Pale Mountain: Puzzle


Doomsday Dawn Game Master Feedback


I'm one of those people who likes solving puzzles on my own as a player, rather than simply making a bunch of skill rolls for my character to do it. I noticed that there is an intricate puzzle in Pale Mountain, so I wrote up an actual puzzle to go with it. It still incorporates the same skill rolls as the written adventure, so I don't think it will impact play-testing significantly.

It is a bit lengthy tho. If anyone is interested, I can either post it here, or I can send it via private message/email.

Sczarni RPG Superstar 2014 Top 16

That sounds cool! :-)


Post it here, I'd love to see it. I was also a bit disappointed to see that the puzzle was just a bunch of skill rolls, with no option for the players to figure it out. I suppose it's to make a uniform environment for testing purposes?


Pathfinder Adventure Path Subscriber

Same here. I'd be very interested in reading what you made of it, either here or in a mail.

Thank you for sharing your work!


I'm interested in it using it. My players will do the second half of Pale Mountain next week so that will be perfect.


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Enjoy :) Let me know if you have any questions!

Replace the text in the first three full paragraphs on page 29 with the following:

The magical runes portrayed on each elemental emblem on a ring can be deciphered to reveal a puzzle. Each emblem contains a theory about that particular element, as discovered or researched by Tular Seft. However, the words for all four elemental theories are mixed together, and only the words corresponding to a single element must be selected in order to activate that ring.

The following words and phrases, in order, are placed around each elemental symbol in groups of four. The player characters must determine which words or phrases, one from each group of four, when strung together, describe each elemental theory. Only one word or phrase from each group of four will be used in a theory. All words and phrases are eventually used, so no word is used twice for an element.

1. the nature of air
2. the nature of earth
3. the nature of fire
4. the nature of water

5. is diffuse
6. is position
7. is life
8. is power

9. sustenance
10. connections
11. relationships
12. dominance

13. in different forms
14. in a circular path
15. that pass energy
16. between similar materials

17. metamorphosed
18. quickly
19. combined
20. enslaved

21. from solid
22. but unstoppable
23. through heat
24. through alchemy

25. in liquid matter
26. to non-solid matter
27. in its environment
28. to solid matter

29. the spheres
30. the mysteries
31. the light
32. the gifts

33. of the plane of air
34. to the plane of fire
35. in the plane of water
36. in the plane of earth

37. the flame
38. the sun
39. the metal
40. the crystal

41. crystals
42. towers
43. spheres
44. stars

45. are merely
46. are actually
47. are solved in
48. are named by

49. the seekers of
50. the provenance of
51. an examination of
52. a creation of

53. trade
54. enchantment
55. mystery
56. properties

57. unquenchable
58. by Shaitan
59. of dust
60. between fire

61. and earth
62. and unknown
63. and lightning
64. magic

It is probably a good idea to number index cards and write the words on them, so the players can move them around. If you want to make the puzzle easier, you can use only cards 1 through 28. If you want a harder puzzle, use all 64 cards.

The players can attempt to solve this puzzle on their own. However, it is very likely that they will need clues in order to do so. An Arcana, Nature, Occultism, or Religion check of DC 25 will reveal three correct words or phrases for an emblem. The DC is reduced to 20 for an emblem into which an elemental gem has been placed. This skill check can be repeated with another full hour of study, if necessary, until all words are successfully revealed.

In addition, a PC can attempt to sabotage an elemental emblem with a successful DC 19 Thievery check. This will eliminate incorrect words from that ring. For the easy version, this will reveal six words or phrases that are incorrect for that ring. For the harder version, it will reveal twelve. Thievery can only be used in this way once per emblem.

Once the puzzle is solved for an emblem, a character can select the correct words by touching them, causing them to shimmer and glow. Entering in the correct code takes one round, after which the ring rotates counterclockwise, so that the elemental emblem lines up between the stone door and the central dais. Once all four are in a line, the double door to areas C5 grinds open. There is no penalty for entering an incorrect code. Thus, once the characters have narrowed things down to a few possibilities, they can simply guess.

The correct answer to the puzzle is below:

The nature of air is diffuse connections that pass energy quickly from solid to non-solid matter. The mysteries of the plane of air, the metal spheres, are solved in an examination of the properties of dust and lightning.

The nature of earth is position, relationships between similar materials, metamorphosed through heat to solid matter. The light in the plane of earth, the sun crystals, are merely a creation of enchantment by Shaitan magic.

The nature of fire is power, dominance in a circular path, enslaved, but unstoppable in its environment. The gifts to the plane of fire, the crystal towers, are actually the provenance of trade between fire and earth.

The nature of water is life, sustenance in different forms, combined through alchemy in liquid matter. The spheres in the plane of water, the flame stars, are named by the seekers of mystery, unquenchable and unknown.


Pathfinder Adventure Path Subscriber

Hi there!

I wanted to pop back in to thank you again. I translated your puzzle (since we play in French) and used it in the playtest to turn this part of the adventure into more than just a bunch of skill checks, and that was fun!


Balsamic Dragon wrote:

Enjoy :) Let me know if you have any questions!

...

Thank you for your work! In my preperation for this part of the adventure I came across this thread and love the idea.

One thing I changed though (even if it probably isn't necessary): I added a fifth option to most of the list (not the "nature" and "plane" parts). Otherwise, after three solved lines, the fourth is apparent, as it's the only one remaining.
From your work, it was quite easy to find additional parts that generally fit.


Dalvyn wrote:

Hi there!

I wanted to pop back in to thank you again. I translated your puzzle (since we play in French) and used it in the playtest to turn this part of the adventure into more than just a bunch of skill checks, and that was fun!

I'm glad you liked it! And I'm fascinated to know that it worked in French as well :)


Franz Lunzer wrote:
Balsamic Dragon wrote:

Enjoy :) Let me know if you have any questions!

...

Thank you for your work! In my preperation for this part of the adventure I came across this thread and love the idea.

One thing I changed though (even if it probably isn't necessary): I added a fifth option to most of the list (not the "nature" and "plane" parts). Otherwise, after three solved lines, the fourth is apparent, as it's the only one remaining.
From your work, it was quite easy to find additional parts that generally fit.

That's a good way to make it harder, yeah :) My party found it pretty challenging already, but they were kind of tired (they hit the puzzle at the end of a late night session!)


So, on Saturday my group managed to get to the Puzzle part of the adventure.

I (naturally) first made the mistake to let them try out single parts, like: "I'll push 'The nature of fire' and 'is power'. What happens?"
Which lead to them having a rather easy time. After the third wrong try I started to have the one trying take damage related to the first part, increasing with every try.
That stopped that tactic, thankfully.

With the rogue having previously broken his only thief's tools (a natural one at the worst possible time) and not having bought replacement, and not wanting to fight the elementals, they resorted to rolling Nature checks.
I changed the dynamic here a bit as well: if they didn't roll high enough, I told them a possible combination, with the remark that the character isn't entirely sure all the parts are correct, depending on how high or low the roll was. That's when the additional parts I created came in nicely.

The players really liked the way that puzzle was presented, so after they had finished I had to make it clear, that the adventure did not have the puzzle in the form they encountered it, so as to not skew with the feedback of this part.

Thanks again, Balsamic Dragon!


Impressive work there! Due to time issues I probably won't use it, but that is the true power of having a community like this - making the good Content of Paizo even better by filling in the gaps they don't have the place for!

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