’ breath weapons are part of the solution with 
  a successful DC 13 Intelligence (Arcana) check .
  
   18 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  Water Weight
  Perplexity Rating: Medium
  A large stone fountain sits in the middle of the room . 
  Behind it is a door barricaded by a heavy metal gate . In 
  front of the gate is a small cistern . Next to the fountain 
  rests two buckets, one larger than the other . It looks like 
  someone has been moving water from the fountain to 
  the cistern, but it is currently empty . How much must be 
  poured into the cistern to open the gate?
  The Puzzle
  The characters must use the available buckets to fill the 
  cistern with the proper amount of water in order to open 
  the gate . However, neither full amount from either bucket 
  is the correct amount . The proper amount of water is a 
  measurement between the maximum capacity of the two 
  buckets . This puzzle requires a bit of logical thinking, and 
  perhaps some trial and error . 
  The water flows from the fountain endlessly, so there 
  is never a shortage of water . The players may freely fill 
  one or both buckets from the fountain . The cistern can 
  be filled with water from the buckets . Only the proper 
  amount within the cistern will open the gate . There is no 
  indication or reaction by the puzzle when an improper 
  amount of water is placed within the cistern . There is a 
  small cork plug at the bottom of the cistern which can be 
  removed to drain the water from it in order to reset the 
  puzzle and try again .
  The Solution 
  Delivering the proper amount of water into the cistern 
  takes some logical thinking and calculations . Neither 
  bucket delivers the proper amount by itself, but using the 
  two buckets together can find the intermediate amount .
  For reference purposes, consider the bigger bucket 
  the Large bucket, the smaller bucket the Small bucket, 
  and the proper amount a Medium quantity, between 
  the capacity of the Small and Large buckets . If this is 
  confusing to the players, the buckets can alternatively 
  be referred to as the three gallon bucket and the five 
  gallon bucket . Four gallons are required in the cistern 
  to open the gate .
  There are two possible solutions to this puzzle, both 
  using the capacities of the two buckets in strategic ways .
  Solution 1
  Step 1: Fill the 3 gallon bucket completely with water .
  Step 2: Pour the 3 gallons of water from the small bucket 
  into the 5 gallon bucket
  Step 3: Fill the 3 gallon bucket completely with 
  water again .
  Step 4: Fill up the 5 gallon bucket with the 3 gallon 
  bucket . The 5 gallon bucket already contained 
  3 gallons, so only 2 gallons will fit in it . This leaves 
  exactly 1 gallon remaining in the 3 gallon bucket .
  Step 5: Empty the 5 gallon bucket back into the fountain .
  Step 6: Pour the remaining 1 gallon of water from the 
  3 gallon bucket into the 5 gallon bucket . 
  Step 7: Fill the 3 gallon bucket .
  Step 8: Pour the water from the 3 gallon bucket into the 
  5 gallon bucket . This gives exactly 4 gallons within the 
  5 gallon bucket .
  Step 9: Pour the 4 gallons from the 5 gallon bucket into 
  the cistern to open the gate .
  Solution 2 
  Step 1: Fill up the 5 gallon bucket completely with water .
  Step 2: Pour the water from the 5 gallon bucket 
  into 3 gallon bucket, leaving 2 gallons in the 5 
  gallon bucket .
  Step 3: Empty the 3 gallon bucket back into the fountain .
  Step 4: Pour the 2 gallons in the 5 gallon bucket into the 
  3 gallon bucket . 
  Step 5: Fill up the 5 gallon bucket and pour it into the 
  3 gallon bucket until it’s full . Since the 3 gallon bucket 
  will only fit one more gallon, this leaves 4 gallons in 
  the 5 gallon bucket .
  Step 6: Pour the 4 gallons from the 5 gallon bucket into 
  the cistern to open the gate .
  hints and Tips
  For players having trouble solving this puzzle, the 
  following clues can be provided by DMs to help guide 
  them towards a solution:
  • Characters examining the buckets realize their relative 
  sizes mean that there would be an intermediate size 
  that logically fits between them with a successful DC 
  10 Intelligence check .
  • A close examination of the buckets and a successful 
  DC 11 Intelligence (Arcana or History) check reveals 
  markings or runes that show the measurements of 
  each bucket to be the equivalent of 3 gallons and 
  5 gallons .
  • A successful DC 12 Wisdom check allows the 
  character to understand that the measurement of 
  empty space in each bucket is just as important as the 
  measurements of water .
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  19
  Tales from the Crypt
  Perplexity Rating: Medium
  A powerful magic golden scepter was buried in the crypt 
  of the adventurers who retrieved it many years ago . A 
  new threat requires the retrieval of this item . But the 
  adventurers did not leave it unguarded . The party will 
  have to gather clues and piece them together in order to 
  solve the riddle of the crypt and prove themselves worthy 
  of the legendary artifact .
  What’s the Item? 
  Although the default item is a golden scepter, the 
  magic item hidden in the crypt can be anything . It can 
  be something that ties into a larger campaign, a key 
  component in an overarching storyline quest . The item 
  can be used as part of a retrieval quest within a single 
  adventure . The item is the reward at the end of the puzzle, 
  and plays a part in the story behind the puzzle, but its 
  actual details are up to the DM . 
  The Puzzle
  The crypt holds the coffins containing the remains of 
  famous adventurers . These adventurers were part of 
  a legendary party whose deeds were captured in bard 
  songs across the world . One particular song holds the key 
  to unlocking the coffins and recovering the sought after 
  item: a magical scepter made of gold . Unfortunately, the 
  only sheet containing the lyrics to that song has been torn 
  to pieces and scattered to the wind . 
  This particular puzzle is the final objective in Where 
  Heroes Lie, a full-length adventure included in this 
  book . For ideas on where to place the scattered lyrics or 
  guidance on how to tie several of these puzzles together 
  to form a coherent story, have a look at that adventure . 
  Locating and gaining access to the crypt can also be a 
  part of the adventure leading up to this puzzle . The puzzle 
  assumes the party has entered the crypt .
  When the characters enter the crypt, read or 
  paraphrase the following:
  As you descend the narrow stone staircase, the room 
  opens up into a large, square chamber . The air is cold 
  and damp, and several torches flickering from the 
  walls cause the shadows to dance irregularly . Within 
  the chamber are six ornate sarcophagi with images 
  of their inhabitants carved into the stone . 
  Examining the carvings on the stone coffins reveals 
  the following features of the figures portrayed:
  • A large male with a beard, bare chest, and animal 
  skin loincloth . He holds a large axe in his hands (Male 
  Goliath Barbarian) .
  • A female with horns like a devil, dressed in loose robes 
  and holding a book with an eyeball on its cover (Female 
  Tiefling Wizard) .
  • A short male with a hooded cloak and bare feet . He 
  holds a bow in one hand a scimitar in the other (Male 
  Halfling Ranger) .
  • A female in a hooded cloak, a sharp dagger in one hand 
  and a small sack in the other (Female Human Rogue) .
  • A short male with pointed ears and bare feet . He holds 
  a lyre in one hand and clenches a pipe between his 
  teeth (Male Halfling Bard) .
  • A female with pointed ears and an antlered helm 
  upon her head . A squirrel companion rests by her feet 
  (Female Elf Druid) .
  The party may be inclined to start opening the coffins 
  randomly attempting to find the item they seek . This 
  would completely bypass the puzzle and is prevented 
  by having the coffins magically sealed . The sarcophagi 
  cannot be unlocked by magical or conventional means . 
  Customizing This Puzzle
  This particular puzzle offers several opportunities for 
  customization . Some of the aspects of this puzzle that can 
  be modified by the DM include:
  • Who was this adventuring party? Maybe they were 
  more infamous than legendary . Perhaps the characters 
  are from a previous campaign . 
  • The entombed characters can be changed as well, 
  though that would likely require some changes to the 
  lyrics of the song that contains the clues .
  • Where does the party find the pieces of paper 
  containing the lyrics? Are they found all in one 
  location? Are they spread around the world to be found 
  over the course of several adventures?
  • Where is the tomb located? Is it lost deep within a 
  dangerous forest or hidden behind secret passages 
  beneath a temple within a large city?
  • How did the party gain access to the crypt? Did 
  they walk right in without any opposition? Did 
  they fight through a dangerous dungeon to finally 
  reach the room?
  • What item is buried with the dead? What does it do? 
  Who sent the characters to retrieve it?
  The Solution
  The first step towards solving this puzzle is collecting all 
  the pieces of the lyric sheet . The lyric sheet is torn into 
  pieces and must be put back in the correct order to form 
  the complete song that unlocks the puzzle . There are six 
  verses with four lines each, and each of the verses has 
  been split in half . That leaves a total of twelve clues to 
  find, each containing two lines of the song . See appendix 
  G for a handout that can be shared with the players once 
  they’ve collected all the pieces .
  Locating and obtaining these twelve clues can be 
  part of a larger campaign, or the characters can simply 
  acquire them all at once . Ideas for each approach include:
  
   20 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  • Each piece of paper has been left in the possession of 
  someone who knew the dead adventurers personally .
  • The bard carrying the lyrics was killed in a dungeon, 
  and the denizens tore apart the lyrics . The pieces of 
  paper may be recovered as loot within the dungeon .
  • The party purposefully scattered the lyrics, hiding 
  each piece within a chest buried near key landmarks 
  throughout the world .
  • The songbook containing the lyrics was deemed cursed 
  by a local wizard . The wizard tore the pages from the 
  book and ripped the pages to shreds . The pieces are 
  somewhere around his workshop .
  • A recent fire burned down a nearby tavern . A distraught 
  bard asks the party to venture into the wreckage to 
  retrieve his belongings . Among those belongings are 
  the lyrics, burned and separated, but still legible . 
  Once all of the pieces of the lyrics have been collected, 
  the party can venture into the crypt . Where the crypt 
  is located and how the party gains access is up to 
  the DM . See the “Customizing This Puzzle” section 
  for considerations when adjusting and running this 
  encounter . 
  There are three important aspects to piecing the 
  lyrics together correctly . First, each verse should be 
  made whole by pairing together two lines of two . The key 
  clue towards doing this successfully will be the rhymes 
  within the lyrics . The final words of the second and fourth 
  lines of each verse will rhyme . This part should be fairly 
  straightforward as there are only six possible rhymes . 
  Once the group realizes the rhymes within the pattern, 
  pairing them together should be easy .
  The next part is making sure that within each verse, 
  the pairs of lines are in the proper order . This may be 
  a bit trickier than the first step, but the story told by the 
  lyrics should provide a logical order of how events play 
  out, even within the same verse . There is also a pattern--
  the first part of each verse begins with either a recount of 
  how many heroes are left or a transition to the next part 
  of the adventure . Similarly, the second part of each verse 
  is typically when one of the heroes dies . 
  The final piece of the puzzle involves putting the 
  verses in the proper order . Clues include counting down 
  how many heroes remain alive . The second, third, and 
  sixth verses can be put into position using this type of 
  clue . The fourth verse mentions “those that survived,” so 
  it cannot be the first verse, since it implies more than one 
  has died at this point . The fifth verse also implies several 
  have died previously . This leaves the first one as the only 
  verse that doesn’t mention how many remain alive or hint 
  at previous deaths .
  The players can use these three types of clues to 
  discover the proper sequence of the words . Placing 
  the pieces of the lyrics in the correct order forms the 
  complete song:
  These heroes and friends met untimely ends
  As they looked for the scepter of gold
  The tiefling wizard got caught in a blizzard
  And died from the frost and the cold
  The second to die was the rather large guy
  But fell to a sword through the chest
  The rest carried on and sang a sad song
  In his memory though kept on their quest
  Now four did remain through hardship and pain
  They found what they long did seek
  The thief did not make it when she tried to take it
  The scent of her burnt flesh did reek
  Those that survived did claim the prize
  And shared it as they sought out more glory
  The forest elf fought a lich by herself
  And that was the end of her story
  The friends carried on and tried to stay strong
  At least they still had each other
  The halfling bard took it twice as hard
  When a vengeful gnome murdered his brother
  The last one alive was glad to survive
  Though thought about his lost friends often
  When he passed away on one rainy day
  The scepter was placed in his coffin
  Interpreting the Lyrics
  Verse
  Lyrics Clue
  Coffin Carving
  Character
  1
  The tiefling wizard 
  got caught in a blizzard
  A female with horns like a devil, dressed in loose robes and holding a 
  book with an eyeball on its cover.
  Female 
  Tiefling Wizard
  2
  The second to die 
  was the rather large guy
  A large male with a beard, bare chest, and animal skin loincloth. He 
  holds a large axe in his hands. 
  Male 
  Goliath Barbarian
  3
  The thief did not make it 
  when she tried to take it
  A female in a hooded cloak, a sharp dagger in one hand and a small 
  sack in the other. 
  Female 
  Human Rogue
  4
  The forest elf 
  fought a lich by herself
  A female with pointed ears and an antlered helm upon her head. A 
  squirrel companion rests by her feet. 
  Female Elf Druid
  5
  The halfling bard 
  took it twice as hard
  A short male with a hooded cloak and bare feet. He holds a bow in one 
  hand a scimitar in the other.
  Male 
  Halfling Ranger
  6
  The last one alive was 
  glad to survive
  A short male with pointed ears and bare feet. He holds a lyre in one 
  hand and clenches a pipe between his teeth.
  Male 
  Halfling Bard
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  21
  Part 
  Number
  Lyrics
  4
  These heroes and friends met untimely ends 
  As they looked for the scepter of gold
  8
  The tiefling wizard got caught in a blizzard 
  And died from the frost and the cold
  2
  The second to die was the rather large guy 
  But fell to a sword through the chest
  10
  The rest carried on and sang a sad song 
  In his memory though kept on their quest
  6
  Now four did remain through hardship and pain 
  They found what they long did seek
  9
  The thief did not make it when she tried 
  to take it 
  The scent of her burnt flesh did reek
  11
  Those that survived did claim the prize 
  And shared it as they sought out more glory
  3
  The forest elf fought a lich by herself 
  And that was the end of her story
  7
  The friends carried on and tried to stay strong 
  At least they still had each other
  12
  The halfling bard took it twice as hard 
  When a vengeful gnome murdered his brother
  5
  The last one alive was glad to survive 
  Though thought about his lost friends often
  1
  When he passed away on one rainy day 
  The scepter was clutched in his coffin
  The characters discover the six sarcophagi upon 
  entering the crypt . The carvings on the coffins represent 
  the adventurers within . The characteristics of each 
  should provide enough information for the players to 
  deduce which hero is in which coffin . The Interpreting 
  The Lyrics table provides the connection between 
  the clues within the lyrics and the characteristics on 
  the coffins .
  With the lyrics pieced together in the proper order and 
  the coffins identified as matching the heroes in the song, 
  the next step is for the party to use this information to 
  unlock the coffins and claim their prize . This is done by 
  touching the coffin and reciting or singing its matching 
  verse, in order . 
  The correct order is:
  1 . Female Tiefling Wizard
  2 . Male Goliath Barbarian
  3 . Female Human Rogue
  4 . Female Elf Druid
  5 . Male Halfling Ranger
  6 . Male Halfling Bard
  As this action is performed correctly on each coffin, 
  the ghostly spirit of each adventurer manifests itself 
  above the coffin, stares at the character touching their 
  coffin, nods in affirmation, and dissipates . This event 
  indicates that the party performed a correct step . If the 
  group performs this action in an incorrect order, the 
  default reaction is that nothing happens . However, a DM 
  can optionally make an incorrect action result in undead 
  attacking the party . See the “Raising the Stakes” sidebar 
  for more information .
  The correct activation of a coffin and acknowledgment 
  from its spirit does not unlock the first five coffins; their 
  remains are kept safely sealed within their graves . Upon 
  performing this action on the sixth and final coffin, the 
  spirit of the halfling bard makes a pushing motion, which 
  slides the lid of his sarcophagus aside . Looking inside the 
  coffin, the party sees the halfling’s skeletal remains and 
  the magic artifact they’ve been seeking . 
  hints and Tips
  For players having trouble solving this puzzle, the 
  following clues can be provided by DMs to help guide 
  them towards a solution:
  • If the party is having trouble determining the correct 
  order of the verses while piecing together the lyrics, a 
  successful DC 10 Intelligence (History) or Charisma 
  (Performance) check allows them to realize the rhyme 
  pattern, numerical tracking of how many heroes 
  remain alive, or the story arrangement within the 
  words . This check can be made multiple times to reveal 
  each clue if they are struggling to piece things together .
  • Characters examining the coffins can discover that 
  the enchanted stone appears to respond to the touch 
  with a successful DC 11 Intelligence (Investigation) 
  or Wisdom (Perception) check . This should guide the 
  party towards being in contact with the coffins while 
  trying to unlock them .
  • A successful DC 12 Charisma (Performance) or 
  Wisdom (Perception) check reminds the character that 
  lyrics are meant to be sung or recited aloud, revealing 
  the verbal component of the ritual required to unlock 
  the prize .
  Raising the Stakes 
  Crypts are dark and dangerous places. While the six coffins 
  containing the heroes are the main components of the 
  puzzle, there can be several other coffins that contain less 
  friendly creatures. To make this encounter more tense and 
  dangerous, the DM may introduce undead attackers as the 
  party attempts to solve the puzzle. This can be added in 
  a few different ways, including unleashing skeletons from 
  surrounding coffins any time the party sings a verse out 
  of order, having zombies rise out of the ground each time 
  they correctly unlock a coffin, or manifesting ghosts just 
  before the party claims the final prize.
  
   22 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  Potion Maker
  Perplexity Rating: Hard 
  Hopefully, the party paid attention in potions class back 
  in school . If they didn’t, they’ll wish they did! Each of the 
  characters has an opportunity to brew a vial of PA20 
  (appendix A), an extremely powerful potion that gives 
  its drinker three hours of luck if brewed properly . PA20 
  can only be consumed by the person who brewed it, so 
  each party member has to brew their own . The devices, 
  processes, and directions for brewing this strange and 
  powerful potion are not straightforward, and there is 
  always a chance that an improper action could lead 
  to disaster!
  The Puzzle
  In front of each character is a brewing workstation with 
  everything they need to make their potion . This includes 
  a scroll with the directions for brewing PA20 written 
  by its creator, Nayte Vonner . In his arrogance, Nayte 
  would never just write the directions in a simple format . 
  Characters must prove they are worthy of PA20 by 
  solving the riddles and clues found in the directions . 
  All party members will be placed in front of their own 
  brewing workstation . The workstations contain various 
  ingredients, devices, cauldrons, and a scroll containing 
  a recipe to craft PA20, an extremely powerful potion that 
  gives the character luck for 3 hours allowing them to 
  re-roll any saving throw, ability check, or attack roll . The 
  potency of the potion is determined by how well they pass 
  a few ability checks, problem solving tasks, and riddles .
  The scroll with the instructions for brewing the potion 
  and the contents of each workstation can be found in 
  appendix H and should be shared with the players . 
  The process to concoct PA20 is described in the 
  “Scroll of PA20 Brewing” by Nayte Vonner:
  Step 1: Three cauldrons are before you, each brewing a 
  brew . You can only use one; which will you choose? 
  Cast iron, pewter, and even steel . Which is the best? 
  I’ll make you a deal . Think long and hard because if 
  you are right the potion you brew can help in a fight .
  Workstation Usage: Each workstation contains three 
  cauldrons filled with water. The cauldrons are each 
  made of a different material: cast iron, pewter, and 
  steel. Each character is expected to choose one and 
  place it on their burner. 
  Step 2: What color flame are you going to use, the colors 
  of the rainbow can help you choose . Red, yellow, 
  green? Even blue, indigo and violet are in this view . 
  One color is missing; it’s the flame you need . Turn your 
  knob so your potion can feed .
  Workstation Usage: The cauldron sits on its burner. On 
  the burner is a knob that says flame color. As the knob 
  is turned, the flame changes color. What color should 
  it be set to?
  Step 3: Now is the time to add the grass . Just a few, don’t 
  you pass . Let your knowledge of nature guide you . 
  How many blades will you do?
  Workstation Usage: On the right side of the desk 
  is a flower pot that has a small patch of grass in it. 
  Characters must make a nature check to figure out how 
  much to add (see “The Solution”). 
  Step 4: Three vials lay before you labeled one, two, and 
  three . Which do you trust to be swallowed by thee? 
  One is dragon’s blood, so strong and so fierce, perhaps 
  this will allow the potion to pierce . The second is the 
  blood of a vampire deceased . So cold yet pure, cursed 
  you’ll need a priest . Three is empty and waiting to be 
  filled, would you submit your blood if it was willed? 
  Now you must choose and pour it at will, and watch 
  this potion begin to fill .
  In a vial rack are three vials. One contains a dark 
  red liquid labeled “dragon blood,” one contains a 
  slightly lighter red liquid labeled “vampire blood,” 
  and one is empty.
  Diagram 1.4: The Gears
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  23
  Step 5: Now it is time to stir your brew, but how many 
  times should you do? Stirring in the right direction 
  is important, or you’ll break this creation . Follow the 
  gears here abound, track them going round and round . 
  From start to finish, you can see the direction that your 
  stirring should be . Also count how many gears, cause 
  that’s how many time you should stir I hear . 
  Workstation Usage: On the back of the directions scroll, 
  a drawing of gears is laid out. (See appendix H.)
  Step 6: It has had enough, it’s time to sit . Let it simmer 
  for a bit . Using your knowledge of arcane and magic 
  how many minutes? Too many will be tragic . 
  Workstation Usage: An hourglass sits waiting 
  to be used. 
  Step 7: Once again three vials await, but these are empty 
  out of the gate . Choose the right vial to pour in your 
  brew . Choose incorrectly, it may turn to goo . Circle? 
  Square? Or the triangle vial? You’re about to complete 
  this potion trial . Now pour into the vial that has two 
  sides . If you’ve done well, you’re in for a surprise .
  Workstation Usage: On the left side of the table rests 
  a circle vial, a square vial, and a triangle vial. Each 
  is empty and has its own cork stopper. During this 
  final step, the characters remove the cork and pour in 
  their potion.
  The Solution
  Each party member will craft their own potion following 
  Nayte Vonner’s recipe . Using the table found in appendix 
  H, the DM can track each party member’s success and 
  failures for each step . How well or poorly they do will 
  decide their end results . 
  Correctly executing each step depends on a mixture 
  of skill checks, puzzle solving, and riddles . The details 
  below outline how each step in the process is expected to 
  be approached and resolved:
  Step 1: While deciding which cauldron to use, a 
  successful DC 10 skill check reveals that the correct 
  cauldron is cast iron . The skill used depends upon 
  the approach the character takes in determining 
  this . Characters roll an Intelligence (Arcana) check 
  if they are familiar with magic and potion making . 
  Intelligence (Investigation) is used if they look to 
  examine the cauldrons to see which would work best . 
  An Intelligence (Nature) check can evaluate the natural 
  properties of each metal and use that to make the 
  proper decision . 
  Step 2: For heating up the water, the characters will 
  need to turn the knob until the flame is orange . This is 
  revealed within the instructions, as it is the only color 
  of the rainbow that is not mentioned . Any other color 
  flame is incorrect .
  Step 3: When determining how many blades of grass 
  to add, a successful DC 11 skill check uncovers 
  that seven blades of grass should be used in the 
  recipe . The skill used depends upon the approach the 
  character takes in determining this . Players can roll 
  an Intelligence (Arcana) check if they are familiar with 
  magic and potion making, or an Intelligence (Nature) 
  check allowing them to know 7 is a lucky number 
  in nature .
  Step 4: Deciding what type of blood to use requires some 
  logical thinking . Should the characters trust drinking 
  the blood of a dragon or vampire? Consuming their 
  own blood would be the safe choice . The correct 
  answer is the characters using their own blood .
  Step 5: For the step involving stirring, the diagram of the 
  gears is used to determine how many stirs and which 
  direction . They characters should stir fourteen times, 
  the total number of gears in the puzzle . The direction 
  should be counter clockwise, determined by following 
  the interactive rotations of each gear . Player should 
  examine the gear drawing in appendix H to determine 
  these actions . 
  Step 6: Determining how long to let the concoction 
  simmer requires a successful DC 12 skill check . The 
  skill used depends upon the approach the character 
  takes in determining this . An Intelligence (Arcana) 
  check taps into their knowledge of magic and potions . 
  A Wisdom (Survival) or Intelligence (Nature) check 
  allows characters to judge the heating time based 
  on their experience with cooking and sanitizing 
  using heat . A character that succeeds on this check 
  understands that the brew needs to simmer for 
  seven minutes . 
  Step 7: The final step involves choosing the correct 
  vial to pour the potion into . This is described in the 
  instructions by explaining the proper vial has two 
  sides . The answer is the circle vial, its two sides 
  being the inside and outside surfaces . 
  End Results
  The Potion Results table determines the final outcome 
  of each recipe . Individual progress must be monitored by 
  the DM, and the number of correct and incorrect steps 
  must be tracked . The final result should only be revealed 
  after all the steps are followed . The characters and 
  players are not entirely sure whether or not they’ve made 
  the correct choices until the end of the process .
  Potion Results
  Number of 
  Incorrect Steps
  Result
  0
  Brews a perfect vial of PA20. 
  Will have luck for the full 3 hours.
  1
  Brews an imperfect vial of PA20. 
  Will have luck for 10 minutes.
  2
  Brews a potion of greater healing.
  3
  Brews a potion of poison.
  4
  Brews an inert liquid. The vial is filled 
  with brown colored water.
  5
  As the character is pouring the potion 
  into the final vial, it comes to life in the 
  form of a gelatinous cube and attacks 
  the character.
  6
  As the character is pouring the potion 
  into the final vial, the potion explodes 
  and does 5d10 fire damage to all 
  creatures in a 25-foot radius. 
  
   24 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  To Tell the Truth
  Perplexity Rating: Hard
  There has been a murder in a small town . Residents of 
  the town swear they saw Boris, a local food vendor, near 
  the scene of the crime . The local wizarding police set out 
  and arrested Boris . The only issue is somehow they’ve 
  arrested three versions of him . Clearly two of them 
  are murderous doppelgangers, and one of them is the 
  innocent Boris . During the interrogation of the suspects, 
  a rookie wizard’s truth spell malfunctioned . Now each 
  Boris stuck in a trance-like state and can only say one 
  line, and only one of them is telling the truth . With the 
  townspeople demanding justice, the wizarding police 
  have no choice but to start the executions . Only fate can 
  save the innocent Boris at this point . You are that fate .
  The Puzzle
  Three NPCs are about to be hanged for murder . One of 
  them is innocent . The other two are guilty doppelgangers 
  who took on the form of the innocent citizen . The NPCs 
  have been put into a trance, accidentally induced when 
  the authorities attempted to magically extract the truth 
  from them . Each of the suspects can only say one line . 
  Only one of them is telling the truth . The party needs to 
  decipher the NPCs’ clues and figure out which suspect 
  shouldn’t be hanged in order to save the innocent Boris .
  The Solution
  The NPCs awaiting execution are standing on the gallows 
  with a noose around each of their necks . From left to 
  right, the nooses are tracked as Noose 1, Noose 2, and 
  Noose 3 . The NPC in Noose 2 is the innocent character . 
  We know this by listening and sorting out the one line 
  each of them is allowed to say .
  The NPC in Noose 1 says, “I’m innocent .”
  The NPC in Noose 2 says, “I’m guilty .”
  The NPC in Noose 3 says, “The person in Noose 1 
  is guilty .”
  Keeping in mind that only one NPC is telling the truth, 
  there are three scenarios where the innocent NPC is 
  standing in each spot . The lines spoken by each NPC 
  can be used to determine which scenario has only one 
  true statement, proving that the innocent man is standing 
  in Noose 2 .
  Scenario 1: The innocent NPC is in Noose 1
  We can see that there are two truths . This Scenario must 
  be incorrect since two NPCs are telling the truth .
  Position
  Status
  Statement
  Result
  Noose 1
  Innocent
  “I’m innocent”
  True
  Noose 2
  Guilty
  “I’m guilty”
  True
  Noose 3
  Guilty
  “The person in 
  Noose 1 is guilty”
  False
  Scenario 2: The innocent NPC is in Noose 2
  We can see that there is only one truth . This scenario 
  must be the correct one since only one NPC is telling 
  the truth .
  Position
  Status
  Statement
  Result
  Noose 1
  Guilty
  “I’m innocent”
  False
  Noose 2
  Innocent
  “I’m guilty”
  False
  Noose 3
  Guilty
  “The person in 
  Noose 1 is guilty”
  True
  Scenario 3: The innocent NPC is in Noose 3
  We can see that there are two truths . This scenario must 
  be incorrect since two NPCs are telling the truth .
  Position
  Status
  Statement
  Result
  Noose 1
  Guilty
  “I’m innocent”
  False
  Noose 2
  Guilty
  “I’m guilty”
  True
  Noose 3
  Innocent
  “The person in 
  Noose 1 is guilty”
  True
  hints and Tips
  For players having trouble solving this puzzle, the 
  following clues can be provided by DMs to help guide 
  them towards a solution:
  • With a successful DC 12 Wisdom (Insight) check, a 
  character learns that the suspect in the 3rd noose is 
  telling the truth .
  • A successful DC 13 Intelligence check allows a 
  character to think about this logically and suggest they 
  should test the statements the suspects are saying with 
  the innocent suspect standing in each noose .
  • A character examining the suspects closely notices that 
  the suspect in the middle noose looks a little bit more 
  nervous than the other two with a successful DC 14 
  Intelligence (Investigation) check .
  Raising the Stakes 
  To increase the intensity and danger around this 
  encounter, the crowd becomes rowdy and exclaims 
  that justice be served quickly. The executioner is not a 
  patient man. If the party does not quickly decide who the 
  innocent suspect is, the executioner will hang all three. 
  This can be implemented mechanically by allowing no 
  more than three total skill checks towards determining the 
  truth. On the fourth skill check, the executioner throws 
  the switch, and all three are hanged.
  There’s also an opportunity to introduce consequences 
  if the group selects the wrong suspect. If the party 
  chooses incorrectly, and one of the doppelgangers 
  survives, it will grab the executioner’s axe and attack the 
  party once it has been freed from its noose.
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES 
  25
  Need a hand?
  Perplexity Rating: Hard
  A set of chains hang from the ceiling . 
  A deep, dark gap separates the party from 
  a shut door set into the sheer wall on 
  the opposite side . Hinges visible at the 
  bottom of the door indicate that it swings 
  down from the top, forming a drawbridge 
  that spans the gap . Several objects litter 
  the floor beneath the chains . Closer 
  examination reveals these objects to be 
  body parts of assorted shapes, sizes, and 
  states of decomposition . A severed hand 
  hangs from one of the chains, gripping it 
  tightly; its weight causes the chain to drop 
  a bit from its usual position . 
  The Puzzle
  There are four chains of differing length attached to the 
  ceiling . A severed hand, with most of its flesh still clinging 
  to the bones, hangs from one of the chains, pulling it 
  down noticeably . There are three detached body parts 
  scattered along the ground: 
  • A skeletal arm, including the hand and the arm bone up 
  to the elbow .
  • A severed foot, skin gray and slimy, a bone jutting out 
  from where it was once attached to an ankle .
  • A skeletal leg, including the foot and leg bone up 
  to the knee .
  A successful DC 12 Wisdom (Perception) or 
  Intelligence (Investigation) check reveals that the chains 
  control the drawbridge . Manipulating the chains in the 
  proper way lowers the drawbridge and allows the party 
  to cross the chasm . The severed hand clinging to the 
  chain should be an indicator that the party should use 
  the other body parts on the remaining chains . If this does 
  not occur to the group naturally by observing the scene, a 
  successful DC 11 Wisdom (Survival) check allows them 
  to draw that conclusion . 
  The Solution
  Solving this puzzle requires all four of the chains to be set 
  at the same position by hanging the various body parts 
  from them . When all four of the chains are evenly pulled, 
  the mechanism activates and lowers the drawbridge 
  across the chasm . 
  Positioning the chains properly relies on 
  understanding the relationship between the chains 
  and the body parts . Each chain has a specific amount 
  of resistance . Each body part weighs a unique amount . 
  That means there is one and only one combination of 
  body parts on chains that makes all the chains level . 
  The characters solve this mostly through trial and error, 
  though close observation of how the chains react to each 
  body part gives them clues . 
  There are four chains, which will be referred to as 
  A through D from left to right . Each chain has eight 
  possible positions . The first position is the topmost 
  position, which each chain assumes when there are 
  no body parts hanging from it . The final position is the 
  bottom position near the ground, which a chain could 
  enter when the heaviest body part is hung on the chain 
  with the least resistance .
  When the party first approaches the encounter, chains 
  A, B, and D will be in the highest possible position . 
  Chain C is the one with the severed hand attached and 
  is hanging down three notches, in the fourth position . 
  Refer to appendix I to better visualize the chains and 
  positioning .
  There are eight positions available for each chain . 
  The first position is the “empty” position when nothing 
  is attached to the chain . The remaining seven positions 
  indicate how far above or below the target position 
  each chain is situated . To visualize this and track the 
  positioning of each chain, conceptualize the positions as 
  a number line with three positions on the negative side, 
  three on the positive side, and zero in the middle . See 
  diagram 1 .5 for reference .
  The solution requires all four chains to be arranged 
  in the zero (neutral or middle) position . A chain reaches 
  this position when the body part matching its resistance 
  is placed onto it . If the body part’s weight is lower than 
  the chain’s resistance, then the chain is positioned higher 
  than the neutral position or in the negative portion of the 
  number line, by an amount of slots equal to the difference 
  between the two . If the body part’s weight is greater than 
  the chain’s resistance, then the chain will be positioned 
  lower than the neutral position, or in the positive portion 
  of the number line, by an amount of slots equal to the 
  difference between the two . 
  Diagram 1.5: Chain Positions and Arrangement
  
   26 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE PUZZLES
  The following table demonstrates the solution and 
  matching body part weights and resistances:
  Chain 
  Order
  Proper 
  Body Part
  Weight/ 
  Resistance
  A
  Severed hand
  4
  B
  Severed foot
  6
  C
  Skeletal arm
  5
  D
  Skeletal leg
  3
  The following tables indicate the chain positioning 
  for each possible combination: 
  Chain 
  Order
  Attached 
  Body Part
  Body Part 
  Weight
  Chain 
  Resistance
  Chain 
  Position
  A
  Severed hand
  4
  4
  0 
  (Solution)
  B
  Severed hand
  4
  6
  −2
  C
  Severed hand
  4
  5
  −1
  D
  Severed hand
  4
  3
  +1
  Chain 
  Order
  Attached 
  Body Part
  Body Part 
  Weight
  Chain 
  Resistance
  Chain 
  Position
  A
  Severed foot
  6
  4
  +2
  B
  Severed foot
  6
  6
  0 
  (Solution)
  C
  Severed foot
  6
  5
  +1
  D
  Severed foot
  6
  3
  +3
  Chain 
  Order
  Attached 
  Body Part
  Body Part 
  Weight
  Chain 
  Resistance
  Chain 
  Position
  A
  Skeletal arm
  5
  4
  +1
  B
  Skeletal arm
  5
  6
  −1
  C
  Skeletal arm
  5
  5
  0 
  (Solution)
  D
  Skeletal arm
  5
  3
  +2
  Chain 
  Order
  Attached 
  Body Part
  Body Part 
  Weight
  Chain 
  Resistance
  Chain 
  Position
  A
  Skeletal leg
  3
  4
  −1
  B
  Skeletal leg
  3
  6
  −3
  C
  Skeletal leg
  3
  5
  −2
  D
  Skeletal leg
  3
  3
  0 
  (Solution)
  hints and Tips
  For players having trouble solving this puzzle, the 
  following clues can be provided by the DM:
  • Characters examining and picking up the body parts 
  recognize that they each have a different weight to 
  them with a successful DC 11 Wisdom (Medicine or 
  Perception) check .
  • If the party is having trouble realizing that the chains 
  all must be level to lower the drawbridge, a successful 
  DC 12 Intelligence (Investigation) or Wisdom (Survival) 
  check reveals this mechanism .
  • After attaching several body parts to different chains 
  and watching the movements, a successful DC 13 
  Wisdom (Perception) or Intelligence (Investigation) 
  check divulges the requirement of hanging a specific 
  body part on its matching chain .
  Increasing the Challenge
  For a more difficult challenge, the DM can add more body 
  parts to the scene . There are still only four chains, but 
  including additional body parts increases the number 
  of possible combinations, making the solution harder 
  to find . These body parts can be of the same weights or 
  different weights from the body parts required for the 
  solution . Adding more body parts of the same weight 
  means the group is more likely to find a match on the 
  appropriate chain, though they are also more likely to 
  find a mismatched body part on the other chains . Adding 
  body parts of different weights means different results 
  to process .
  For a DM who really wants to take this to another 
  level, more chains can be added, and more positions can 
  be added to each chain . A puzzle containing six chains, 
  with twelve positions each, and twenty body parts to 
  sort through will challenge even the most intelligent and 
  seasoned players .
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE ADvENTURES 
  27
  The Adventures
  W
  hile the puzzles presented can be placed 
  into any campaign, this section presents 
  two original adventures that provide story 
  and context for those encounters . Each 
  adventure can be run as a standalone 
  experience or be placed within a larger campaign . The 
  encounters are chained together by comprehensive 
  stories that logically unfold with the adventurers making 
  their way through the puzzles and predicaments and 
  proving themselves worthy of the final goal .
  Where Heroes Lie begins as the party assists with the 
  resolution of a crime where the guilty party is not easily 
  identifiable . From there, the motives of the crime unlock 
  the secrets to a seemingly impenetrable tomb that holds a 
  powerful magic item .
  The Lost Lantern of Leonora calls on the heroes to 
  assist with an ancient threat that has resurfaced after 
  many years . A local leader has discovered an artifact 
  from the past that can thwart that threat, but the potent 
  item has been hidden away to keep it out of reach of those 
  who would misuse it .
  Where heroes Lie
  Sometimes the heroes do achieve their goals, but nothing 
  lasts forever . Mortality is a sad truth of life, but some 
  legends do persist through time . Songs, stories, poems, 
  and folk tales all serve the purpose of keeping the history 
  alive and remembering the brave deeds of those who 
  came before . 
  In this adventure, a foiled theft carried out by unusual 
  suspects leads to a treasure hunt that delves into the 
  history of heroes from the past . A crypt filled with puzzles 
  and traps reveal verses to a poem that recounts their 
  deeds . That poem holds the key to unlocking the tombs 
  and claiming a prize meant to be passed on to the next 
  group of worthy heroes .
  Background
  An adventuring party known as the Last Chance 
  Companions became well-known in some regions for 
  their brave escapades and bold exploits . One of their most 
  famous adventures was delving deep into a dangerous 
  dungeon to recover the Golden Scepter of the Ancients, 
  a powerful artifact lost for centuries . This was quite 
  possibly their crowning achievement and their most 
  prized possession .
  As sometimes happens with heroes, not all of them 
  survived the search for the scepter . Some lost their lives 
  during the quest . While those that did find it celebrated 
  the extraordinary accomplishment, they continued to 
  tempt fate . The idea of a quiet life of peace was boring to 
  them . As their adventures continued, their skills began 
  
   28 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE ADvENTURES
  to fade . One by one, the Last Chance Companions saw 
  their lives slip away .
  The Last Chance Companions had planned for this 
  eventuality . They made arrangements to all be buried in 
  the same crypt, along with the scepter . The crypt would 
  be protected by a variety of locks, traps, and puzzles . Only 
  the most worthy adventurers would be able to locate the 
  crypt, find the key, solve the puzzles, assemble the clues, 
  and claim the scepter as their own .
  An attempted robbery in a nearby town sets this 
  adventure in motion . By the end, the party will find the 
  crypt of the heroes and recover the Golden Scepter of 
  the Ancients.
  Adventure Summary
  The local authorities respond to a theft in town . The town 
  hall is broken into, and the staff of dragon’s breath is 
  stolen . While the guards quickly recover the stolen staff 
  and some other interesting items, they are confused when 
  three versions of the prime suspect are apprehended . 
  After the mystery of the three thieves is solved and the 
  innocent man’s life spared, the group takes a closer look 
  at the items recovered during the robbery . The pieces of 
  paper appear to be parts of a song or poem—potential 
  clues towards why the thieves were after the staff .
  The staff and clues lead the adventurers to the dragon 
  temple, a mysterious structure that is rumored to hold 
  great treasure, but none have penetrated and lived to 
  talk about it . With the aid of the staff of dragon’s breath 
  and some creative thinking, the party gains access to 
  the temple .
  The temple houses the crypt of the Last Chance 
  Companions and, with them, the Golden Scepter of the 
  Ancients. However, several puzzles stand between the 
  party and unlocking the crypt . Solving the puzzles reward 
  additional pieces of the poem, and piecing together the 
  poem holds the key to unlocking the crypt and claiming 
  the scepter .
  Adventure hooks
  This particular adventure is one where timing is 
  everything, so the hooks to bring the party into it are 
  going to be based upon them being in the right place at 
  the right time .
  Just Passing Through
  This connection is perfect for inserting this adventure as 
  the party travels from one place to another in the larger 
  scheme of things . They stopped here to rest and resupply . 
  Then, chaos erupts and they find themselves in the 
  middle of things .
  here for… Some Reason
  Alternatively, the party could have a good reason for being 
  here . That reason is largely up to the DM, but could be 
  a quest contact, a relative to visit, a faction contact, or a 
  shop that sells a rare item the party seeks . They could 
  have come to this town for any variety of reasons, and 
  now that they are here, things get interesting . 
  An Unusual Crime
  When citizens report a break-in at the city hall, the town 
  guards respond quickly . Witnesses saw a local food 
  vendor, Boris Bacla’va, fleeing the scene . The authorities 
  recover the staff and two cryptic notes stashed in a nearby 
  alley . The guards also capture Boris and bring him to 
  the local prison . However, what seems like an open and 
  shut case soon becomes much more complicated as three 
  separate guard patrols bring in three versions of Boris . 
  Among the guards is a student studying wizardry who 
  attempts to magically extract the truth from the three 
  suspects . However, the spell misfires and places the 
  suspects in a trance, leaving them unable to speak more 
  than a single line each . The spell attempting to extract 
  the truth has affected them differently, and the guards can 
  not understand how to identify the real Boris .
  The captain of the guards is reluctant to attempt 
  another magical solution after the first one backfired . 
  They are not inclined to trust locals who may have a 
  bias—good or bad—towards Boris . When the guards 
  begin to search for visitors they consider trustworthy 
  to help unravel the mess, they identify the party as a 
  potential solution .
  This encounter unfolds as described in the “To Tell the 
  Truth” puzzle . Please reference that puzzle for the details 
  on how this scene develops .
  When the party successfully identifies Boris and sets 
  him free, focus switches to the items found during the 
  robbery . The staff of dragon’s breath was taken from the 
  city hall, but two notes were also found with it . See part 
  numbers 1 and 2 in appendix G for the words written on 
  each note .
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE ADvENTURES 
  29
  The captain of the guard helps the party make the 
  connection . The staff of dragon’s breath has long been 
  rumored to be the key to entering the dragon temple 
  located to the southwest of town . The staff has been a 
  prized possession of the town for as long as anybody 
  can remember, so it wasn’t freely available for treasure 
  hunters to use to try to enter the temple . However, the 
  notes may be another part of the overall puzzle . Fearing 
  that additional thieves may come for the staff, the 
  captain agrees to let the party borrow it and explore 
  its connection to the temple .
  Making the Connection
  At the Dungeon Master’s discretion, making the 
  connection between the staff of dragon’s breath, the two 
  notes, and the dragon temple can be something that plays 
  out over the course of several social interactions . These 
  interactions can happen within the town itself over a 
  short time, or occur during an extended length of time as 
  the party travels around the world . 
  Similarly, while the adventure as written has all 
  the pieces of the poem placed within the temple itself, 
  those too can be spread throughout the realms in order 
  to extend and expand the reach of this adventure . By 
  dispersing the clues across distance and time, the 
  underlying story becomes a bit more mysterious, and the 
  final payout feels more rewarding to the players .
  The group is given a map leading to the temple . If the 
  DM chooses, random encounters may be used during 
  their journey to the location . Reaching the temple segues 
  into the Dragon Temple puzzle . Once the adventurers 
  solve that puzzle, they gain access to enter the temple .
  The Crypt
  As the group enters the temple, read or paraphrase the 
  following:
  As you walk through the doorway to the temple, a 
  set of stairs leads down into the darkness . After 
  descending, you face a long hallway that is lit by 
  torches spread evenly on all walls . On each side of 
  the hallway is three doorways, evenly spaced apart . 
  At the end of the hallway, 75 feet ahead, is a large 
  metal gate .
  At the end of the hallway is the actual crypt containing 
  the coffins where the heroes lie . The six rooms adjoined 
  to this corridor each contain a puzzle that award pieces 
  of the poem as well as unlock the gate guarding the final 
  crypt . The party may attempt the puzzles in any order, but 
  they must solve all six in order to gain access to the crypt .
  Each of the rooms labeled in map 2 .1 is associated 
  with a specific puzzle . The labels reference these puzzles, 
  and the text for each will describe modifications to the 
  encounters and the rewards once they solve each . See 
  appendix J for the player version of this map . 
  C1. Need a hand
  This puzzle is modified in that there is no drawbridge 
  present . The chains hang from the ceiling, and the body 
  parts are scattered about .
  Solving this puzzle results in two additional chains 
  dropping from the ceiling . The chains each have a hook 
  on the end . On the hooks are pieces of the poem, items 
  3 and 4 in appendix G .
  C2. The Devil Is in the Details
  With this puzzle, there is no artist present in the crypt . 
  Instead, a note is nailed on the wall between the two 
  paintings . The note reads, “When all the differences you 
  see, worthy of the prize you shall be .” The party must 
  identify all ten differences between the two paintings by 
  touching them on the canvas .
  Map 2.1: The Heroes Crypt
  1 square = 5 feet
  
   30 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE ADvENTURES
  When this puzzle is solved, a stone in the floor in 
  front of each painting pops open . Lifting the stones 
  reveal small compartments beneath the floor . In the 
  compartments are pieces of the poem, items 5 and 6 in 
  appendix G .
  C3. Punch Board
  There are no changes to this puzzle . It can be run as 
  explained in the original description . The reward found 
  in the appropriate hole is a piece of the poem, item 7 in 
  appendix G .
  C4. The Skeleton Court
  This puzzle can be run as written . When the group solves 
  this puzzle, all three skeletons open their mouths, and 
  pieces of paper emerge from each . These are items 8, 9, 
  and 10 in appendix G .
  C5. Potion Maker
  Solving this puzzle leaves the group with a final potion . 
  The character who drinks the potion has their vision 
  modified with a strange purple filter . The filter allows 
  them to see a previously invisible chest stashed in the 
  corner of the room . Inside is a piece of the poem, item 11 
  in appendix G .
  C6. Water Weight
  For this puzzle, the setup is the same . However, when 
  the gate opens, instead of it being a doorway that allows 
  the party to advance, it reveals an alcove built into the 
  wall . Within the alcove is a piece of the poem, item 12 in 
  appendix G .
  C7. Tales from the Crypt
  The party must have solved all the previous puzzles 
  before the gate into the crypt slides open . The door to 
  the crypt is sealed with powerful magic and cannot be 
  opened by magical or mechanical means .
  Piecing together the poem and solving the final puzzle 
  will reward the group with the item they seek, the Golden 
  Scepter of the Ancients.
  Conclusion
  Having claimed the scepter, the party has proven 
  themselves worthy to carry on the legacy of the Last 
  Chance Companions . If they return the staff of dragon’s 
  breath to the town they borrowed it from, they are 
  welcomed as heroes for having conquered the mystery of 
  the dragon temple . Should they decide not to return the 
  staff of dragon’s breath, it is likely that they will soon find 
  themselves with a bounty on their heads for its theft .
  Possession of the scepter might come with its own 
  set of problems, as the original owner or new potential 
  owners may come seeking it now that it is out in 
  the world . 
  The Lost Lantern 
  of Leonara
  A powerful artifact was hidden away decades ago to 
  prevent it from falling into the wrong hands . Now, a 
  new threat is rising, and that artifact may hold the only 
  hope for defeating it . It will take more than bravery and 
  strength to recover the artifact, as several puzzles have 
  been placed to guard its resting place . Only a group of 
  adventurers with wits as sharp as their swords have 
  a chance to recover the item and save the region from 
  certain doom .
  The Lost Lantern of Leonara is an adventure designed 
  for a party of four to six 4th-level characters . It can be 
  scaled up for higher level characters by following the 
  guidelines in the “Scaling the Puzzle Difficulty” section 
  found in the Introduction .
  Background
  Lady Gelabri is the Mayor of the town of Goodmeadow 
  located in the kingdom of Amn . Strange occurrences in 
  the region have caught her attention . Sudden eclipses of 
  the sun have cast shadows over fields of crops for hours . 
  Entire sections of ancient forests have shriveled up and 
  died . Nocturnal creatures have been seen roaming the 
  countryside in broad daylight . Gigantic burning pyres 
  have suddenly been snuffed out with no apparent reason .
  Lady Gelabri has contracted local explorers and 
  scholars to investigate . She has personally examined 
  many books looking for clues as to the cause for these 
  abnormalities . After weeks of exploration, study, and 
  experiments, the investigators have all agreed upon a 
  single conclusion: the Dimness has returned .
  The Dimness last appeared two centuries ago and 
  hadn’t been seen since--until now . According to history 
  books, its source was traced to demonic activity in 
  the Underdark . Adventurers far and wide came to the 
  region to assist with stopping the spread of Dimness, but 
  nothing worked . Adventurers that didn’t perish in their 
  attempts to stop it were touched by the curse and haunted 
  by terrible nightmares for the rest of their lives .
  When a wizard of little renown came to investigate, 
  most thought she would fail and perish as so many before 
  her . What they didn’t realize was Leonara Remsen was 
  uniquely suited to deal with this threat . Leonara came 
  from a long line of spelunkers and miners, generations 
  of which explored caves and mines searching for secrets 
  and treasure . She spent years honing these skills before 
  she began the study of wizardry . This gave her a unique 
  perspective regarding light and shadows, and she 
  continued to study the unique aspects of both during her 
  study of magic .
  Leonara developed a special lantern that had an 
  extraordinary effect on shadows . The magical device not 
  only cast its light on the shadows and made them vanish, 
  it made them disappear permanently . Leonara was 
  able to demonstrate this effect on some of the Dimness 
  that had recently appeared . It was effective in removing 
  it entirely .
  The leaders of the region assembled a group of 
  warriors to escort Leonara to the deepest depths of 
  where the shadow originated . The party fought several 
  nasty beings that had taken refuge within the shadow’s 
  gloom, but the lantern did its job, destroying the 
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE ADvENTURES 
  31
  Dimness as it touched it . Slowly but surely, the Dimness 
  was completely eradicated, and the region was safe 
  once again .
  Leonara was granted an honorary title, and a statue 
  was erected in Keczulla in her honor . However, with the 
  power of her lantern now well known, she worried that 
  forces of evil would try to obtain it for foul purposes . 
  Although the shadows of the Dimness were bad, the 
  existence of shadows within the world still played an 
  important part in maintaining the environment and 
  balance within nature . She decided to hide the lantern 
  away in a vault protected by many puzzles .
  Now the Dimness has returned, and Leonara’s 
  Lantern appears to be the only hope for pushing it 
  back before its shadows—and the creatures that lurk 
  within them—overwhelm the region . Lady Gelabri has 
  summoned a band of brave and clever adventurers in 
  hopes they can conquer the puzzles in the vault and 
  recover the Lost Lantern of Leonara.
  Adventure Summary
  The Lost Lantern of Leonara begins with the party 
  meeting with an important local figure who is desperate 
  for help against a growing threat . She had local scholars 
  do some research and believes she has discovered the 
  existence of an ancient artifact that can be used to defeat 
  the threat .
  Unfortunately, the artifact (a magical lantern imbued 
  with extraordinary powers) is hidden in a chamber 
  guarded by a variety of challenging and deadly puzzles . 
  She seeks out brave and clever adventurers who have 
  a chance of defeating the puzzles and recovering 
  the lantern .
  The first clue leads to a dormant portal hidden deep 
  in a nearby forest . Activating that portal leads the party 
  to the vault where the lantern is kept and leads them 
  through a series of puzzles, each one more dangerous 
  than the last .
  When they reach the final room, the group encounters 
  a vault guardian unlike anything they’ve encountered 
  before . As time slips away, the heroes will have to act 
  quickly and decisively or risk losing the lantern forever .
  Adventure hooks
  There are several ways to pull the characters into this 
  particular adventure . Lady Gelabri is desperate for help, 
  and she doesn’t trust any of the people around her to 
  be clever and strong enough to defeat the challenges of 
  the vault . 
  Traveling Through Amn
  Giving the party a reason to travel through the region 
  will allow them to experience some of these unusual 
  circumstances firsthand . The group crosses paths 
  with several locals, who confirm their suspicions about 
  strange activity . The locals suggest they visit Lady 
  Gelabri in Goodmeadow to learn more .
  Faction Connection
  A senior member of a faction that one of the party 
  members belongs to sends a letter requesting aid . In the 
  letter, the faction contact mentions that they have some 
  agents investigating the events, and they fear this could 
  be tied to a dangerous threat from the past . The party is 
  to report to Goodmeadow and meet with a faction agent 
  there for further instructions . 
  history with the Lady
  The background of one of the characters could provide a 
  connection to Lady Gelabri herself . This could exist in the 
  form of family relationships, familiarity with the region, 
  a debt owed from the past, or one of many possible 
  links between one of the characters and Lady Gelabri 
  that could cause her to reach out to the party in this 
  time of need .
  An Audience with the Mayor
  Regardless of which story hook is used, the tale 
  begins with a meeting between Lady Gelabri and the 
  adventuring party . She explains the sudden onset of 
  the mysterious shadowy events, and how she and her 
  advisors have connected these incidents to something 
  called the Dimness, described in history books from 
  centuries ago .
  When it last occurred, the Dimness was repelled 
  by a hero named Leonara Ramsen and the effects of a 
  magic lantern she had created . Lady Gelabri can share as 
  much of the background story with the party as they are 
  interested in hearing . She wants to be fully transparent 
  with them, and has nothing to hide . 
  
   32 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | ThE ADvENTURES
  Lady Gelabri explains that after it was used to ward 
  off the Dimness, the lantern was hidden away in a 
  secret vault, guarded by several puzzles and traps . Their 
  research has pointed toward an ancient portal that lies 
  dormant in the nearby forest . Its presence is well known, 
  but nobody has discovered what it is for or how to activate 
  it . She suggests that the party begin there .
  The vault
  Finding the portal is not difficult, though Lady Gelabri 
  will provide an escort to the location if one is requested . 
  Upon reaching the portal, the party finds an electrical 
  current charging a portion of the structure . A successful 
  DC 12 Intelligence (Arcana or Nature) check concludes 
  that this current has only recently appeared, perhaps an 
  effect of the ongoing return of the Dimness . 
  For this encounter, please refer to the puzzle entitled 
  “Ride the Lightning .” Once the puzzle has been solved and 
  the portal has been activated, the characters may step 
  through it and enter the vault .
  The other side of the portal leads to a round room with 
  doors on all sides . The portal itself opens a few feet above 
  the ground in this room, and those passing through it 
  drop harmlessly onto the floor . For this first room of the 
  vault, please see the encounter “Time Will Tell .” Choosing 
  the proper door at the correct time of day will lead the 
  party deeper into the vault .
  The next section in the vault is the room as described 
  in the puzzle “Name That Tune .” The adventurers have 
  to solve the musical puzzle—and avoid the pitfalls if they 
  make mistakes—in order to advance deeper into the vault .
  The rooms between “Name That Tune” and the next 
  puzzle are connected by a long and twisting hallway . 
  For DMs interested in adding a bit more combat to this 
  adventure, this tunnel is the perfect spot for an ambush .
  Upon reaching the end of the tunnel and walking 
  through an open door, the group finds themselves locked 
  in the room described by the “Me and My Shadow” 
  encounter . The party must defeat the shadow creature 
  before the doors unlock and they can advance .
  The next challenge that awaits them is the “Boulder 
  Dash” encounter . They have to remain nimble and clever 
  to avoid the boulder and grease traps that make up this 
  perplexity . 
  Having survived all those impediments, the group 
  finally reaches the final encounter . In this room, the 
  lantern is hidden in one of many crates . “The Talking 
  Scale” encounter awaits them here and will determine 
  the final outcome of their journey . If the party solves the 
  final puzzle and claims the lantern, they may return to 
  Lady Gelabri with their prize .
  Conclusion
  Lady Gelabri is overjoyed and appreciative that the 
  lantern has been retrieved . She rewards the party with 
  2,000 gold and a ring of telekinesis . She is anxious 
  to see the lantern put to immediate use to drive back 
  the Dimness .
  The adventure continues if the party is interested in 
  helping thwart the Dimness . Lady Gelabri trusts them to 
  wield the lantern themselves, and directs them towards 
  the locations where the Dimness has become most 
  troublesome . Additional dangers and creatures surely 
  await the heroes as they battle the strange darkness .
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX A: MAgIC ITEMS 
  33
  Appendix A: Magic Items
  The Lost Lantern of Leonara
  Wondrous Item, legendary (requires attunement)
  The lantern has 10 charges . While holding it, you can use 
  an action to expend 1 or more of its charges to cast one 
  of the following spells from it, using your spell save DC: 
  light (1 charge), dancing lights (1 charge), branding smite 
  (2 charges), guiding bolt (1 charge), dawn (5 charges), 
  wall of light (5 charges), sunbeam (6 charges), or sunburst 
  (8 charges) . Undead targets have disadvantage on saving 
  throws against these spells .
  The staff regains 1d6 + 4 expended charges daily at 
  dawn . If you expend the last charge, roll a d20 . On a 1, 
  the lantern blackens, turns to dust, and is destroyed .
  Magnifying glass of X-ray vision
  Wondrous item, very rare 
  While holding this magnifying glass, you can use an 
  action to speak its command word . When you do so, you 
  can see into and through solid matter for 1 minute . This 
  vision has a radius of 30 feet . To you, solid Objects within 
  that radius appear transparent and don’t prevent light 
  from passing through them . The vision is blocked by 
  more than 1 foot of stone, 1 inch of common metal, 3 feet 
  of wood or dirt, or any thin sheet of lead . 
  You must complete a long rest before using this 
  item again .
  The golden Scepter of the Ancients
  Rod, legendary (requires attunement)
  The scepter has a rounded head, and it functions as a 
  magic mace that grants a +3 bonus to attack and damage 
  rolls made with it . It also has the following additional 
  properties: 
  Rubbing the rounded head turns it into a crystal ball 
  that allows the user to cast commune allowing them to 
  ask 3 questions and seeing the answers as visions in the 
  crystal ball . The crystal ball needs 1d6 days to recharge 
  before it can be used again .
  PA20 Potion
  Potion, very rare
  The Maker: PA20 can only be consumed by the person 
  who brewed it . It is physically impossible to drink 
  this potion if you didn’t brew it . The liquid will refuse 
  to leave its container as if it’s being stopped by an 
  invisible barrier .
  The Effect: Upon drinking this potion, you will be imbued 
  with luck for up to 3 hours or 1 minute depending on 
  how well the potion was brewed . Whenever you make 
  an attack roll, ability check, or saving throw, you may 
  roll an additional d20 . You use this effect after the 
  original roll, but before the outcome is revealed . You 
  choose which of the results is used for the attack roll, 
  ability check, or saving throw .
  Staff of Dragon’s Breath 
  Staff, very rare (requires attunement by a druid, sorcerer, 
  warlock, or wizard)
  This staff can be wielded as a magic quarterstaff that 
  grants a +2 bonus to attack and damage rolls made with it . 
  It also has the following additional property: 
  Burning Fire Breath. As an action, you smash the 
  butt of the staff into the ground releasing a thin sheet of 
  flames from the mouth of the dragon’s head that is on top 
  of the staff . Each creature in a 15-foot cone must make a 
  DC 14 Dexterity saving throw . A creature takes 3d6 fire 
  damage on a failed save, or half as much damage on a 
  successful one . The fire ignites any flammable objects in 
  the area that aren’t being worn or carried . This ability can 
  be used up to 3 times per long long rest .
  At Higher Levels. When using this ability, add 1d6 
  fire damage per attuned character at levels 4, 8, 12, 
  16, and 20 .
  
   34 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX B: CREATURES
  Appendix B: Creatures
  Shadow Creature 
  Medium undead, unaligned
  —
  Armor Class 13
  Hit Points 58 (10d10 + 3)
  Speed 0 ft.
  —
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 5(−3) 
  16(+3) 
  1(−5) 
  6 (−2) 
  1(−5)
  —
  Damage Immunities all damage unless vertical on a wall
  Condition Immunities charmed, deafened, exhaustion, 
  frightened, prone
  Challenge 4 (1,100 XP)
  —
  Attach. Before the first round of combat begins, the shadow 
  creature attaches itself to any character it chooses.
  Actions
  Slap and Scratch. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning plus 7 (2d6) slashing 
  damage, and the target takes 2 (1d4) necrotic damage at the 
  start of their next turn.
  Collapse. As a bonus action, the shadow may collapse into 
  the floor, unattaching itself from its current target. It then 
  attaches itself to a new target and positions itself in any 
  direction. 
  Riddling Rats 
  Tiny beast, unaligned
  —
  Armor Class 11
  Hit Points 5 (2d4)
  Speed 20 ft.
  —
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   4(−3) 
  12(+1) 
  10(+0) 
  2(−4) 
  10(+0) 
  4(−3)
  —
  Challenge ⅛ (25 XP)
  —
  Keen Smell. The rat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Sickly Saliva. If the rat pierces the skin on a bite attack, its 
  saliva seeps into the blood stream of its target that causes 
  confusion on a failed DC 8 Constitution saving throw.
  Actions
  Bite. Melee Weapon Attack: +1 to hit, reach 5ft., one target. 
  Hit: 2 (1d4) piercing damage.
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX C: PUNCh BOARD 
  35
  Appendix C: Punch Board
  
   36 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX D: ThE DETAILS
  Appendix D: The Details
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX D: ThE DETAILS 
  37
  
   38 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX E: MUSICAL NOTES
  Appendix E: Musical Notes
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX F: ThE LIghTNINg PORTAL 
  39
  Appendix F: The Lightning Portal
  
   40 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX g: ThE SONg OF hEROES
  Appendix g: The Song of heroes
  Part 
  Number
  Lyrics
  1
  When he passed away on one rainy day 
  The scepter was clutched in his coffin
  2
  The second to die was the rather large guy 
  But fell to a sword through the chest
  3
  The forest elf fought a lich by herself 
  And that was the end of her story
  4
  These heroes and friends met untimely ends 
  As they looked for the scepter of gold
  5
  The last one alive was glad to survive 
  Though thought about his lost friends often
  6
  Now four did remain through hardship and pain 
  They found what they long did seek
  7
  The friends carried on and tried to stay strong 
  At least they still had each other
  8
  The tiefling wizard got caught in a blizzard 
  And died from the frost and the cold
  9
  The thief did not make it when she tried to take it 
  The scent of her burnt flesh did reek
  10
  The rest carried on and sang a sad song 
  In his memory though kept on their quest
  11
  Those that survived did claim the prize 
  And shared it as they sought out more glory
  12
  The halfling bard took it twice as hard 
  When a vengeful gnome murdered his brother
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX h: POTION MAkINg 
  41
  Appendix h: Potion Making
  Workstation Contents
  • A scroll with instructions written on the front .
  • The back of the scroll contains a diagram of 
  connected gears .
  • Three cauldrons filled with water, each cauldron 
  seemingly made from a different material .
  • A wooden spoon . 
  • A gas burner with a knob to control the flame .
  • A small flower pot with a small patch of grass 
  growing in it .
  • A rack with three vials: One contains a dark red liquid 
  labeled “dragon blood,” the second contains a light 
  red liquid labeled “vampire blood,” and the third 
  vial is empty .
  • An hourglass with markings indicating number 
  of minutes .
  • A set of three empty glass vials: One with a triangular 
  base, one with a square base, and one with a 
  round base . 
  Scroll Instructions
  Three cauldrons are before you, each brewing a brew. 
  You can only use one, which will you choose.
  Cast Iron, or Pewter, and even Steel. 
  Which is the best? I’ll make you a deal. 
  Think long and hard because if you are right 
  the potion you brew can help in a fight.
  What color flame are you going to use, 
  the colors of the rainbow can help you choose. 
  Red, yellow, green, there’s even blue, 
  indigo and violet are in this view. 
  One color is missing; it’s the flame you need. 
  Turn the knob so your potion can feed.
  Now is the time to add the grass. 
  Just a few, don’t you pass. 
  Let your knowledge of nature guide you, 
  how many blades will you do?
  Three vials lay before you labeled one, two, and three. 
  Which do you trust to be swallowed by thee? 
  One is dragon’s blood, so strong and so fierce, 
  perhaps this will allow the potion to pierce. 
  The second is blood of a vampire deceased, 
  so cold yet pure, cursed you’ll need a priest. 
  Three is empty and waiting to be filled, 
  would you submit your blood if it was willed? 
  Now you must choose and pour it at will, 
  and watch this potion begin to fill.
  Now it is time to stir your brew, 
  but how many times should you do? 
  Stirring in the right direction is important, 
   or you’ll break this creation. 
  Follow the gears here abound, 
  track them going round and round. 
  From start to finish you can see 
  the direction that your stirring should be. 
  Also count how many gears 
  cause that’s how many time you should stir I hear. 
  It has had enough, it’s time to sit. 
  Let it simmer for a bit. 
  Using your knowledge of arcane and magic 
  how many minutes? Too many will be tragic. 
  Once again three vials await, 
  but these are empty out of the gate. 
  Choose the right vial to pour in your brew. 
  Choose incorrectly, it may turn to goo. 
  Circle? Square? Or the triangle vial? 
  You’re about to complete this potion trial. 
  Now pour into the vial that has two sides. 
  If you’ve done well, you’re in for a surprise.
  
   42 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX h: POTION MAkINg
  The gears
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX h: POTION MAkINg 
  43
  how to Use the 
  Progress Tracker
  Place each character’s name into a column . As the 
  characters progress through the recipe, mark a check 
  for a correct solution or an X for an incorrect solution . 
  Then add the number of X’s per each character and 
  write the total in the Character Fails box . The Character 
  Fail number is result that is applied to that character’s 
  concoction .
  Potion Results
  Number of 
  Incorrect Steps
  Result
  0
  Brews a perfect vial of PA20. 
  Will have luck for the full 3 hours.
  1
  Brews an imperfect vial of PA20. 
  Will have luck for 10 minutes.
  2
  Brews a potion of greater healing.
  3
  Brews a potion of poison.
  4
  Brews an inert liquid. The vial is filled 
  with brown colored water.
  5
  As the character is pouring the potion 
  into the final vial, it comes to life in the 
  form of a gelatinous cube and attacks 
  the character.
  6
  As the character is pouring the potion 
  into the final vial, the potion explodes 
  and does 5d10 fire damage to all 
  creatures in a 25-foot radius. 
  Progress Tracker
  Characters
  Step
  Correct Solution
  1
  2
  3
  4
  5
  6
  1
  Cast Iron
  2
  Orange
  3
  DC11 Skill Check
  4
  Their Own Blood
  5
  14 Counter Clockwise Rotations
  6
  DC12 Skill Check
  7
  Circle Vial
  Character Fails:
  
   44 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX I: NEED A hAND ChAINS
  Appendix I: Need a hand Chains
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX J: MAPS 
  45
  Appendix J: Maps
  J1. The harp Room
  
   46 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX J: MAPS
  J2. The heroes Crypt
  
   
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX J: MAPS 
  47
  THIS PAGE INTENTIONALLY 
  LEFT DEADLY
  
   48 
  PUZZLES, PREDICAMENTS, AND PERPLEXITIES II | APPENDIX J: MAPS
  Also on Dungeon MAsters guilD, the ORIGINAL VOLUME…
  Puzzles, Predicaments, and PerPlexities
  A new unofficial supplement on DMs Guild may become my 
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  A clever adventurer will find 
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  and therein lies the true prize.
  —Rezinar Remsen
  
   A Challenge  of
  Wits and Reason
  Adventurers need much more than just brute force, 
  magical powers, and nimble moves in order to survive 
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  Puzzles, Predicaments, and Perplexities II contains a 
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  ◆
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Steve Jaspor Orr/Steve Jaspor Orr - Puzzles Predicaments and Perplexities II.pdf