
Third Mind |

As the title asks, below is a puzzle room I made for an upcoming custom campaign. I'm still a new DM so I don't know if I'm making the puzzle too hard or the "encounters"/traps for that matter.
Without further ado here it is (so far): (warning: Lots of text)
Riddle / Clue “Surrender your arm unto ME and you will be freed.”
Hidden items: Gold colored twine (for the Norn) is hidden under a large loose stone in a dark corner of the room.
Idea: There are 4 rows of 4 statues each, 16 total. Each statue is of a different creature / thing, it’s name starting with a different letter of the alphabet.
Example: A for angel, B for Butcher, etc. The players must surrender their arms unto the statues whose general names start with M and E in order for the door to be unlocked. Surrendering their arms unto other incorrect statues has dire consequences.
Room description:
The heavy door slams shut behind you and locks as you enter a room that is completely built of large stone slabs, water leaking into parts of the room, four rows of statues lie waiting inside of this 50ft x 50ft wide and 30ft high ceilinged room, rubbles piling up in the corners of the room. At the other end of the room is a sturdy looking wooden door with steel reinforcements, a sentence engraved above it, the door is securely locked with no door handle or keyhole. The sentence reads, “Surrender your arm unto me and you will be set free.”
There are four rows of four statues, each with a 5ft space between the other. Each appears to be a different creature or being of some kind.
List of creatures / things for statues:
1) Angel: A statue of an extremely attractive female angel stands in front of you. She is holding a large sword with both hands slightly above her head in mid swing, a furious look in her eyes, her legs spaced apart one resting atop a rock of sorts, the other standing firmly upon the floor the rock is resting on, her tunic knee length parting at the side of the thigh, lifting up with the leg resting on the rock.
{If the player attempts to place their hand anywhere inappropriate (buttocks, under skirt, chest, mouth) the angel will swing its sword downward upon the molester. 15 reflex, +7 to hit, 1d8 + 2}
2) Butcher: A large rotund and menacing looking butcher stands before you, his right hand held out as if holding something or ready to hold something, his other arm held back holding a large butcher’s knife back as if ready to chop, the butcher’s face showing anger.
{If the player places his or her hand in the butcher’s open palm, they must first make an escape artist check or strength check (DC 10) to attempt to escape his now rock hard grip. Then they must make a reflex check to avoid the butcher’s blade heading towards their arm. If the attack connects the player takes 1d6 damage and -2 to attacks made with that arm until the damage is healed.}
3) Crocodile: Rearing up from the floor in front of you is a crocodile, its jaw gaped open as if about to strike down upon its next meal.
{If the player places their arm into the crocodile’s mouth, they must make a reflex save of 15 or be attacked by the crocodile (+5 bite to hit) and possibly be grabbed for a death roll. Normal grapple rules to escape if grabbed.}
4) Demon: A fat, disgusting looking demon is on all fours making a crazed face towards you, it’s tattered wings large, it’s pointed tail curling upwards towards its back.
{If the player finds the only place available to put their arm (i.e. the demons poop-shoot) through a perception check and places their arm inside of it, they are automatically stuck. The demon then begins to fly up to the ceiling (30 ft., 3d6) and 1d3 rounds later “pushes” out the player causing fall damage, then returns to its position.}
5) Earth Elemental: A large rock, tree and mud earth elemental stands before you, its pose signifying defiance and rage, claws clenched closed.
{If the player places their arms inside the crevice of the earth elemental’s chest, they immediately get absorbed into the earth elemental’s body. They are completely safe, unharmed and able to breath, however they cannot speak to the other player(s) nor move until the earth elemental releases them (Either when the other player places their hands in the mermaids grip or passes out / dies.) If another player places their arm into the mermaid’s arms the room will fill with water and then the earth elemental will trudge over to the door beating it down. The room will then drain of water and each player will be released.}
6) Flytrap: A giant flytrap plant statue stands before you, its “mouth” open complete with pointy teeth all alongside it’s edges.
{If the player places their arm into the flytrap’s trap they are immediately attacked, a reflex of 15 can save them from the attack initially, if they fail the save the attack continues on. +6 to hit, 1d8 + engulf. If engulfed, they do not take damage, instead they are held there indefinitely for 1d6 minutes.}
7) Genie: A complex statue of a genie floating upon a roiling mist sits before you, one arm crossing its body the other arm extended as if for a handshake of sorts. The genie is smiling.
{If the player attempts to shake hands with the genie the genie grasps their hand, nodding a few times. Then the player must make fortitude save or else be changed into the opposite gender. This is a curse and can only be broken through use of remove curse [Which they’ll meet a cleric soon enough to remedy this.]}
8) Hydra: A 5-headed snake like hydra looks in numerous directions, one head peering down at you who stand before it, its maw open jagged teeth and all.
{If the player attempts to offer their arm to the mouth of the hydra they are attacked once and only once unless the player returns their arm to the hydra’s mouth. 1d8 + 3 damage, +6 to hit. If they attack the hydra in attempt to escape a head will fall off, immediately spawning two new heads. If another player is adjacent to the hydra, it will attack them at the same time as the one whom offered their arm.}
9) Inevitable Marut: A menacing looking knight in heavy armor, only black underneath it, stands before you a great sword resting on his shoulder, the other hand out as if expecting payment.
{If the player places their hand into the hand of the Inevitable Marut it will immediately get angered, as it was not paid. The player must then make a will save vs 21 or else be under the effects of fear.}
10) Jorogumo: A beautiful long haired woman with legs of a spider coming out of her back stands in front of you, her delicate hands reaching out as if meant for a loved one.
{If the player places their hand into the hands of the Jorogumo’s hands, they must make a will save of 19 or be under the suggestion that the demon’s hole is the hole that will get them out of the room.}
11) Kangaroo: A content looking kangaroo sits back on its haunches and tail directly in front of you, it’s arms back, it’s pouch slightly open.
{If the player places their hand into the kangaroos pouch, they must make a reflex save or get kicked by the kangaroo. 1d6 damage and knocked tripped prone. No reflex due to hand being caught in pouch.}
12) Lich: A disturbing, decrepit looking lich stands, leaning on a staff that’s being held in its left hand, it’s right hand open and palm is turned partly downward.
{If a player offers their hand to the lich’s hand, they must make a will save or be cursed with blindness until they leave the room. Crossing the threshold of the room to the next room relieves the player of the blindness.}
13) Mermaid: A cute mermaid sits perched upon a giant sea shell, both arms reaching for something, yet nothing lies in her palms, as she looks upwards towards the far edge of the ceiling.
{If the player places their arm into the mermaid’s hands, the mermaid immediately grabs the player’s arm her face changing to one of worry. Water begins to pour into the room at a high rate 6 rounds until the room is filled. As long as the player is within the mermaids grasp they are able to breath water and do not drown nor need to make checks for drowning.}
14) Norn: This statue of a towering stern looking woman with braids stands before you looking as if it lost something, one hand holding shears up, the other empty as if in confusion.
{If the player places their hand into the Norn’s hand, the Norn looks to them irritated tossing the hand to the side, then snips her shears twice at the player not as an attack but as if the player was being annoying. (Considering having the Norn force players to make second saves with its normal shift fate ability until the players place twine into its hand. The twine being found in the room somewhere hard to find.}
15) Ooze: A large bean shaped ooze sits in front of you motionless as anything else in the room, however it seems to be more of a liquid stone unlike anything the others are made of.
{If a player places their hand into the ooze, they immediately take 1d6 acid damage.}
16) Pixie: An extremely small statue lays at the center of a pedestal, looking upwards, arms raised and palms open.
{If the player places their finger onto the pixies hands they must make a will save of 14 or be confused for 1d4 minutes (I amped it up a bit)}
After leaving the room, as a reward the warden offers 2 vials of cure moderate wounds to the players, one for each player.
2nd room (battle room) – 4 dice, one chance to live
Players each roll 1 d6 dice. 1 d6 is to determine a random weapon they’ll receive for the fight. A red d6 dice is to determine what creature they’ll be forced to defeat before moving on to the next room.
This room is going to be used on 2 level 3 characters of currently unknown classes. I tried to dumb down the attacks and if they get too much damage, since this will be at the beginning of the game. I'm going to have the pass out and wake back in the jail cell they started in before the warden allowed them to go through the gauntlet to free themselves. That way they can try the room again.

mplindustries |

Ok, first question this set up screams to me is:
"WHY?"
Seriously, why is this room set up that way? Who built it? Why construct it this way?
I also don't think the riddle makes much sense--at least not unless you make it clear somehow that the statues can be abbreviated by their initial letters. Otherwise, you'll be looking at frustrated players randomly molesting statues and taking hits until they get lucky.

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I like it.
just a couple of things to look at:
1) look up the dc's for the monster statues... so u don't have to go digging through the books when they try every knowledge check in the book
2) you are probably going to get an argument if one of the pc's is a rogue when he tries to disable the statues and you say they are not trapped. my way of dealing with that would be either to make all the statues trapped with dcs in the 25-30 range
3) I might change some of these that are categories of creatures to an actual creature .. for example a genie could be considered either a djinn, efeeti etc the inevitable is a marut.. or the demon if they couldn't figure out the the type would make it difficult .. u could use a dretch..except it has hands for one of these.
I like that the puzzle rewards the pcs for figuring it out ,but if they can't they can pass it by trial and error

Third Mind |

"WHY?"
Seriously, why is this room set up that way? Who built it? Why construct it this way?
It is set up in a special prison. The warden offers the players to go through his gauntlet and if they succeed they go free. Thing is, most don't succeed....ever. (although the pcs are meant to). So they prison uses this as sort of a way to both make money and raise workers moral. They either hired or have a wizard and workers on hire to make such items.
I also don't think the riddle makes much sense--at least not unless you make it clear somehow that the statues can be abbreviated by their initial letters. Otherwise, you'll be looking at frustrated players randomly molesting statues and taking hits until they get lucky.
I can understand this. Perhaps capitalizing the word ME or putting a space in between the M and the E. or even just saying "Surrender your hand unto M&E, etc..." I shall have to work on that.
I like it.
just a couple of things to look at:
1) look up the dc's for the monster statues... so u don't have to go digging through the books when they try every knowledge check in the book
I was originally just going to tell them what they're looking at outright like in the short descriptions of the statue (minus the dangers). That being said, I suppose I could have them do knowledge checks, but that might make the puzzle even harder for them as is. I'll think this over for sure though.
2) you are probably going to get an argument if one of the pc's is a rogue when he tries to disable the statues and you say they are not trapped. my way of dealing with that would be either to make all the statues trapped with dcs in the 25-30 range
I shall do so, thanks for the suggestion. 30 it is.
3) I might change some of these that are categories of creatures to an actual creature .. for example a genie could be considered either a djinn, efeeti etc the inevitable is a marut.. or the demon if they couldn't figure out the the type would make it difficult .. u could use a dretch..except it has hands for one of these.
Interesting point. May take some re-writing and changing of creatures but I'll definitely consider it. Thanks.

Skevich |
So I just wanted to point out one small problem with this puzzle.
The Inevitable Marut should be Marut, Inevitable. This isn't an enemy type but a specific enemy. Inevitable would be the general type of enemy so this should be the "M" category given the description in the puzzle. I fixed this by making it a statue of the Inevitables instead of a specific one.