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# The Book of Vile Math

Puzzles and Problems invoking the Dark Mathematical Gods


by Doug Strain

# 1st Circle: Limbo


Enter the Infernal Realm

liberate tutemet ex inferis

Be warned! As you delve into the pages of this tome, you risk the fate of many
before you who have become lost in the pursuit of knowledge and power. The secrets
contained within these pages are not for the faint of heart nor the weak of will.
Many a wizard has perished or become hopelessly lost in this maze of obscure
theorems and unintelligible equations, never to emerge again from their towers.
Should you choose to venture forth, be wary and take heed, for you may find
yourself spiraling down a path of madness and despair, muttering gibberish to
demons who care not for your sanity. This tome traces the path of the great wizard
Dante Alighiebria through the circles of mathematical hell. The power these
secrets bring come at a great price, and I beg you now to return this book to where
you found it.
- Mordenkainen of Oerth, Preface of the Infernus Mathematicum</b

This book contains a collection of puzzles, traps, and encounters that can be used
in Dungeons and Dragons games. Most of the puzzles are generic and can be adapted
to any setting or system, and some of them even have variable levels of difficulty
to challenge more advanced players with mathematical aptitude. Puzzles range
widely both in difficulty and in the amount of mathematical influence, so there
should be options for a wide variety of players and settings.

Certain puzzles are intentionally left vague, particularly those in the


cryptography section, so that they can be customized to fit any campaign. You can
use those cryptography tools as guides to hide specific messages within your game.

These puzzles are ideal for after-school or library activities, those looking to
incorporate math or academics into their games, or for game masters running
campaigns with academically inclined players. They also provide a fun challenge for
groups whose players have grown overconfident in their ability to solve all of the
puzzles encountered thus far in their campaign.

## Contents

This tome is divided into nine parts, representing the nine circles of the infernal
realm. In each part, a dark art of vile mathematics will be revealed unto you:

1st Circle: Limbo. The introduction to the infernal mathematical realm. Equip
yourself with the tools and background knowledge required to navigate the
treacherous path that lies ahead.
2nd Circle Isomorpheus. Immerse yourself in the realm of numbers, sequences, and
series. Manipulate mathematical patterns and unlock the secrets they hold.
3rd Circle Asmodus Ponens. Engage in logical puzzles of deduction, straining your
reasoning and critical thinking skills to the limit.
4th Circle Vectorna. Dare to explore geometrical and spatial puzzles that
challenge your perception and spatial awareness.
5th Circle Lucypher. Learn the art of cryptography and the creation of
challenging codes. Use encrypted messages to bewilder your players.
6th Circle Bathomatter. Puzzles and traps. that explore mysteries of physics,
space-time, and the nature of reality.
7th Circle Orcalculus. This section dives into computation, algorithms, and
finite state machines.
8th Circle Baalzgebra. Embrace the art of careful counting and combinatorics.
Players will need focus and precision to solve these intricate puzzles.
9th Circle Primeval Demonstras. Brace yourself for a collection of miscellaneous
and devilishly difficult puzzles. Beware, for this realm holds the greatest trials,
where only the boldest and most determined dare to tread.

Each puzzle is split into several sections. An introduction, which explains how
the puzzle can be used and occasionally contains an example box text that can be
read aloud to the players. Puzzle Features explains the parts of the puzzle that
the characters can interact with and how they can be manipulated. Solution
describes a potential solution to the puzzle. Beware though, this is a book from
hell and not all solutions are given! Hints provides skill checks that the players
can use to get more information or hints to solve the puzzle. Dungeon masters can
feel free to be creative and give more hints than these if the players get stuck.
Lastly, an Alternatives section that explains different ways to use the puzzle and
contains easier or harder versions of the puzzle.

Every puzzle is labeled with an approximate difficulty ranging from easy to very
hard. Puzzle difficulty can vary widely based on the composition of the players,
their experiences, and sometimes the blind luck of random inspiration. The hints
and alternatives sections can aid in adjusting the difficulty if needed.

## Adjusting trap difficulty

Traps and skill checks throughout this booklet are not annotated with a difficulty
class (DC). The following table gives suggested values for skill check DC for
different levels and tiers. Feel free to adjust as circumstances require.

For levels 1st–4th, Easy:12, Medium: 15, Hard: 18


For levels 5th–10th, Easy:14, Medium: 17, Hard: 20
For levels 11tht–16th, Easy:16, Medium: 19, Hard: 22
For levels 17th–20th, Easy:18, Medium: 21, Hard: 24

Likewise, damage rolls are not specified in the sections below. Instead,
qualitative descriptions are given. Use the table below as a guide for matching
these descriptions up with rolls. As usual, feel free to improvise based on the
condition of the party.

For levels 1st–4th, Setback:1d10, Dangerous: 2d10, Deadly: 4d10


For levels 5th–10th, Setback:2d10, Dangerous: 4d10, Deadly: 10d10
For levels 11th–16th, Setback:4d10, Dangerous: 10d10, Deadly: 18d10
For levels17th–20th, Setback:10d10, Dangerous: 18d10, Deadly: 24d10

## Raising the Stakes

The puzzles below mostly describe a static room or place. If the situation calls
for a leisurely puzzle, where the solutions can be worked out with careful
reasoning, you can use the encounters as written.
For more hectic puzzles, consider adding dynamic elements to the scene to increase
the tension. Some examples:

Monsters enter the room, forcing the players to split attention between them and
the puzzle.
A strong force of monsters is searching the area or trying to break in, causing the
players to hurry and get a solution before being overwhelmed.
A natural disaster looms, giving a time limit to the encounter. (e.g. A tsunami
threatens to obliterate the island ruins unless entry is first discovered).
Other dangers (falling sand, room collapsing, water filling up the room) place a
strict time limit on solving the puzzle.
A rival group of adventurers is coming (or has already passed through) and the
puzzle must be solved and reset before they arrive.

## The Journey Begins

The field of mathematics is vast and full of intricacies, puzzles, problems, and
obscure facts waiting to be discovered. The puzzles presented in this guide are
just a small subset of the many possibilities that math offers for creating fun and
interesting challenges. By exploring other areas and concepts of math, you may
uncover new ways to test your players' skills and knowledge. Let this guide serve
as a starting point for your own puzzle creation and feel free to experiment with
other mathematical concepts to create an endless variety of engaging puzzles.

#### Canto I; The Vestibule

Midway through these thoughts of mind,


Through rows of book, so dark and blind.
Downward stairs, so dark and deep,
A stygian room where tomes did sleep.
I knew not what this journey held,
But in the darkness I felt compelled.
In that place, on the world's border,
I met one sent by the Ultimate Order
Euclid, one of math's legends, here did rest.
Awaited to guide me on his quest.
"Fear not, dear Dante, you walk not alone
For I guide those who seek to atone"
He would convey me along this fate
and showed me glyphs high on this gate:

Abandon hope, all ye who calculate


Within me, the realm of unyielding hate
Where equations twist and numbers burn.
For righteous proof, the damned will yearn.
Their lies and fallacies no longer impress.
Eternally within does their orbit precess.

II 2 6

#### Math Riddles

These riddles can be used at any time to inject a bit of mathematical knowledge and
trivia into the adventure. They can be asked by a wizard, monk, or even a magical
disembodied voice in order for the party to prove their worth. These are riddles
which can be used to stump the party. They are roughly ordered from easiest to
hardest.

The base of binary, the first of my kind.


Another even prime you will not find.

Answer: 2, the only number both even and prime

They say that the numbers have no end,


but I'm last in a language of an old trend.
When spelled with symbols from ancient Rome,
I'm the final entry in a lexical tome.

Answer: 38, XXXVIII would be last in a dictionary of Roman numerals.

Beware the sharpness of my edge,


When standing on my infinite ledge.
Fashion me with a single long band,
and see your right become the left hand.

Answer: Mobius Strip, a one-dimensional non-orientable surface.

My surface is twisted, my edges are curled,


a shape that is both bizarre and unfurled.
My inside is outside, not a front or back,
I cannot be forged without making a crack.

Answer: Klein Bottle, a four-dimensional object made by attaching two Mobius strips
end-to-end.

I am the god with twenty different faces.


You'll find me in a good many places.
My twelve spiky points, beware and be wise,
When used, I can deliver a painful surprise.
One hundred thirty-eight point one nine,
My favorite angle is, oh, so divine.

Answer: Regular Icosahedron (ie. a d20)

The number of digits, the base of all power


To leave a sum total, all products I devour.

Answer: Logarithm. The [floor of the] Logarithm is the number of digits in a base.
log(xy)=log(x)+log(y).

Intricate beauty within a complex realm.


Infinitely smooth, my twists overwhelm.
Square me and add me, forever again.
My patterns repeat, I stay in my bin.

Answer: The Mandelbrot Set, a continuous but endlessly complex fractal created by
iteratively applying x -> x*x + c

My digits are three, and none of them prime.


Don't underestimate me, I'm quite sublime.
Add up all of my factors: it's more than myself.
But, none of them together sum to my self.

Answer: 836, the second "weird number".

My divisors are plenty and sum to twice my worth.


Who am I, this number that's perfect from birth?
Answer: 496, the third "perfect number".

Subtract one from a prime power of two. I am the smallest one not prime myself.

Answer: 2047, 2^11-1, the smallest composite Mersenne number with prime exponent.

I'm a number hard to find, buried deep in pi's design.


My two digits seem mundane, but in pi, I'm the last of my kind.

Answer: 68. The two digit number that appears last in a decimal expansion of pi.

We are a pair of numbers, friendly and fair.


We're not too big, we're not too rare.
Add up our factors, and the other you'll find.
We're the first of our kind, the amicable bind.

Answer: 220 and 284, the first 'amicable numbers' whose divisors add up to each
other.

My digits are three, unlike most human kind,


Upside down or backward, the same you'll find.
I'm larger than my twin, a special pair,
Our natures are primal, a trait so rare.

Answer: 181. The larger of twin primes (179 is prime too) which is both a
palindrome and the same when turned upside down.

# 2nd Circle
##### Isomorpheus, Lord of Numbers

Those who have learned to walk on the threshold of the unknown worlds, by means of
what are commonly termed the exact sciences, may then, with the fair white wings of
imagination, hope to soar further into the unexplored amidst which we live. - Ada
Lovelace

Welcome to the realm of Isomorpheus, the demon lord of numbers, who reigns over the
second circle of hell. Isomorpheus is the master of numerical sequences and
mathematical puzzles and uses his love of math to ensnare bold and brash
adventurers who dare to cross his path.

His followers are equally adept at using numbers to their advantage. They revel in
coding keys to cryptic puzzles, using numerical schemes to create intricate mazes
that only the most astute can solve. For them, numbers are also a way to keep their
secrets, rituals, and maps hidden from prying eyes.

## Mathemagical Path
### Difficulty: Medium

In this puzzle, the players must cross a room with a floor covered by numbered
tiles. This works well for any dungeon or trapped mansion.

The air in this rectangular room is chilly and still, and the faint scent of damp
stone fills your nostrils. The room is dimly lit by flickering torches mounted on
the walls, casting long shadows across the floor. Beyond the entryway, the entire
floor is covered in a grid of numbered tiles. Each row has tiles with every digit
from 0 to 9, arranged in a seemingly random pattern. The tiles themselves are made
of rough brown stone without variation in texture or color. A piece of parchment
is tacked to the wall near the entryway.

Puzzle Elements: The parchment has the following clue:

Round and flat, with fruit or meat,


Sweet or savory treat, which cannot be beat.
This tasty creation, baked or fried,
A favorite dessert, or a hearty side.

Stepping on an incorrect tile causes the character to be shocked with a *Setback*


amount of lightning damage. Alternatively, a false step could cause a fall into a
pit trap.

Solution: The riddle refers to a 'pie' and the correct sequence to follow is the
digits of &pi; (pi): 3 then 1 then 4 then 1 and so on, eventually forming the
digits of &pi; (3.141592653589...).

Alternatives: Other irrational numbers can be used in the same manner, such as:

* e: The parchment could read: “The most common mathematical number in the
dictionary." A more technical puzzle involving the definition of e could also be
used.
* Golden ratio: The golden ratio 0.5 times (1+sqrt(5)) = 1.6180339887... can also
be an interesting and challenging solution to a puzzle.
* Area of the mandelbrot set: Areas of common geometrical objects can be shown on
a wall with their respective areas computed. Next to this is the diagram of the
fractal Mandelbrot set (shown stylistically on the cover). Characters must
determine the approximate area to cross the space.

VIII 9 2

## Weighty Decision
### Difficulty: Medium

This puzzle involves using a balance to detect a uniquely weighted item out of
identical objects. This classic puzzle is perfect for situations where a "true"
object or relic must be distinguished from fake copies, whether they are coins,
crowns, relics in a temple, or any other object. For instance, players might need
to determine which egg(s) are real dragon eggs among a batch of fakes.

Once inside the fabled sanctuary, you can see the reliquary where the dragon egg is
kept. Unfortunately, the real dragon egg seems to be mixed in with a large
collection of imposter eggs, designed to thwart those who would take the egg.
Nearby, a magical scale rests on a stone ledge.

Puzzle Features. The collection contains 27 eggs, of which one is real and weighs
more than the fake eggs. A magical balance can weigh two equivalent numbers of
eggs. If one side contains the heavier dragon egg, it will sink. If neither side
contains the dragon egg, the balance will stay even. The number of dragon eggs
must be the same on both sides for this to work. A dial in the middle of the scale
denotes that the scale has 3 charges left.

Solution. The party must divide the eggs into three groups (9 eggs in each group).
Which group contains the real egg can be determined by weighing two of the groups.
If the scale remains balanced, it is in the third group. This can be repeated for
groups of 3 and then with groups of 1 to determine the real egg within three
weighings.

Alternative puzzles. The following can be substituted to make a more difficult


puzzle:

(Medium) Out of 16 otherwise identical eggs, one is a dragon egg. The dragon egg
has a different weight, but we do not know if it's heavier or lighter. The scale
can only be used four times.
(Medium-Hard) Out of 12 otherwise identical eggs, one is a dragon egg. The dragon
egg has a different weight, but we do not know if it's heavier or lighter. Can you
figure it out while only using the scale three times?
(Medium-Hard) Given 9 coins, identify which are gold coins and which are copper
coins painted to look gold. You may use the scale six times and may use gold and
copper coins in your possession already.
(Hard) Out of 22 eggs, two are heavier dragon eggs. Find both in only five uses of
the scale.

#### Canto II; Limbo

My guide led me through hell's awful maw


To the first of many sites that we saw,
We traveled through an endless gloom,
For then we saw this hidden tomb.
They squandered gifts, now wander in woe,
Murky transit through twilight Limbo.
A solemn place for these Erudite,
In math, their souls did not delight.
In frivolous literature, they placed their dreams,
and now in silence, call quiet screams.
Talent strives without an insight or reprieve.
In pure math, these scholars did not believe.

## Stupefying Spiral
### Difficulty: Easy-Medium

This puzzle works best in a dungeon crawl but can be used in other situations where
an intricate puzzle or device hides either a secret or the way forward.

As you enter the round room, you notice a bowl in the center containing various
tokens with important symbols of the world. Mathematical symbols and numbers line
the walls of this room. A slot in the wall of the room is the perfect size for
sliding a token into.

Puzzle Features: Around the room, in a never-ending spiral, are a series of


fractions:

4/1 - 4/3 + 4/5 - 4/7 + 4/9 - 4/11 + 4/13 - 4/15 + ...

The bowl contains symbols representing the deities of the pantheon, the schools of
magic, and other important symbols of the world. Mixed into this are various
geometric shapes, such as a hexagon or rhombus.

The adventurers must figure out which token to slide into the slot in order to
reveal the way forward. Choosing the wrong token may result in a penalty, such as
electrocution or a ceiling dropping down.

Solution: The series of fractions adds up to the number π (3.14159...), which is


the area of a circle with a diameter of 1. The correct token to slide into the slot
is the circular token from the bowl, which will reveal the way forward (e.g. a door
slides open or stairs downward appear).

Alternatives: For a slightly more tricky problem, the correct geometrical symbol
could be a semi-circle, since half the circumference of a circle is π.

Hint: With a successful Investigation (Intelligence) check, a character may realize


that there are two types of tokens in the bowl: those representing entities in the
world and plain geometric shapes.

## Crafting Conundrum
### Difficult: Medium

This puzzle works well for crafting a special potion or artifact that should
require some challenge.

Puzzle Elements: A particularly dangerous and volatile chemical requires special


containers to hold. If poured into a normal vessel (or a measuring device), it
will melt the container and drip onto the floor, causing a messy and dangerous
spill. The chemicals are currently stored in two full 10-gallon containers within
the alchemist's laboratory.

This alchemical recipe calls for *exactly* 2 gallons of this chemical, held within
two separate containers. However, the alchemist only has a 3 gallon and a 5 gallon
receptacle that can handle this dangerous solution. The alchemist will be very
upset if you spill the chemical or damage any other containers.

Solution: The following steps can be used to get 2 gallons in each container.
Each step has the status of the jugs after pouring in this order (3 gallon, 5
gallon, 10 gallon, 10 gallon)

1. Fill the five gallon container. (0, 5, 5, 10).


2. Fill the three gallon with the five gallon. (3, 2, 5, 10).
3. Pour the three gallon back into the 10 gallon. (0, 2, 8, 10).
4. Pour the five gallon into the three gallon. (2, 0, 8, 10).
5. Fill the five gallon with the partial 10 gallon. (2, 5, 3, 10).
6. Top off the three gallon with the full 10 gallon. (3, 5, 3, 9).
7. Pour the three gallon back into the mostly empty ten. (0, 5, 6, 9).
8. Pour the five gallon into the three. (3, 2, 6, 9).
9. Top off the mostly full ten with the five. (2, 2, 6, 10).

Other acceptable solutions exist if the players find them.

Hints: A Wisdom saving throw will help the character realize that working
backwards may help to find a solution.

An Intelligence saving throw will help the character realize they should write down
possible combinations of bucket levels in a tree until the solution is reached.

Alternatives: Other combinations can make it more difficult and more annoying to
solve. Splitting a full 24 gallon container into three containers with 8 each if
you only have two empty 13 gallon jugs and a full 11 gallon container can make for
a more difficult puzzle. Starting with two full 23 gallon jugs and two empty 21
gallon jugs and trying to get 11 gallons in each can make for a particular tedious
recipe.

## The Titration Pit


### Difficulty: Easy

This trap can be substituted for any suitably complex pit trap.

Puzzle Features: The puzzle begins with the players trapped at the bottom of one of
two pits, having fallen in by accident, entered through a one-way door, or some
other means. Each pit has a ladder with 100 rungs leading to a locked trap door in
the ceiling that cannot be opened. Two thirds of the way up the ladder is a pair of
water-tight doors that can be sealed with a spinning wheel, allowing players to
move between the two pits. Slightly higher up, a round one-inch wide pipe connects
the two pits, with a heavy iron chain in the middle that is far out of reach.

As soon as the players enter the pits, the trap is triggered and acid begins
pouring from pipes in the wall. The liquid causes a *Dangerous* amount of acid
damage if touched. In one of the pits, a large pipe dumps acid that causes the
level to rise rapidly at a rate of 6 rungs per round. In the other pit, a series of
small pipes release acid that slowly but steadily fills the pit. An additional pipe
is activated each round, causing the acid to cover an increasing number of rungs:
one rung on the first round, two more rungs on the second round, three more rungs
on the third round, and so on.

The players must escape the pit before being submerged in acid.

Solution: Once the acid reaches the pipe near the top, it will melt the chain,
causing the trapdoors on the top to release and open. So, the players must
determine which side will fill first.

The first side will flow in at a constant rate of 6 rungs per round. The second
will add an extra rung per round each time, leading to an increasing flow as more
pipes turn on. This will cause the total number of rungs submerged to increase
quadratically, in what are called *Triangular* numbers.

Alternatives: This puzzle tests the player's ability to measure a linear rate of
flow versus a quadratic rate of flow. Other functions can be used to test the
party's math, including cubic, exponential, or logarithmic rates of flow. As long
as the players have a way to realize what the rate of flow will be, they can
calculate the sum or integral to find the correct pit to stay in.

## Digit Locks
### Difficulty: Medium

This puzzle involves opening a hidden chest and is applicable wherever players can
find a hidden treasure.

You find a chest made of sturdy oak and reinforced with iron bands.
As you approach it, you notice intricate carvings with ancient symbols and
inscriptions. Two heavy metal locks warded with arcane mathematical symbols secure
the chest. Each lock on the chest has a combination with three numbers.

IX 8 6

Puzzle Features. The complex locks on the chest require a three-digit combination
to open. Each digit has the digits one through nine (no zero). The top of the
chest is inscribed with this message:
For each of the lock's combinations, multiply the sum and product of its digits to
open the lock.
Each lock has a combination with three numbers. The message means that, if you sum
the digits of the number together and then multiply that with the product of the
digits, it will be the number itself. Any attempt to subvert the locks triggers
the magical wards which cause a Dangerous amount of poison damage.

Solution. The combination to the first lock is 135, since (1+3+5) x (1 x 3 x 5) =


135. The combination to the second lock is 144, since (1+4+4) x (1 x 4 x 4) = 144.
These are the only two valid combinations, so the adventurers must use them to open
the locks and access the chest.

Hints. A Charisma saving throw may help the players understand the meaning of the
message. With a successful Wisdom (Perception) check, the characters may find
scrawlings of a previous adventurer that tried to solve the puzzle, such as '234:
(2+3+4) x (2x3x4) = 9 x 24 = 216 not 234! ' or '*2^i 3^j 7^k or 3^i 5^j 7^k'.

## The Star-Crossed Portal


### Difficulty: Medium

This puzzle can be used as a door within a maze or as the entrance to a dungeon.
This puzzle requires the use of a special stylus or wand to draw shapes on the
door. This wand can be found nearby or can be the subject of a side quest to find
it.

You find yourself standing in front of a large stone door, etched with strange
symbols and patterns. As you approach the door, you notice a series of pentagons
carved into the surface of the stone. In the center of the door, an inset square
panel a foot wide contains five circular indentations, arranged in a star shape. An
inscription above this panel reads:

Discover all the constellations on the celestial map


in order to open the star-crossed path.

Puzzle features: The inset panel is a square about one foot wide and one foot
tall, carved into the surface of the stone door. Lines can be drawn between five
circles, arranged in a pentagon shape, inside the square.

The players will need to use a stylus or some other writing implement to draw each
of the 34 unique graphs with 5 vertices on the door. As they draw each graph, that
shape will light up within one of the grooves, and a faint humming sound will be
heard. Once all 34 graphs have been drawn, the door will unlock and can be opened.
Only uniquely shaped graphs will be accepted. For example, a graph with one line
only counts as a single solution, regardless of which two points it connects.

Hints: An Intelligence (Investigation) check reveals that the etchings actually


describe the 11 unique graphs with four vertices (as shown below) and provide a
hint on what needs to be done:

A Wisdom (Perception) check can notice that there are 17 pentagon grooves on each
side of the door, implying the total number of solutions is 34.

Solution: The solution is to draw all 34 non-isomorphic combinations of graphs


between five points.

Alternatives: For added difficulty, the door could release magical energy that
causes radiant damage if an isomorphic shape is drawn that already appears in the
list.
For an extremely chaotic puzzle, a time limit could be set on the puzzle. For
instance, the players have to come up with all 34 shapes before they are
overwhelmed by incoming monsters.

VIII 2 2

## Narcissistic Numbers
### Difficulty: Easy-Medium

This puzzle can be used as a way to secure a door with a mathematical riddle.

Past a wall of tilted mirrors, an intricately carved stone door blocks the way
forward. An inscription curved along the top of its frame reads: Speak the number
and enter.</div Several numbers appear etched into the door.

Puzzle Features: The numbers, written from top to bottom read:


1, 11, 21, 1211, 111221, 312211.

Solution: Similar to another famous fantasy door, the solution to this puzzle is
extremely literal. The numbers in the sequence are created by describing the
previous term using numbers. For instance, "21" is one "2" followed by one "1",
hence, 1211. The next term in the sequence is "13112221". Once this number is
spoken, the door opens.

Hints: An Intelligence (Arcana) check reveals the fact the numbers likely form a
sequence whose next number is governed by some rules. A Perception or
Investigation check reveals that all the mirrors are pointed towards the door (how
narcissistic!). A Wisdom saving throw guides characters towards realizing that the
inscription has a very literal meaning.

## Gnome Catapult Testing


### Difficulty: Medium-Hard

This puzzle works well if the party needs a favor, invention, or money from gnomish
inventors, or other eccentric merchants.

A group of gnomes is testing a new catapult and needs to know the tensile strength
of Hippogriff eggs for their invention. (It's best not to ask too many questions
where gnomish artificers are concerned). They need to know, to the closest foot,
how many feet from zero to one hundred a hippogriff egg can be dropped without
cracking. They only have two spare Hippogriff eggs, but will pay handsomely to a
party that can determine the answer.

Puzzle features: If the egg doesn't break at a certain level, it will not break at
any lower level. If the eggs break at a certain level, it will break at any level
above.

Each trial takes thirty minutes, to lift the players to the specified number of
feet using the gnomish elevator and to set up the measurements. So, it is
important to do the experiment in as few trials as possible.

Solution: There are many ways to do this, but the algorithm that guarantees the
shortest upper bound would be to check a 14 foot drop. If that succeeds, check the
27th, 39th, 50th. 60th, 69th, 77th, 84th, 90th, 95th, then 99th foot. If any of
these fail and the egg breaks, then check the levels in order from the last level.
For instance, if the egg breaks on the 39th foot, check 28 to 38 feet in order.
This ensures the proper level can be found within 14 tries (7 hours).
## Periodic Portals
### Difficulty: Easy

This puzzle can be set in any place where there are multiple passages to get
through to the next area, but they are tricky to progress through. This puzzle
could be placed in a (magical or conventional) factory where timed magical force
fields or machinery blocks the way forward. This puzzle is ideal for situations
where there is pressure to solve the puzzle quickly (e.g. to avoid enemies or flee
a collapsing structure).

Puzzle Features: The party enters an area with five exits. Magic portals (or
moving machinery) block the way forward. On regular intervals (every round for
combat, or every minute for non-combat), the combination of doors changes. The
first few combinations are:

Only the second and fifth door open.


Only the third door opens.
The first and fourth door open.
No doors are open.
Only the second door opens.
Only the first door opens.
Only the third door opens.
Only the fifth door opens.
The first, second, and fourth door open.

Solution: The first door opens every three intervals. The second door opens every
four intervals. The third, fourth, and fifth door open every five, six, and seven
intervals, respectively.

Alternatives: Instead of magical force fields preventing the way forward, this
could be heavy machinery (such as a compactor at a factory), moving stone plates,
or any other sort mechanism that blocks the way forward on a regularly timed
interval.

For added difficulty, all the players may need to enter different doors at the same
time, which requires precision and understanding of the timing.

The timing sequence could also be made more complicated. For instance, the doors
could change the frequency on which they open (for instance, the first door could
open only on prime numbered intervals. The others could only open on perfect
squares, perfect cubes, triangular numbers, or using other sequences).

# 3rd Circle
##### Asmodus Ponens, Demon Lord of Logic

To unfold the secret laws and relations of those high faculties of thought by which
all beyond the merely perceptive knowledge of the world and of ourselves is
attained or matured, is an object which does not stand in need of commendation to a
rational mind. - George Boole

Asmodus Ponens, the demon lord of logic, rules the third circle of mathematical
hell. He delights in putting people into difficult and pathological situations
where the wrong answer leads to pain and hardship. However, Asmodus Ponens will
always give mortals a chance to survive, but they must use rigorous logic to
succeed.

I 9 5
## Will o' the Cup
### Difficulty: Medium-Hard

This puzzle can be used in a place where there is a game of chance, or when they
need to best a trickster or wizard to learn information. This adaptation of "Fox
in the Hole" involves finding a Will o' the Wisp in a series of cups.

"Very well," the Trickster says with a smirk. "But first, you must prove your
worth. I have hidden a Will o' the Wisp under one of these cups. If you can guess
correctly, I will answer your question. But be warned, it will cost you 1 gold
piece per guess." With a flourish, the Trickster waves his hand, causing a gust of
wind and a flash of blue light. The Wisp has disappeared under one of the cups on
the table.

Puzzle Features. The Trickster has presented the party with a challenge - they
must guess which of the five cups on a table contains a hidden Will o' the Wisp.
However, the Wisp is sly and will always be under a cup that the party does not
choose, as long as it is possible for it to do so. Every time the party makes a
guess, they will hear a whooshing sound. Blue light moves between the cups on every
possible path that the wisp could take.

Behind a DM screen, mark five boxes where the Wisp could be hidden and place a
marker or die in each box. When the players make a guess, remove the die from the
chosen box and move all the remaining dice to an adjacent unchosen box. For
example, the die in the rightmost box can be moved to the box on its left. If a die
is in the center, it can be moved to either the left or the right. You may need to
use another die to cover both options. If no options are available for the wisp to
move to, remove the die. This simulates the movement of the Will o' the Wisp
between the cups.

Solution. One solution is to check the cups in the following order: 2, 3, 4, 4, 3,


2.

Hints. A character who makes a successful Wisdom (Perception) or Intelligence


(Arcana) check may realize that the blue light is only traveling along possible
routes of the Wisp, and that the number of these routes decreases depending on the
cups that are chosen. By paying attention to the movement of the light, the
character may be able to deduce which cups are likely to contain the Will o' the
Wisp, and which ones can be safely eliminated from consideration.

Alternatives. For a more challenging puzzle, more than five cups can be used. This
problem is still solvable for more cups.

## Flip the square


### Difficulty: Easy-Medium

The puzzle works best when attempting to win a game of chance or skill from a
performer, convincing a tricky NPC to give up information or treasure, or as a test
of mental acuity. The puzzle could also be a curiosity in a temple or ruins.

You enter a tent filled with curious artifacts and strange contraptions. In the
center of the tent, a magician stands before you, his arms outstretched as he
performs a grand magical performance. As the finale, he presents you with a puzzle:
a square with a coin in each corner. The coins seem to be enchanted, and the
magician tells you that you must flip the coins in order to get all heads up or all
tails up. However, as you approach the square, the magician waves his hand,
obscuring the faces of the coins. The magician smirks and spins the square,
confident you will not succeed.

Puzzle features: This puzzle consists of a square with 4 coins, one at each corner
of the square. Due to the magician's illusion, the players cannot tell whether the
coins are heads or tails. The players can flip any number of coins. Once they are
finished, the magician will spin the square and tell the players whether they have
successfully gotten all coins to be heads up or all tails up.

The players cannot move, mark, or add more coins. They cannot take the coins from
the square except to flip them. The players should come up with a strategy that
guarantees that they will be able to get to the solution state.

The DM can keep track of the actual state of the coins behind a screen.

Solution: The solution to this puzzle is to consider the coins as two diagonal
pairs. Each pair of coins can have different orientations (one heads and one tails)
or both be the same. There are four possible combinations of the two diagonal
pairs: Same-Same, Different-Different, Same-Different, or Different-Same.

If the combination is Same-Same, then the puzzle is already solved or can be solved
by flipping a single diagonal pair.

If the combination is Different-Different, the puzzle can be solved by flipping two


adjacent coins, which will turn the combination into Same-Same.

If the combination is Same-Different, the puzzle can be solved by flipping a single


coin, which will turn the combination into one of the first two possibilities.

Therefore, the party can guarantee that all coins are the same at some point by
following this procedure:

Flip two diagonal coins.


Flip two adjacent coins.
Flip two diagonal coins.
Flip one coin.
Flip two adjacent coins.
Flip two diagonal coins.

Note that this is one possible solution, and there are many other similar solutions
the party may come up with.

Hints: An Intelligence saving throw may help the characters realize that there are
two pairs of coins that are diagonal from each other and will remain in those
positions even after the square is spun. A Wisdom check may help the party realize
that the orientation of the coins (heads or tails) does not matter, only whether
they are the same or different.

Alternatives: Instead of having an NPC run this puzzle, the coins could be found
on a table or pedestal in a temple or dungeon and spin on their own. Instructions
could be written or found somewhere to explain the puzzle. Solving the puzzle
could open the way forward. For a harder puzzle, consider forcing a solution that
solves all the possibilities, similar to the previous *Will o' the Cup*.

This puzzle can be found on Steve Miller's math riddle page


(mathriddles.williams.edu) and was communicated by Jeff Miller.

#### Canto III; The River Styx


Out Limbo's gloom, a muddy path descends,
Ever downwards, it winds and bends,
What should we dare, what dangers untold
At its end, River Styx did I behold
In this realm, an unlikely alliance:
Pythagoras, master of math and science.
In his geometrical ship, the journey begun
Through churning waters, and equations undone
Together, we crossed the river of woe
Solving equations, and banishing our foe
Until at last, we reached the far shore
And passed beyond the river's eternal roar
Onwards our path, my guide did chart,
Ever downwards, towards math's dark heart.

## The Griddler
### Difficulty: Medium

This puzzle involves solving a nonogram puzzle to decode a secret message or


pictorial that leads the way forward. Two examples with keywords "chest" and "orc"
are given, but an enterprising dungeon master can create their own with a little
work.

Puzzle features: This puzzle features several pieces or shards of material shown
below.

Image shows a nonogram with a background cut into pieces.

These shards can be fit together to form a puzzle called a nonogram, which is a
logic puzzle that consists of a grid of squares that needs to be filled in based on
clues provided for each row and column. The clues are given as a series of numbers,
with each number representing a group of consecutive filled squares in the row or
column. For example, a clue of "2 1" would indicate two filled squares followed by
one filled square. The goal is to figure out which squares should be filled in and
which should be left blank, using logic and deduction.

Solution: By filling out the clues, a message ("chest") appears that may lead the
characters to find a false bottom in a nearby chest to proceed.

Hints: The players can use the Intelligence (Arcana) skill to identify the nature
of the puzzle and gain clues on how to solve it.

Alternatives: Other code words can be embedded in these nonograms. Other code
words or pictures (perhaps a guild symbol or another pictorial clue) can be used
instead. If creating your own, make sure it has a unique solution before giving it
to the players. Tools for creating and solving nonograms can be found online.
Also, if splitting the puzzle into shards, a background image may aid the players
in putting it back together.

III 2 5

#### Canto IV; The liars

'Here' says Euclid, 'liars and politicians,


are held in just and fitting conditions.'
The liars are doomed to speak in tongue,
A twisted mess, words bent and wrung.
The politicians, they are bound in chains,
Their grasping hands ever seeking gains.
Stretch and groan they reach for coin,
With wealth, they may never rejoin.
But even in this circle of hell,
There's still chance to break the spell,
To break the chains and be set free,
From their trap of treachery.

## Knights and Knaves

In this puzzle, the players confront beings that are either knights, who always
tell the truth, or knaves, who always lie. These puzzles can be used at a fork in
the road or anywhere else a decision must be made.

Puzzle Elements: There are two forks in the road (or two doors). Before the party
are two beings, a knight and a knave. The party does not know which is which.

The players can only ask one question to determine which way to go. If asked more
than one question, both the knight and knave will attack, causing an encounter as
well as depriving the players of information.

Solution: One solution is to ask, "Which path would the other one say to take?"

Hints: A Wisdom (Insight) or Charisma (Persuasion) check will reveal that these
people cannot be bargained with and have a very short tolerance that allows one
question only.

Alternatives: Countless variations of this puzzle exist. A slightly easier


version is if the party meets two people (either knights or knaves), and one says
"Both of us are knaves." Are the two knights, knaves, or one of each?

To make 'Knights and Knaves' more difficult, you can introduce a 'jester'. Jesters
randomly tell the truth or lie without a way to predict them. One very difficult
problem is to determine the identities if confronted with a knight, knave, and a
jester. However, they all speak an obscure language, and the party is unaware of
the words for 'yes' and 'no' in this language. This difficult puzzle allows the
party only to ask three questions.

## Circle of Satisfiability
### Difficulty: Medium

This puzzle works as a dungeon feature where the players must solve a logic puzzle
to continue.

You step into a sandstone room with walls covered in strange and intricate runes.
Each column of runes is composed of three symbols. The runes are etched into the
stone walls and seem to radiate a soft glow, providing an eerie whitish light to
the room. An ornately carved archway seems to be the only other exit. A line of
similar runes protrudes from the closed stone door above a peculiar swiveling V-
shaped handle.

There are 12 columns of runes. There are six different runes, some of which are
upside down. Described as A through F, the rune columns are:
B, A, upside-down C
A, C, B
upside down F, upside down B, A
C, A, F
upside down A, C, E
D, upside down B, upside down A
B, upside down C, upside down F
F, B, upside down C
upside down E, D, B
upside down C, E, upside down B
upside down E, C, upside down D
F, upside down E, upside down C

Puzzle Elements: There are 12 columns of runes on the wall (shown above), each
with 3 runes. The ruins on the door (solution shown below) can be swiveled to face
right-side up or upside-down. When the handle is pulled, any column with at least
one rune that matches the orientation on the door will glow bright white. For each
column where none of the three symbols match the orientation of the door, a burst
of psychic energy (1d4 / 1d8 / 1d12 / 2d12 depending on the level tier) damages the
party. If all twelve columns light up, the door opens.

Solution: The adventurers need to solve this satisfiability problem (3-SAT)


presented by the runes on the walls. Each column represents a logical expression
with three variables that can either be true or false. The upside-down runes
represent the negation of the variable. The goal is to determine the correct
combination of variables that satisfy all the expressions, making all the columns
glow briefly.

Using the notation above, the solution is A,B,C, D, E, F.

Hints: An Intelligence (Arcana) check reveals that the door knocker can be moved to
v or ^ which represents 'or' and 'and' in many philosophical texts. A Wisdom
saving throw may lead characters to count the number of occurrences of each rune
orientation.

Alternatives: The runes on the doorway could instead be embossed on the floor and
can open up a staircase to the next level down. This puzzle can be made
arbitrarily more difficult by adding more symbols and columns.

## Magic Auras
### Difficulty: Medium

This puzzle works well for when the players enter a mad wizard's tower or try to
get help from a mathematically minded group. This example is set in a narrow
tunnel or hallway only five feet wide.

As you walk down the tunnel, you suddenly feel a chill run down your spine. Without
warning, the lights around you go out, plunging you into total darkness! From
somewhere above you, the mad wizard's voice cackles in glee: "I'll wreath you all
in blue and green, though only those in front will be seen. From back to front,
say the color of your cloak. Any careless words, and you will croak!"

Puzzle Elements: The players are trapped in the dark hallway and cannot exchange
places until the wizard lets them pass. The wizard controls the lights with a
powerful *Darkness* spell. First, the players are free to discuss a strategy.
Once they are ready, the wizard will surround each character with green or blue
*Faerie Fire*. However, the characters will only be able to see the colors ahead
of them. Their own aura and those behind them are a black void of darkness. The
players must make no noise except to announce their color. If any characters cheat
or announce the wrong color, all the players are zapped with a *Dangerous* amount
of force damage, and the colors disappear. They will need to guess again. In
between guessing rounds, the players can discuss strategy or heal each other.
Solution: One solution, which works 50% of the time, is for the last player to
choose 'blue' if she sees an odd number of blue players ahead of her, or 'green' if
even. The player in front of her can then count up the number of blues and compare
with what the player behind said. Each successive player can do the same, keeping
track of the odd/even count until the front of the line is reached. This way all
players in front of the last person can guess correctly.

For a smoother puzzle, you can let the last person *always* guess correctly, since
there is no reasonable way for her to guess her own color.

II 9 3

## Prisoner's Dilemma
### Difficulty: Hard

This puzzle works well for situations where the party has been captured or requires
access to a secretive group and needs to prove their worth to their captors. For
instance, this puzzle could be used when a group attempts to go to a monastery to
acquire knowledge.

In this puzzle, the players find themselves imprisoned by a group of captors who
are demanding that they prove their worthiness to be released. The players are told
that they must work together to solve a logic puzzle, which involves a switch that
can be in one of two positions - up or down. After a period of time to come up with
a strategy, each player is taken to their own isolated cell, and a prison guard
takes them one at a time to a room with the switch. The guards will continue to
take randomly chosen prisoners to the switch until someone claims all the prisoners
have been there. If they can correctly exclaim that every prisoner has been in
the room with the switch at least once, they will be set free. However, if the
statement is incorrect, they will be executed (or forced to leave without the
knowledge they require).

Puzzle Elements: The puzzle involves a switch that can be in one of two positions
- up or down. Each player is taken to their own isolated cell, and a prison guard
takes them one by one in an unknown order to a room with the switch. The guards
may take one prisoner in multiple times in a row, or skip around the party, but
they will always eventually bring everyone there. The players must figure out a
strategy to ensure their eventual freedom by using the switch to communicate with
each other.

Players are not allowed to mark the switch, leave messages, or otherwise
communicate with the other characters after an initial meeting to determine a
proper strategy.

Solution: This solution assumes that everyone knows that the switch starts in the
down position before entering their strategy session.

The players must elect one character to be the leader. This character will always
pull the switch down if it is in the up position. All the other players will pull
the switch up if it is in the down position, but they all agree to only pull the
switch up once.

The leader will count the number of times the switch is found in the up position.
Once the leader has pulled the switch for every other member of the party, the
leader can declare that everyone has been in the room.

Alternatives: For a harder puzzle, they do not know the position of the switch.
In this case, each character must pull the switch down twice. The leader then
continues until the switch has been pulled twice for each other member of the
party. The extra round of switching overcomes the "off by one" problem of the
switch being in the 'up' position when starting.

Hints: An Intelligence (Arcana) check reveals that they need to use the switch to
count the number of characters that have been in the room. A Charisma (Persuasion)
check helps one character convince the others that they should be the leader.

## Hall of Statutes
### Difficulty: Easy

This puzzle works well for a dungeon where a previous adventuring party may have
tread first. The puzzle involves the choice between 4 passages. Three lead to
near certain death, while the fourth is safe. A journal from a previous party
holds the secret, but only if the party can decipher the clues.

You enter a wide hall with four open archways, each seemingly identical. The
cracked walls are adorned with sprawling murals of arcane runes laid out into
uneven and disconcerting grids. Cobwebs cling to the corners of the ceiling, and
you can hear the faint sound of a high whistling wind echoing through the hall.

Beyond each entryway lies a dark hallway with unusual and distorted statues lining
the walls. Each statue is twisted and contorted into an unnerving pose and seems
to emit an ominous aura that causes hairs to stand on end.

Puzzle Elements:

Four possible halls lead out from an antechamber. Three are trapped, and one is
safe. The three traps are:

1. The statues come alive and attack. Suitably difficult monsters, depending on
the party's level, could be: Stone Cursed (CR 1), Flesh Golem (CR 5), Stone Golem
(CR 10), or Iron Golem (CR 16).
2. Poison Gas emerges from the mouths of the statues, causing a *Deadly* amount of
damage.
3. Spirits emerge from the statues and attack. A suitable undead should be
chosen, such as Spectres (CR 1), Ghosts (CR 4), Sword Wraith Commander (Tome of
Foes, CR 8), Eidolon (Tome of Foes, CR 12).

Within the antechamber, a previous party to pass through this hall left a journal
that lies in a corner covered in dust. The text of the journal can be found below:

We've reached a wide hall deep within the dungeon with four seemingly identical
entryways. Beyond each is a dark hallway lined with strange and grotesque statues.
Each emits a strong aura of dark magic and evilness. It's clear that this is a
trap of some sort. Only one way forward will offer safe passage. We have
thoroughly investigated but cannot find any signs for which. We have decided each
of us will attempt a different doorway. The Tiefling obviously did not volunteer
to go first, so the Elf and I flipped a copper for the honor.
Of course the paladin would go first. Just goes to show you that great haste makes
great waste, or however the saying goes. I guess, by party consensus, I am to go
next. Everyone (except our late paladin friend perhaps) knows that the center
passages are always a trap, so I will not be taking the other center hallway.
I must admit, I am quite shaken on how things have transpired. We have clearly not
chosen a good strategy, but, at this point, we have to see it to the end. The
spirits of the dead that emerged from the statues, and the screams afterwards will
haunt me to the end of my days. I cannot take the hallway next to the halfling,
whose undead form now beckons me to join them. Instead, I shall go to the left of
where the dwarf went.
Now that the cleric has been slashed apart by the statues who came alive and the
paladin has been gassed, I don't know how much of a chance I have of making it out
of this accursed place. Let us hope that this last hallway, next to where the
ranger went, is free of traps. Let this journal remain as a tribute to our valor
or, more likely, our foolishness.

Solution: The solution can be inferred from the text above and by creating a
logical grid to eliminate possibilities one by one.

1. The dwarf paladin went first down the center left and was killed by gas.
2. The halfling ranger went second and was consumed by spirits in the right
passage.
3. The cleric went third and was slashed apart by statues in the left passage.
4. The last adventurer went last down the center right passage and presumably
survived.

Though there is not enough information to determine whether the cleric was the Elf
or the Tiefling, or the class of the last adventurer (assumed here to be the bard).
A body of the last adventurer may be found later in the dungeon as a later plot
point.

Hints: The walls are covered in arcane symbols in a grid-like format that can be
read with an Intelligence (Arcana) and imply that only one passage is safe and that
logic must be used to solve the puzzle.

A hint may be given to write a logic grid to aid in eliminating possibilities and
determining the solution.

Alternatives: Other logic grids can easily be inserted into the campaign to
provide a tricky logic challenge to determine what happened or where to go. Guides
online can help craft these puzzles.

# 4th Circle
##### Vectorna, Demoness of Geometry

There is still a difference between something and nothing, but it is purely


geometrical and there is nothing behind the geometry. -Martin Gardner

Vectorna, the demoness of geometry, captivates her victims with curves and shapely
beauty. After being drawn in, these souls are tortured with endless intractable
proofs and problems which strain their sanity past the breaking point.

## Summoning a Math Demon


### Difficulty: Easy-Medium

This puzzle works best when creating a summoning circle or design and involves
placing crystals in a pattern that solves the puzzle.

Puzzle Features: Six perfect octahedral crystals are needed to perform this
ritual. Gathering these crystals could be part of a previous quest and should be
completed by the time the ritual is needed.

For the ritual to be successful, all six crystals must be within 100 feet of each
other. However, if any crystal is within 75 feet of two other crystals, it will
not function.
Once this is satisfied, the ritual can be completed and the ritual can be
completed.

Solution: The solution is to place the crystals within two overlapping triangles
with sides of 75 feet.

Hints: A clue can be given that the crystals light up when placed within 100 feet
of each other. However, if more than one is within 75 feet, they darken. Arcane
texts placed near the crystals can give a clue to the ranges of the crystals with a
successful Intelligence (Arcana) check.

#### Canto V; Vectorna

In the murky realms of evil below,


lies a demoness of geometry foe
Vectorna, who tempts the minds of men
Seducing them with shapes and then
Brings them to a place of dread
Where their sanity is left for dead
Her wicked ways and evil charm
Lead to a fatal path of harm
Eyes of ice and hair of night,
She dances spirals of ghostly light.
Where tangent lines twist and turn,
Enter her circle, thy mind will burn.

## Nary an X marks the spot

This puzzle involves finding a hidden treasure on an island using a map and
journal. It is suitable for a side quest or plot point for any adventure on the
high seas.

Puzzle Elements: The party learns of a treasure buried on an isolated island by a


pirate crew. However, the crew failed to mark the spot of the buried treasure, and
the party must reason it out from their ship's log. A map of the island and the
journal are below.
Image depicts an island with a pond in the middle of it.

Ship's Log, Squawks Island.


Day 1: We landed at a remote island to bury our booty. We named it Squawks after
our dear feathered friend who met an unfortunate end during last week's rum-fueled
festivities. An initial foray found an inland lake 300 boatlongs away.
Day 2: We hiked due south twice as far as the inland lake before we reached the
southern coast of Squawks. One-eyed Mike took the compass to lead us back, but
somewhere we went astray and wound up at a small inlet. There was a short
disagreement. Afterwards, we decided to bury One-eyed Mike half-way between the
inlet and the lake. We made camp for the night.
Day 3: We left camp and traveled north-east until reaching the north coast. A
scuffle over who had to carry the shovel broke out. Gnarly Ed won. We traveled
350 boatlongs in the direction 30 degrees east of south and found a relatively open
place that seemed good as any. We dug a hole 5 feet deep and placed a flat grey
stone over to mark the place.

Solution:

The solution traces a path from the top side of the island straight down from the
left side. It angles to the left side, then traces half way to the lake,
eventually angling 45 degree north to intersect the right side of the top half of
the island. From there a downward path 30 east of south ends about half way down
the island about half way in between the inland lake and the shore.

## Protractor of Premonition
Wondrous Item, Rare, Requires Attunement
The protractor of premonition is a small, intricately crafted bronze tool in the
shape of a circle. Strange symbols and glyphs inscribed on the device seem to mark
out angle increments. When held, the protractor feels warm to the touch and seems
to vibrate slightly. To activate the protractor, one must concentrate during a long
rest (forgoing its benefits) on a specific problem or question they wish to have
answered. As the user focuses, the middle of the protractor begins to glow. They
will then experience a sudden flash of insight or premonition, giving them a
glimpse of what the future may hold. However, this insight is only able to be
expressed in the form of a complex geometrical drawing. To decipher the drawing,
an Intelligence (Arcana) check must be made (variable DC, but at least DC 15). If
the check fails or the results are unclear, the caster instead receives the
benefits of the portent ability (Divination wizard ability).

## Knight's Maze
### Difficulty: Easy-Medium

In this puzzle, the party enters a room with lava or other hazards covering some
spaces. The party must navigate the hazards while only jumping in a 'knight's
move' (2 squares in one direction, and one in another). This works best on a
battle map or virtual tabletop where the lava squares can clearly be viewed.

Puzzle Features: The following sign or message can be found before this room.
(Change Pelor to your pantheon's sun god).

While all mortals live in its fief,


Pelor rides deep underneath.
Some feel afraid, and huddle for morn.
Others revel under stars being born.
Here in this place, if you wish to be mobile,
merely move a little bit noble.

Anyone attempting to move without jumping in a knight's move is magically


transported back to the beginning of the maze.

Solution: The answer to this riddle is "night", and the last stanza gives a hint
that this is really about "knight" and moving like the chess piece.

An example puzzle is below. The characters start in the upper left corner and must
navigate to the lower right corner while only moving by knight's moves.

The example involves a grid where many of the grid elements are lava. If X is
floor, and O is lava, the map is:

XXXXOXXXXO
XXOOOXXXXO
XXOOOXOXXX
XXOOXOOOXO
OXOOXXOOOO
XXOOOOOOXX
XXXXOOXXOO
XXXOOOOXXX
OOXOOXOXXX
## Desk of Distance
### Difficulty: Medium-Hard

This puzzle works well when the party needs to find a hidden item in a study or
within a desk.

Before you is a sturdy desk with several drawers. In the center of the desktop is
a square of 49 holes in a 7 by 7 grid. On one side is a simple wooden box with 7
pegs.

Puzzle Elements: If a peg is put into the grid and the distance away from another
peg matches the distance between any pair of pegs already inserted, a blast of
psychic damage hits everyone in the room and forces all the pegs out of the holes.
(Use the *Setback* damage roll in the introduction.)

For instance, suppose the pegs A, B, C are placed in the grid as below, then the
distance between A and B is 1, the distance between A and C is 2, and the distance
between B and C is a knight's move (&radic;5). Any hole that is 1, 2, or a
knight's move away from an existing peg (marked as an 'x') will trigger a psychic
blast.

If all 7 pegs are placed in the grid without a blast, the desk drawers open,
revealing the key, treasure, or other hidden object.

Hints: One of the drawers contains a fountain pen and paper. If the pen is
touched to the paper, it begins to write of its own accord, tracing the message:

Across intervals far and near,


Just equal distance shall you fear.

If the pen is dipped in ink and refilled, it gives one last message before it dries
out completely:

Opposite corners first, two then one away,


Diagonal from the other, then fall where it may.

Solution: If the grid is from (1,1) to (7,7), then the pegs can be put at (1,1),
(3,1), (3,2), (7,3), (4,1), (6,6) and (7,7). Rotations and reflections of this
work as well.

I 2 4

## Spheres of Influence
### Difficulty: Easy

This puzzle can be set within a bestiary or mad wizard's zoo, and works well in a
virtual tabletop, where distance can easily be calculated and drawn on the virtual
map.

As you enter the dimly lit bestiary, you notice a variety of fearsome creatures
chained to metal posts. Restrained, they cannot roam free, but they can still move
around the post to the end of their chain in any direction. An empty post without a
chained monster stands near the entrance.

Puzzle Elements: Within this bestiary, many creatures of high difficulty (greater
than the party's CR) are chained to metal posts and cannot escape. However, they
can move around the post to the end of their chain in any direction. An unused
post without a chained monster near the entrance can be used to determine the
length of the monster's chains.
Image shows a map with monsters chained to posts at somewhat regular intervals.

The placement of monsters with respect to their chains can give an appearance of an
opening where there is none.

Alternatives: For additional difficulty, an additional monster can be placed,


removing the solution. The party must then find a path that only requires
defeating a single monster (with additional strategy involved in picking the least
challenging monster).

Solution: The solution is to draw circles around each post and then following the
remaining path, such as in the following solution to the example puzzle.

Solution shows that, by drawing circles around each post, a narrow path can be
drawn that goes around the circles.

## Artifact Packing
### Difficulty: Medium

This puzzle works well for any time the party must collect a set of artifacts and
combine them in order to proceed. This could be a key to open a door, a magical
artifact that starts a ritual, or the ingredients for a powerful magical spell.
Puzzle Elements: This artifact is made of 7 flat equilateral triangles of side 1.
They must be combined within a square of side 2 in order for the artifact to
activate.

Props can make this puzzle very interactive and can be made by cutting out
appropriate shapes.

Solution: The triangles need to be put together very precisely in order to fit
within the square.

Alternatives: Many alternatives exist that can be used as examples to pack


identical objects within other objects. The following is an example of packing 10
squares of side 1 into a larger square of side 3 + 1 / √2 which is about 3.715

Credit to Erich Friedman who has discovered and categorized many packing problems.

#### Canto VI; The Flat Earthers

Euclid led me to a place most dire,


They spurned the truth, now in circles retire.
No respite from pain, no release from toil,
For they did deny, the roundness of the soil.
Their feet forever move in unending dance,
Trapped in their error, grim circumstance.
They plead and beg to be set free,
But are doomed to rotate endlessly.
Oh Flat Earthers, your fate in store,
For those who reject geography's core.
A punishment for stubbornness and pride.
A just result, so says my guide.

Monster Stat Block: Tenured Math Dragon


Huge Dragon, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 271.828 (26d12 + 102.828)
Speed 40 ft., climb 40 ft., fly 80 ft.
Str: 20, Dex 13, Con 17, Int 25, Wis 13, Cha 11
Skill:s Arcana +12, Perception +6
Damage Immunities: Psychic
Condition Immunities: Confusion, Stun, Charm
Senses: Darkvision 60 ft., Passive Perception 16
Languages Common, all ancient written languages and arcane scripts.
Challenge 14 (13,000 XP)
Monster Actions:
Multiattack. The math dragon can take one bite attack and two claw attacks, or use
one of its special abilities.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. *Hit*: 12 (2d8 +
5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. *Hit*: 11
(2d6 + 5) slashing damage.
Fractal form: The math dragon takes on a physical manifestation of astounding
complexity. The math dragon gains a bonus of 1d20 to AC until its next turn.
Dangerous Lecture (Recharge 4–6). The dragon extorts dangerous mathematical
theorems that cause psychic damage to everyone within a 60-foot cone. Each creature
must make a DC 20 Intelligence saving throw, taking 78 (12d12) psychic damage on a
failed save, or half as much damage on a successful one.
Monster Legendary Actions:
The dragon can take one of three legendary actions below (recharged on its turn)
at the end of an enemy's turn:
Prime Protection: (Recharge 5-6) The math dragon surrounds itself with a
field of energy such that only allows prime numbers of damage to pass through.
Non-Euclidean Geometry: The math dragon moves according to a non-Euclidean metric,
effectively allowing it to teleport 30 ft.
Calculus of Variations: The math dragon confuses one target with advanced
mathematical proofs, forcing the character to make an Intelligence saving throw DC
20 or be stunned for 1d4 rounds.

Math Dragon Career Progression

Note that math dragons do not follow the normal progression (young, adult, ancient,
etc) and instead follow this table instead:

Undergrad: CR 6, AC 13, HP 141.4, Save DC 14, To Hit +6, Melee Damage +1, Breath
6d12
Graduate: CR 8, AC 14, HP 161.8, Save DC 16, To Hit +7, Melee Damage +2, Breath
8d12
Adjunct: CR 11, AC 15, HP 223.6, Save DC 18, To Hit +8, Melee Damage +3, Breath
10d12
Tenured: CR 14, AC 17, HP 271.8, Save DC 20, To Hit +10, Melee Damage +5, Breath
12d12
Laureate: CR 17, AC 19, HP 314.1, Save DC 23, To Hit +12, Melee Damage +8,Breath
18d12

# 5th Circle
##### Lucypher, Demon Prince of Cryptography

This section explains the domain of Lucypher, the demon prince of cryptography, who
delights in hiding crucial information in codes and secrets. These techniques can
be used to hide messages and clues within adventures in unusual and unique ways.

Cryptography is the process of transforming a readable *plain text* (the actual


message) to and from a (usually incomprehensible) *ciphertext* (the secret code).
The ciphertext would be the hidden puzzle message that the players receive. The
process of turning a plain text to ciphertext is called encryption, and the process
of turning the ciphertext to plain text is called decryption. For an RPG game, the
plain text can be a secret message, solution to a puzzle, or important information
to the plot.

Actual cryptographic applications aim to make the ciphertext possible to decrypt


only by the intended recipient. However, cryptography puzzles for adventures
require the opposite, since the players will need to decrypt the message to solve
the puzzle. The following sections describe ways to do this. The first few
sections contain encryption schemes simple enough to crack, but more complex
systems will require giving the players more information, such as example plain-
text/ciphertext examples, or even by giving the party the decryption 'key'. Just as
dungeon explorers may need to find a silver key to open a silver door, a party may
be required to find a cryptographic key in order to progress past a puzzle or
understand the hidden message.

## Substitution ciphers

A substitution cipher involves substituting one letter (or symbol) for another to
encrypt the message.

ROT13: "Rotates" the alphabet by 13 letters. For instance, 'A' is replaced by 'N',
'B' is replaced by 'O', and so on. This cipher is symmetric. Encrypting and
decrypting both use the same method. For example, the plain-text "DOG" is
converted to the cipher text "QBT". Applying ROT13 to "QBT" gets "DOG" again.
Caesar cipher: This scheme shifts the alphabet by a certain number of letters.
For example, a Caesar cipher of one replaces each letter by the letter after it.
'A' would be replaced by 'B', 'B' would be replaced by 'C', and so on. Letters at
the end of the alphabet would wrap around to the beginning. In this example 'Z'
would be replaced by 'A'.
Generic substitution cipher: Each letter is replaced with another letter. For
instance, 'A' could be replaced by 'R', 'B' by 'W', and so on, as long as each
letter has a unique replacement.

Substitution ciphers are generally easy to solve. By looking at the most frequent
symbols in the ciphertext and guessing that they are common letters such as 'e',
't', 'a', or possibly 'o', 'i', or 'n', the party can get a good idea of the
cipher. Common words like 'the' can often be important clues to solve the puzzle.

However, if stuck, giving the party the partial (or even full) list of substitution
pairs, or providing them with an example word and its encrypted equivalent can give
the party a significant hint on how to proceed.

Conversely, to increase the difficulty of ciphers, one can adjust the substitution
procedure. For example, substituting spaces with a different letter or encrypting
combinations like 'sh' or 'ch' with distinct symbols can make the cipher more
challenging to decipher. It is also possible to encrypt common letters into
multiple symbols, which can significantly increase the difficulty of breaking the
code manually. If such modifications are made, ensure that the ciphertext is long
enough to contain multiple instances of these patterns to provide a chance of
decryption.

## Encoding ciphers

An encoding cipher is a way to transform a message into a different format.


Similar to a substitution cipher, each letter in the original text is replaced by a
symbol, or set of symbols. Unlike substitution ciphers, the ciphertext of an
encoding does not have to be in the same alphabet as the original text. For
example, letters could be replaced by elven glyphs, symbols, or numbers, as well as
more obscure types such as crystal types, colors, angles, vectors, or any other
type of object that can be devised. One common example of an encoding is binary
(ASCII) format, which changes letters to sets of 0's and 1's that digital devices
can process.

## Keypad Puzzle
### Difficulty: Easy-Medium

This puzzle works best in adventures with higher tech levels but can work elsewhere
with a little meta-gaming.
Each letter in a message is encoded by two numbers determined by its position on a
telephone. Most telephone keypads have three letters per button, so this can be
used as an example code. The first number would be what key has the letter, and
the second number would be which letter on that button. For instance, '52' would
refer to 'K', since the 5 button has 'JKL' and the 2nd letter is 'K'.

## Alphabetic Path Pit Trap


### Difficulty: Easy-Medium

This puzzle is an example of an encoding cipher, where the letters are encoded as
angles that determine a safe path through a room.

Puzzle Elements: In this puzzle, the party finds a code word (such as 'Dracula'
and a protractor with the inscription '10 feet per step' and the letters arrayed on
the protractor, as follows:

Image shows a protector with the alphabet arranged along the angle increments. The
code word “Dracula” specifies a safe path over a dangerous section by following in
the directions specified by D, R, A, C, U, L, and A.

Solution: The protractor determines the correct route through the room. By
traversing 10 feet in the direction specified by 'D' (then 'R', 'A', and so on),
the party can traverse a room safely. Any other route results in falling into a
pit trap for a *Dangerous* amount of falling damage.

Alternatives: The code word can be changed to any word that makes sense in the
adventure, and the room can be changed so that the danger is of any form (such as
magical or electric damage).

## Transposition ciphers

Transposition ciphers do not change the symbols of a message. Instead, they just
reorder them. Generally, transposition ciphers are fairly easy for computers to
crack but often quite challenging as puzzles for human solvers.

The easiest version is to reverse the order of the letters. For instance, *This
puzzle is not too hard.* would be enciphered as *.drah oot ton si elzzup sihT*.

Other more complicated rearrangements can be created with ease. For instance, by
taking the even letters first, followed by the odd letters, the above plain-text
could be enciphered into *hspzl snttohr.Ti uzei o o ad*.

More complex algorithms can be devised as well, such as rearranging the first ten
letters by using the even letters 2nd, 4th, 6th, 8th, then the 10th, followed by
the 1st, 3rd, 5th, 7th, and 9th letters. Each ten letters can be repeated this
way. This would rearrange the previous puzzle plain-text into *hspzlTi uz snttei o
ohr.o ad*. Nearby clues or even side quests could give hints towards the way to
decrypt these messages.
## Book cipher

A book cipher is a type of code that uses a shared book as the key. To use this
type of cipher, both the sender and the receiver must agree on a specific book to
use as the key. In the encoded message, numbers or other symbols are used to
represent specific words or letters found within the book. For example, in the
coded message "24 3 5" could refer to the 5th word in the 3rd line on the 24th page
of the book. Depending on the specific code being used, this could refer to the
entire word or just its first letter. This cipher works best when the players
already have access to a common book, such as the Bible, a popular fantasy novel,
or a rule book.

## Steganography

Steganography is the practice of hiding information in plain sight, often by


disguising it as something else or embedding it in another medium. This technique
can be used to conceal messages in a way that makes them difficult to detect. In a
D&D game, steganography can be used to hide clues, messages, or other information
that can be discovered later once the players know the mechanism. Several examples
include:

Messages can be hidden in the first, last, or other numbered letter of each word in
a message. For example, an odd-sounding piece of advice such as "Request for a tip:
Good do no terror." when combined with the hint "Nice guys finish last" could
reveal that the hidden phrase formed by the last letter in each word is "trapdoor."
Pin pricks or holes above certain letters in a message may also signify which
letters are important. When a message is held up to the light, the letters that
have pin pricks or holes will shine through, revealing the hidden message.
Invisible ink that appears under certain circumstances, such as when exposed to a
specific spell or when activated by an acidic liquid, could be used to conceal a
message.
Messages could also be hidden in the background of images or pictures, which may
reveal hidden meanings or clues to those who know how to look for them.

The use of steganography in a game can add an extra layer of challenge and intrigue
for players, encouraging them to pay close attention to details and think
creatively about how to uncover hidden information.

## Box cipher

The box cipher is a type of transposition cipher that involves writing the
plaintext letters in a top-to-bottom manner inside a box and then writing the
ciphertext left to right. The product of the box dimensions should equal the
message size. Punctuation in the message can be adjusted to fit into a well-
proportioned box. If feasible, the dimensions should be prime numbers to avoid
ambiguity in box size.

For example, the message "Here is a bit more difficult puzzle" has 35 characters.
This is 5 times 7, so it can be written in a box with 5 rows and 7 columns.

You can still read the message in the box when going from top to bottom, but when
read left to right, it becomes the mysterious cipher text: *Hiboiuuesirflzr
teftzea i l mdcpe*.

For added hints, the size of the box may be written somewhere, such as on the back
of the message.
## Polybius Square

A Polybius square is a type of substitution cipher that uses a grid of letters to


encode a message. Invented by the ancient Greek historian Polybius, a sender can
encrypt messages by substituting letters for their corresponding coordinates in a
grid. The grid is usually 5x5 and contains the alphabet, with the letter "I" and
"J" combined, to make a total of 25 letters. Each letters is assigned a unique pair
of coordinates based on its position in the grid.

For example, the following grid would encode the message "UNDERHILL" as "54 33 21
11 24 32 42 53 53".

Grid is:
E-D-C-B-A
F-G-H-I-K
P-O-N-M-L
Q-R-S-T-U
Z-Y-X-W-V

To decrypt the message, the receiver would use the same grid to look up the letters
based on the coordinates.

Players may find an unknown message with this encryption scheme and need to search
the sender's room to find the grid that encodes it. For a more difficult puzzle,
the players could be given a partial grid or need to decode a large sample text
without the grid.

## Cracking the Enigma


### Difficulty: Medium-Hard

Rotor ciphers use a set of disks that rotate independently, each with the alphabet
written on them. The Enigma machine is a well-known example of this type of device.
A rotor cipher, such as the Jefferson cylinder explained below, can be used in a
puzzle or challenge.

Puzzle Elements: Previously, in the same dungeon, the party needs to find two code
words. The first is clearly written in a common script: "CENRA". The second code
word is comprised of incomprehensible glyphs, such as
"&#167;&#8456;&#8465;&mho;&gimel;".

The puzzle itself consists of a metal pole and a scattered pile of metal disks.
The letters of the alphabet are written in a random order on the outer rim of each
disk, so that it is viewable from the side when the disk is slid onto the pole.
Each disk is labeled with a different glyph.

An engraving proclaiming "Long live King Florentine III" is nearby.

Solution:: The disks labeled with the proper glyphs


(&#167;&#8456;&#8465;&mho;&gimel;) can be stacked in that order. When they are
rotated so that the keyword "CENRA" is lined up, the solution key word "DAGON" is
revealed three columns away.

Hints: A successful Intelligence (History) check reveals that the "King Florentine
III" never existed and "the third" is likely part of the puzzle.

Alternatives: The hidden message can easily be changed to whatever is needed by


changing the code word and possibly adding more disks. The column offset can also
be changed if desired.

For the enterprising crafter, a strip of paper with the alphabet printed on it can
be taped to any disk shaped object to make working physical props for this puzzle.

## Alberti Cipher

An Alberti cipher uses a wheeled mechanism with two concentric circles with the
entire alphabet written on each wheel. The cipher works by spinning the outer
wheel in a predictable pattern to match up letters in the cipher (outer wheel) to
letters in the plain text (inner wheel).

This device can be used as a substitution cipher by rotating it a set amount and
then leaving the position fixed. This way, each letter on the outer wheel
corresponds to a letter on the inner wheel. However, the Alberti cipher adds
additional challenge by rotating the disk at given intervals to change the
substitution algorithm continuously.

To vary the substitution on the encryption disc, the sender and receiver agree on a
predetermined method. One method is to rotate the disc a certain number of spots
after decrypting each set of letters. For example, the sender and receiver might
agree to rotate the disk three spots clockwise for every two letters decrypted.

Another method is to use a code-word to instruct the receiver on how to decrypt the
message. For instance, the code-word 'cat' could signal the receiver to rotate the
disc three spots after the first letter, one spot after the second letter, and
twenty spots after decrypting the third letter. This process repeats, with the
receiver rotating the disc three spots after the fourth letter. The code-word can
be agreed upon separately or included somewhere in the message.

Note that, in both of these schemes, the sender must rotate the opposite direction
as the receiver (clockwise versus counter-clockwise).

An Alberti wheel can be created as a prop for an adventure by cutting two wheels
out of paper or cardboard and sticking a pin or paperclip through their centers to
connect them. The alphabet can be written in a circle around each one and then
decorated as needed. Note that the outer wheel (the ciphertext) can be glyphs,
runes, or another alphabet to add additional mystique to the code.

## Private Key Ciphers

Private key ciphers are those where you need a special key in order to decrypt the
message.

The classic version is a one-time pad. This is a key that you add (or subtract) to
the message to decrypt (or encrypt it). At some earlier time, the sender and
receiver have shared this 'pad'. The sender may subtract the pad to encrypt and
then the receiver adds the pad to read the original message.

One way of doing this is to treat the letters like numbers. For instance, A=1,
B=2, C=3, ...Z=26. Let's also make a space = 0. If a number greater than 26 is
obtained when adding, we will subtract 27, so that the letters effectively wrap
around (i.e. space = 27, A=28, B=29, C=30, ... Z=53).

Given the encrypted message 'HNHSVPOAIBDLHSPY' and a key that is 'A SAMPLE
PADDING', we can combine them to determine the message “IN THE FIREPLACE”.

The reverse can be done to encrypt the message using the same key. The one-time
pad can pretty much be anything as long as it is long enough and shared between the
sender and recipient.

## Finding the code book

A campaign can incorporate the use of a one-time pad by having two communicators
use a common book. For instance, the players may infiltrate the lair of an evil
mage, and discover a book with many pages crossed out. The mage's desk may have a
partially decrypted message from an associate, providing the players with a hint.
To uncover the secret message, the players must use the next page of the book and
combine it with the encrypted letter.

## The Spectral Thief


### Difficulty: Medium

In this puzzle, the party comes across a mysterious passage that splits into two
rooms. Once characters enter both rooms, the doors seal shut behind them. A misty
passage allows escape, if a way can be found to bypass its devious guardian.

In this room, metal boxes rest on long shelves. On each box, a pair of sturdy
metal bars run horizontally along its width that can be used to secure it. A row of
silver padlocks and corresponding silver keys hang on the wall. The only way out
is blocked by a locked bronze-colored door. Through a one foot square tunnel
wreathed in spectral white mists, you can hear the rest of your party in a similar
room that has a silver door and bronze padlocks.

**Puzzle Features:** The silver padlocks and silver door can be opened by any
silver key, and the bronze padlocks and bronze door can only be opened with the
bronze keys.

If anything is passed through the mist, a gust of wind is heard, and a spectral
hand will swoop in and steal any unlocked items that pass through the passage.
However, if an item is locked within a box, the spectral hand will not be able to
steal it. Any keys, unlocked padlocks, or other unsecured items will be whisked
away by the ethereal hand if put through the passage. If any players manage to
squeeze through the passage, any carried keys or other unsecured possessions are
snatched by the hand.

Solution: In order to open the doors and escape the rooms, the party must exchange
a silver and bronze key through the misty passage. To accomplish this, the
following steps can be taken:

1. Put a bronze key in a box and lock it with a bronze lock.


2. Pass the locked box through the tunnel to the other group.
3. The other group adds a silver lock to the box and passes it back through the
tunnel.
4. The first group unlocks their bronze lock and returns the box to the other
group through the tunnel.
5. The second group unlocks the silver lock, revealing the bronze key.
6. A similar process can be used to pass a silver key to the bronze door room.

Any players who foolishly put their own possessions in the passage can find them in
a subsequent room once they have opened the doors.

Hints: Those who succeed a Wisdom (Perception) check near the misty passage hear a
gusty wind that vaguely sounds like huffy snickering. Players learn that multiple
padlocks can secure the same box by asking or by rolling an Intelligence
(Investigation) check.

Alternatives: The party members may fall down a chute that divides in two, dumping
the party members into two separate rooms.

Item: Scepter of Secrets


Wondrous Item, Common
This copper scepter is a decorative object that is approximately two feet in
length. It has intricate carvings on its surface and a twistable combination lock
at the bottom of the handle. The combination lock is marked with numbers and, when
set to the correct value, the bottom of the scepter can be removed. Inside the
scepter is a hollow space that can be used to store small items such as scrolls or
valuable trinkets. Puzzles within this tome can be used to furnish a combination
for the lock. The value of the scepter is typically around 50gp, but can vary based
on the level of ornamentation.

I 2 4

# 6th Circle
##### Bathomatter, Demon Lord of Physics

Out of nothing I have created a strange new universe.- Janos Bolyai

Bathomatter delights in using the laws of physics to ensnare characters in deadly


traps and twisting the nature of reality to suit his evil purposes. Several of
the puzzles in this section require prior knowledge of physics concepts to solve.

## The Warped Room


### Difficulty: Easy

This room works well as a unique room feature to enhance an arcane or eclectic
dungeon. In this place, distance works differently and spots that seem close are
actually farther away than they seem.

Puzzle features: At first, the room seems to be a normal room with a tile flooring
or other grid-based decoration. However, as characters move through the room, they
notice that the tiles are much larger than they realized.

One example metric is that the sizes of grid elements on the side of the room are
5’ wide, but as you approach the middle of the room, they expand rapidly, up to
120’. Actual distances between grid elements can be modified in any way in order
to suit the particulars of an adventure. Combat or other encounters can provide
additional variety to the room.

## Equal Wall of Opposite Reaction


### Difficulty: Easy

A glowing blue light emanates from an open baroque stone gateway. Zig zagged lines
ornament the sides of the door. As you get closer, you notice that a glowing
translucent forcefield permeates the otherwise open passageway. An inscription
over the curved top reads:

"Even the most powerful force will not pass through."

Puzzle Features: Any objects thrown at the doorway bounce off. Any attempt to
strike the doorway with attacks causes the weapon to bounce back. Astute
adventurers may notice (with a difficult Perception or Investigation check) that
objects are thrown back with a force proportional to that used against the door.
That is, the harder you hit it, the harder it bounces back. Likewise, any magical
attacks are reflected by the door.
Solution: The doorway can only be passed by those attempting to move very slowly
through the entryway using a minimum of force. Objects can also be rolled through
the door if rolled slowly enough.

Alternatives: A group of monsters or other time-based hazard could be on one side


of the door, raising tension as players slowly traverse the doorway.

## Room of Gravitic Force


### Difficulty: Easy-Medium

This room, based on the principles of gravity, works well as a very large room with
strange magical forces within a dungeon. The players must navigate this room and
find a way out without getting pulled into the gravity of the light globe within
the center of the room.

As you enter the chamber, your eyes are immediately drawn to a bright white sphere
in the center of the room. It seems to be producing a powerful force that pulls you
in its direction. The light from the globe provides enough illumination to see that
the walls and floor are made of solid stone.

Trap Features: The sphere is a massive, glowing orb that is suspended in mid-air
by magical means. Its gravity pulls the players towards the center of the room.

The gravity in the room is not uniform and becomes stronger closer to the sphere.
The players will be pulled towards the sphere. As they approach it, the stronger
the pull will be. Within 10 feet of the globe, the pull becomes irresistible, and
the intense light and heat causes a Dangerous amount of fire damage. In addition,
the characters will be flung past the globe on a hyperbolic path, causing them to
slam into the stone walls of the room. This will result in a Setback amount of
falling damage.

The players can also try to move in the opposite direction of the gravity, but
their movement will be greatly slowed based on how close they are to the globe.

By running at a great speed tangential to the globe (i.e., around the room), the
characters can enter an orbit around it. Note that characters in orbit increase
their distance from the globe by moving in the direction of their orbit (prograde)
and get closer by moving backwards (retrograde). Trying to directly move away from
the globe while in orbit only rotates their orbit and may cause them to bump into
the floor or ceiling.

Solution: Players will need to enter into orbit to cross the room, or engage in a
risky hyperbolic path to get to the other side.

Alternatives: For additional challenges, objects can be strewn across the room.
Remnants of previous adventuring parties or leftover weapons could be hurtling
around the room in unusual orbits, creating a literal “Cloud of Daggers”.

For a unique battle, monsters or enemies could attempt to engage the party while in
the room, resulting in a distinctive aerial fight.

V 1 5

## Temple of Elemental Physics


### Difficulty: Medium

A sturdy magical door blocks the way forward. On it, ancient symbols mark four
circular holes several inches deep.
The four symbols represent the four forces of the standard model of modern physics.
The party must find four cylinders scattered throughout the level that represent
these four elemental forces. Several examples on how to hide these cylinders
throughout a level are below, but dungeon masters should feel free to use creative
imagination to work these forces into their own universe.

Gravity: extremely heavy cylinder. The cylinder requires a Strength saving throw
to carry alone, and anyone carrying the cylinder is considered extremely encumbered
(movement divided by 20).
Electromagnetism: A shining cylinder, this cylinder emits electromagnetic radiation
(light). This cylinder will also disable any magnetic devices (such as compasses)
if brought near to them.
Strong: This extremely hot cylinder can be found powering the center of an orrery
(a model of a solar system). Characters must take care to avoid being burned by
the fusion powered heat emanating from this cylinder.
Weak: This cylinder functions as a *Geiger* counter and occasionally clicks if
exposed to any radioactive substances. For settings without any such material,
magical energy could be detected as well. For a more dangerous option, this
cylinder could be radioactive itself.

Alternatives: For an easier puzzle, the four symbols can be represented by the
classical elements:

Air: extremely light cylinder, or one that is floating unnoticed on the ceiling.
Water: a cylinder filled with liquid. Perhaps hiding in a pool or difficult to
carry due to its liquid nature.
Earth: A heavy cylinder made of stone or earth.
Fire: An extremely hot cylinder that must be handled carefully to avoid fire
damage.

For a horror-themed adventure, vials of each of the four humors: blood, phlegm,
yellow bile, and black bile may need to be found instead. It is left as an
exercise to the reader how these vials might be obtained.

## Black Hole Sun


### Difficulty: Easy

Similar to the previous traps, this room (or pair of rooms) involves a dark abyss
which pulls everything towards it. This 'black hole' transports players through a
wormhole to a different part of the dungeon.

As you enter the chamber, your eyes are immediately drawn to an extremely dark hole
in the center of the room. It seems to be producing a powerful suction that pulls
you towards it. The room is dimly lit with a strong wind blowing through it.

Trap Features: A strong suction force pulls the players towards the hole in the
middle of the room. Unaided characters will need to make Dexterity or Strength
checks in order to avoid being pulled into the hole. Ropes or climbing tools can
be used to counteract this force.

Any character that fails to cross the room will fall into the hole and take a
Dangerous amount of crushing damage from the intense forces within the black hole.
However, they will 'traverse' this wormhole and emerge in a similar room in a
different part of the dungeon.

## Oscillations of Death
### Difficulty: Easy

This trap or short puzzle can exist in a dungeon placed between two rooms. It
works well for lower levels where a swinging blade is still a credible threat.

You enter a large chamber with two stone doorways side-by-side. As you approach the
doorways, you hear the scraping of metal and see the doors are guarded by sharp
swinging blades attached from above by metal chains. The blade on the right is
swinging quickly, while the one on the left is motionless. Before you can take
advantage of it, the left blade seems to slowly begin swinging of its own accord.

Puzzle Elements: The two chains are connected by a strong cable hidden above the
doorways. This cable couples the two swinging pendulum blades together at the same
resonant frequency. However, the energy of the two pendulum system will shift back
and forth from the right blade to the left blade and back. In practice, the right
blade will slow while the left blade picks up speed. The right blade will briefly
stop, and then the reverse process will start, with the left blade slowing while
the right picks up speed.

Any character attempting to traverse past the movement of a swinging blade requires
a (difficult) Dexterity (Acrobatics) roll or will take a Dangerous amount of
slashing damage from the swinging blades.

Solution: The party must be patient and time their passage for when one or the
other blade stops. Careful timekeeping can detect the period of such occurrences.
A traversal at any other time could result in damage.

Alternative: The blades could instead be placed front to back in a single doorway,
forcing players to traverse both (and stop in the middle).

## Parabolic Cannon
### Difficulty: Medium

In this puzzle, players will shoot a cannon to open a partially open drawbridge.
It works well when attempting to enter a fortress or cross a moat.

Puzzle Elements: A wide moat filled with murky and dangerous waters blocks the
way. A drawbridge can allow the party to cross the moat safely, but only if they
can break the chain that holds it in place. Luckily, a forward emplacement has
been abandoned and a cannon is available to use on the drawbridge. However, the
enemies have taken all the cannon balls except for one last shot left forgotten in
the barrel.

The cannon is known to have a muzzle velocity of 45 m/s and is 100 m away from the
drawbridge, which is open 15 degrees. The party must calculate the appropriate
angle to shoot the cannon up and over the drawbridge. Lucky for them, these
cannonballs are known to magically ignore air resistance.

Solution: The cannon must be shot at 75 degrees (give or take about a degree) in
order to get the shot into the right place.

Alternatives: A more advanced party may need to first gauge the muzzle velocity of
the cannon or take air resistance into account. If air resistance is used, the
muzzle velocity will need to be increased to compensate.

VII 13 5

## Mirror, Mirror
### Difficulty: Medium-Hard

This puzzle works best as a room within a larger maze, tower, or dungeon. Some
familiarity with optics or quantum mechanics is recommended.
As you enter the room, you're immediately struck by the multitude of mirrors
adorning nearly all the walls. Each mirror reflects a slightly different image of
the space, making it feel as if you're standing in a labyrinth of endless
reflections. Some of the mirrors are pristine and polished, while others are dark
and murky. On the only mirrorless wall, concentric circles are painted on the wall
in an eerie bullseye pattern.

Puzzle Elements:* The mirrors are simply hung on the wall. Except for two mirrors
next to the bullseye pattern, all the mirrors can be removed by making a Strength
check. The players must also make a Dexterity (Balance) check to avoid dropping
the delicate mirrors and shattering them.

Behind one of the mirrors is a hidden alcove with a black metallic wand with a
glass tip. When activated, it produces a beam of red laser light that terminates
in a glowing circle, similar to the “Dancing Lights” spell. Behind another is
scrawled the message:

In the face of challenging interference, unite the forces of brilliance.

The mirrors are of two types. The shiny mirrors are reflective and cause the light
beam to bounce off (in a direction dependent on the angle of incidence). The murky
mirrors are beam splitters. When the light hits the dark glass beam splitter, half
of the beam passes through the glass unaffected, while half reflects off the
mirror.

A pattern of concentric circles (shown here) is painted in a reflective paint on


one of the walls. If the laser light shines directly on it, it will glow in a red
light. The laser light must come from straight on and not at an angle for the
paint to glow.

If a pattern of laser light that matches the bullseye pattern is shined on the
wall, the two mirrors next to it open outwards, revealing a path forward.

Solution: An interference pattern on the wall must be created with the laser light
pointer by creating an “interferometer”, such as the following set-up with a beam
splitter in the center and two reflective mirrors:

Here, the two paths of the beam reflect back and are combined with different
lengths that cause an interference pattern. Any other set-up that combines two
beams to form interference will also solve the puzzle. For instance, changing the
orientation of the mirrors so that they reflect beams towards the upper right
corner where a second beam splitter resides will also work.

Hints: An Intelligence (Investigation) check may reveal scuff marks near the
mirror, hinting that they can be moved. An Intelligence (Nature) check reminds the
character that the gradient pattern looks like waves in a pond. A Wisdom
(Perception) check reveals that laser light shined on the paint causes the light
rings to glow but the voids to become darker, indicating the entire pattern must be
matched.

Alternative: For a more difficult puzzle, omit the hand-written hint.

#### Canto VII; The Unprincipled

Through dismal realms we did descend,


To where the laws of physics doth offend.
The souls of those who dared to play,
With forces they had failed to weigh,
Their avarice led to Nature's blight,
Now they suffer in endless night.
Those who ignored ethics' sound advice,
Now pay for their hubris an eternal price.
They who ignored bounds of ethics, we did see
The eternal cost of their hubris and glee.
We saw the physicists who did create,
Machines that brought a deathly fate,
Here those who did pollute the land,
Waters poisoned at their command</br>
Consequence of deeds so vile,
Torture and pain now their trial.

Item: Cube of Elemental Alchemy


Wondrous Item, Legendary
The Cube of Elemental Alchemy is a sturdy box two feet to a side, crafted from
shimmering metallic alloys and crowned with a strange spherical shape. Intricate
runes and symbols adorn its surface.
On one side of the cube, there are four controls: a switch labeled +1 and -1, two
dials with numbers, and a slider with numbers from 1 to 6. These four controls are
labeled with runes that require a DC 20 Intelligence (Arcana) roll to decipher:
spin, angular, magnetic, and energy. The angular dial may be turned from 0 (lowest
setting) to one lower than the number on the (energy) slider. The magnetic dial may
be set from zero to the angular number, as well as from zero down to negative
angular number. All dials and sliders must be set to integers only.
When activated, the cube creates a 4-inch cube of the element specified by the
quantum numbers of its highest electron specified by n (energy), l (angular), m_l
(magnetic), and m_s (spin) [as defined by the aufbau procedure, where positive
numbers are considered higher energy]. For instance, copper would be n=3, l=2,
m_l=2, m_s=-1 and produce a block of copper worth 1000cp. Similar settings but with
n=4, or n=5 would produce blocks of silver or gold.
The cube begins with 1d12 + 1 charges. It is a powerful artifact that can be used
to create valuable elements, but it should be handled with caution, as its power
can also be dangerous in the wrong hands.

# 7th Circle
##### Orcalculus, Demon Lord of Computations

Mathematics are the result of mysterious powers which no one understands. -Marston
Morse

Orcalculus, lord of computation, delights in confounding adventurers with complex


puzzles and riddles that require large amounts of computation and algorithms.
Orcalculus and her followers love to force mortals into new modes of thinking and
technology with problems that require more calculation than can be done by hand.

## Finite Sword Magic


### Difficulty: Medium

You come upon a grand drawing etched upon the stone wall before you, depicting the
shape of a magnificent sword. The hilt of the sword glows with an ethereal light
and beckons you closer. As you approach, you notice three gleaming levers placed
beneath the drawing, each made of a different metal and hued in blue, yellow, and
red. Faint whispers of magic cascade within the room.
In this puzzle, the party must manipulate a mysterious drawing on the wall to
continue. This puzzle can be used to open a door, guard a treasure chest, or
activate a magical device.

Puzzle Features: The sword-shaped drawing consists of circles connected by lines.


When the puzzle is activated, the circle at the bottom of the hilt of the sword
lights up. Three levers, colored yellow, blue, and red, control the movement of
the light. Pulling a lever will cause the light to move to an adjacent circle
connected with a line.

Solution: The levers work as a finite state machine, meaning that pulling a lever
will always have the same effect if pulled while a particular circle is lit.
Each circle has three possible destinations, based on the levers available.

Image depicts a series of circles similar to connect-the-dots, in the shape of a


sword. Three lines between each dot, one of each color: blue, red and yellow.

The party must navigate the light from the hilt of the sword to the point by
pulling the levers in a specific sequence. The sequence 'red-blue-yellow-blue-
yellow-blue-yellow-blue-red' is one solution out of many that will move the light
from the hilt to the point of the sword.
Once the last lever (red) is pulled when the light is at the point of the sword,
the puzzle is solved, and the door will open.

Alternatives: The drawing can be changed to any suitable picture, as long as each
circle has at least three outgoing lines with well defined transitions. Instead of
levers, other actions can be used to trigger transitions. For instance, spells or
cantrips may need to be cast to trigger a transition, and different schools of
magic may correspond to the different colors.

## Boolean Blockage
### Difficulty Medium-Hard

This puzzle works well as a unique door lock that provides a problem for the
players to solve.

You come across a large oak door, its surface adorned with shimmering, ghostly
runes, written in an arcane language. The center of the door is inscribed with a
circle containing a plus sign. At the intersection of the cross, there is a square
hole, which is the perfect size to insert small metallic objects. The door is
securely locked with a series of sixteen rotating locks. Each lock is a circular
rotor with one black side and one red side.

Puzzle Features This puzzle involves a set of magnetic blocks that correspond to
different boolean operations. The blocks are either cubes or rectangles, each with
a distinct color:

Blue cube: variable 'a'


Red cube: variable 'b'
Yellow cube: variable 'c'
Green cube: variable 'd'
Black cube: NOT operation ('~'' symbol)
Purple rectangle: OR operation ('|' symbol)
Orange rectangle: AND operation ('&' symbol)

The magnetic blocks can be connected to one another. A rectangle (purple or orange)
can be connected to two blocks or chains of blocks, one on each side. These blocks
can be found in a box or chest near the door or possibly hidden elsewhere within
the dungeon.

When the magnetic blocks are inserted into the square hole in the door, the locks
change to reflect the result of the boolean expression. There are sixteen locks,
each corresponding to a combination of the four variables ('a', 'b', 'c', and 'd')
being set to either true or false. If the expression is true for that combination,
the lock turns red. If it's false, the lock turns black. If the expression is
invalid, such as ending with a NOT operation or having two variable blocks in a
row, nothing happens.

The second part of the puzzle is the key, which can be found elsewhere in the
dungeon or inscribed on the door itself. The key is a binary string, such as
'1111010100110001', which represents the state of the locks that will unlock the
door. A '1' corresponds to a red lock, while a '0' corresponds to a black lock. The
key represents the order in which the locks need to be colored, from top to bottom,
in order for the door to open."

Solution: For the key '1111010100110001', the following boolean expression will
create this pattern: "((c | ~a) & (d | ~b)""). This corresponds to putting the
orange rectangle in the lock. On one side of the orange rectangle should be a
purple rectangle with a yellow cube on one side and a black and blue cube on the
other side. On the second side of the orange rectangle is a purple rectangle with
a green cube on one side and a black and red cube on the other side.
Alternative: For a simpler version of the puzzle, use the shorter key '11011101'
with only 8 marks on the door. Remove the green cube from the puzzle. The correct
solution is to construct the expression "~(b ^ ~c)". That is, a black cube
inserted into the door with a orange rectangle on the other end. On one side of
the orange rectangle should be the red cube. On the other side should be the black
cube and the yellow cube. Instead of the key being binary, the key could also be
colored next to the door (a note from a previous adventuring party?).

Another option to increase the difficulty is for the door to cause damage to the
party whenever the locks are set incorrectly. For instance, the blocks could shock
the person attaching the blocks with electric damage.

II 8 2

## Golem Graphics
### Difficulty: Easy-Medium

The players reach a chamber filled with poisonous gas and must instruct a golem
with an algorithm to navigate the maze. This puzzle works great for a dungeon maze
that contains an important treasure that the players desire.

A stout stone golem stands guard in this room. The golem appears completely
motionless, but its eyes glow a dim orange when anyone in the room speaks. Beyond
the golem is an iron-reinforced wood door, studded with rivets. Inset within the
thick door is a cloudy window. Beyond, stone passageways filled with a greenish
gas can be seen. A crude drawing is etched in the wall.

Puzzle elements: The drawing is a map of the room beyond, which is filled with gas
and causes a *Deadly* amount of poison damage if entered. The golem will follow
simple instructions from the party but will not leave the room except to enter the
maze. It will ignore any violent or inappropriate commands. The golem can only be
given a few instructions (up to 10) before it forgets them. The golem can be given
instructions such as "move forward X feet", "turn right", "turn left", "pick up any
treasure chests you see". If the golem hits a wall or is unable to complete an
instruction, it will return to the starting point. The players must give the golem
appropriate instructions to complete the maze and retrieve the treasure at the end.

Optional: each time the golem opens the door to the maze, all the characters take a
Setback amount of poison damage from gas that escapes the chamber.

Solution: Assuming each square is 5 feet wide, the solution is "move forward 50
feet", "turn right", "move forward 30 feet", "pick up any treasure chest you see",
turn right", "move forward 40 feet", "turn right", "move forward 20 feet", "turn
right". When repeated, this procedure will lead to the treasure chest.

The solution will trace a repeating path. The image shows the maze with a series
of cascading rectangles that trace a winding path to the treasure in the lower
right corner.

Alternatives: For a more challenging puzzle, do not show the characters the map.
However, given that the golem walks at a very constant speed, they can know the
number of steps that the golem takes before hitting a wall and returning.

## Mastermind of Mastermind
### Difficulty: Medium-Hard

This puzzle can be used for passing a closed doorway or for opening up a secret
compartment.

Puzzle Elements: Above the passageway are four crystals that can glow two
different colors (white and blue). Below this are four circular slots. Nearby, a
bin of glassy cylinders colored with six different colors (none of them white or
blue).

The cylinders fit into the four holes. The DM should pick a solution involving a
sequence of four choices of the six colors. For each glass peg correctly placed, a
crystal shines white. A crystal glows blue for each correctly colored peg placed
in the wrong position.

If all four pegs are placed correctly, the doorway opens. After 5 guesses, all
players begin taking a *Dangerous* amount of damage for each incorrect guess.

Solution: The solution is to play the game 'Mastermind'. A strategy for


guaranteeing a solution within five guesses is possible, but very difficult. It
involves picking a pair of two colors as the first guess, then using a 'mini-max'
algorithm to pick the guess with the 'least worst' outcome as the next guess.

Hints: Intelligence (History) can be used to discern the rules of the game. A
Wisdom (Perception) check helps characters see that the number 5 is written next to
a symbol meaning 'danger'. Intelligence (Investigation) reveals a mural with poker
players with one player holding a two-pair.

Alternatives: For a more difficult puzzle, once players are aware of the rules and
limits, use *Deadly* damage for incorrect guesses after five. For an easier
puzzle, use *Setback* damage instead.

## Ackermann's Acolyte
### Difficulty: Hard

This puzzle is best suited for when the party needs knowledge from a mystic, monk,
or trickster that would require a riddle to obtain it.
The acolyte will give you the knowledge that you seek, but you must first answer
his riddle. It concerns the worth of two certain types of crystals, found in an
obscure part of the world. If only red crystals are possessed, they are worth one
copper for each crystal, plus one for the collection. So, ten red crystals are
worth 11 copper. Blue crystals on their own are worth the same as one less blue
crystal when combined with a red crystal. So, four blue crystals are worth the
same as three blue crystals and a red crystal. However, if one possesses both blue
and red crystals, their value is greatly increased. In this case, the value of the
crystals is the same as if you had one less blue crystal, but with an amount of red
crystals equal to the number of copper coins that the blue crystals with one less
red crystal is worth. For example, someone with 2 blue crystals and 2 red crystal
would be worth the same as 1 blue crystal and an amount of red crystals equal to
the value (in copper pieces) of 2 blue crystals and 1 red crystal.

The monk then asks you the riddle. How much is 4 blue crystals and 1 red crystal
worth?

Solution: The acolyte describes the recurrence relation:

* Value(0, red) = red+1


* Value(blue, 0) = Value(blue-1, 1)
* Value(blue, red) = Value(blue-1, Value(blue, red-1))

This is known as the Ackermann's function and can grow extremely large. The answer
to Value(4,1) = 65533.

Hints: A Wisdom (Insight) check or a Charisma saving throw is enough for a


character to translate the acolyte's description into the above formulas.

An Intelligence (Arcana) roll can reveal that:


* Value(1,r) = Value(0, Value(1,r-1)) = Value(1,r-1) + 1
* Thus, if Value(1, 0)=Value(0,1) = 2, then Value(1, r) = r+2
* A similar method can show that Value(2, r) = 2r + 3.

Alternatives: For a harder problem or a more diabolical acolyte, try 4 blue


crystals and 2 red crystals. The recurrence could be written on a wall or
monolith instead of an acolyte's riddle, with the answer opening a combination
lock.

## Dungeon Life
### Difficulty: Hard

In this puzzle, players must create a cellular automata to cross an electrified


dungeon room.

Square tiles cover the floor in this hallway. As you press them, they begin to
glow with a weird light. Past a strange stone lever, the hallway widens out into a
larger room filled with the same sort of tiles. As you get closer to the open
room, you hear a low buzzing noise permeate the area and feel static electricity
make your hairs stand on end. Glowing lines on the walls connect to the corners of
the room opposite you.

Puzzle Elements:

Tiled hallway: The hallway consists of a tiled floor with squares that can be
turned on and off by the players. Each square can be toggled between two states: on
and off.
Shocking room: The adjacent room is filled with electricity, and stepping inside
will result in a *Setback* amount of electricity damage for each step taken in the
room.
Lever: Once the lever is pulled, the tiles begin to glow according to the rules of
Conway's game of life. That is, any tile with three adjacent lit tiles (including
diagonals) will turn on next round. An already lit tile will also stay on only if
two or three adjacent tiles are lit.
Trigger tiles: Two tiles on corners diagonal to the entryway are connected to
glowing lines. One line is connected to the exit door. The other line leads up
the wall where glowing patterns are etched into the ceiling. If the first tile
ever is turned on, the door opens. If the second tile is turned on, the
electricity in the room disperses.

Many simulators for Conway's game of life exist and can help you determine what
happens.

Solution: To solve the puzzle, the players must create a specific pattern on the
hallway floor that will propagate to the corner of the room. There are many
solutions including the 'glider' pattern made of five lit squares within a 3x3
block..

Hints: A Wisdom (Perception) check reveals the glowing lines from the trigger
tiles, emphasizing their importance. An Intelligence (Arcana) check helps
recognize that the ceiling runes vaguely resemble a spaceship, and that a pattern
needs to 'travel' across the floor.

Alternatives: The trigger tiles may be placed at various points in the room to
increase the difficulty. Placing the tile straight ahead rather than at a diagonal
is more difficult but can be solved by a design called a 'lightweight spaceship'.
Placements aside from diagonal or orthogonal can be even more challenging. Instead
of a trigger tile, the players could need to jump from tile to tile, avoiding unlit
tiles, which would force them to create a pattern that traverses the floor with
them.

## Gray Runes
### Difficulty: Medium-Hard

This puzzle involves pressing buttons to open a door and can be used in a dungeon
to access the next room.

You enter a circular room with a large table in the center. The table has 6
buttons, each with a unique symbol. A riddle is etched into the stone wall next to
the door:

To escape this room and earn your prize,


you must press the buttons, in order wise.
Every combination you must see,
Repeat any one and pain be your fee.

Puzzle Elements: To solve the puzzle, the players must press the buttons such that
all combinations of the buttons being on and off are reached without repeating any
of them.

Players may only press one button at a time, which will toggle whether the symbol
is lit up or dark. If they repeat a pattern of lit buttons that they have already
done, the table will shock the entire room, causing a *Dangerous* amount of
lightning damage and then reset to zero.

Once all sequences have been achieved, the door to the next room opens.

Solution: To solve the puzzle, the players must start with buttons all off and get
all combinations without repeating any by pressing one button at a time. While
many permutations are possible, one way to do this is to utilize the Gray code
sequence for six bits, with a zero representing an unpressed button and a one
meaning a depressed button. This sequence is (from left to right):

000000 000001 000011 000010 000110 000111 000101


000100 001100 001101 001111 001110 001010 001011
001001 001000 011000 011001 011011 011010 011110
011111 011101 011100 010100 010101 010111 010110
010010 010011 010001 010000 110000 110001 110011
110010 110110 110111 110101 110100 111100 111101
111111 111110 111010 111011 111001 111000 101000
101001 101011 101010 101110 101111 101101 101100
100100 100101 100111 100110 100010 100011 100001
100000

Alternatives: For a shorter puzzle, four runes can be used, with one possible
solution being:

0000, 0001, 0011, 0010, 0110, 0111, 0101, 0100,


1100, 1101, 1111, 1110, 1010, 1011, 1001, 1000.

## Gothic Analytical Engine


### Difficulty: Very Hard

This section describes a (Turing-complete) machine that can input commands (a


program) and output results using a simplistic programming language. This machine
can be found in a mage school or guild, in a Gnomish enclave, or within a
technology themed dungeon.
This machine could simply be a curiosity, could be used to solve other problems in
this book, or can be a puzzle itself.

A large brass and steel contraption, the device has pipes and gauges that whistle
and hiss with steam. A typewriter with eight symbols is arranged at the front of
the machine. A long strip of paper tape that loops around a spool feeds into the
contraption. A maze of gears and levers behind the typewriter spin and click as
the device hums to life.

Puzzle Elements: This machine has three parts:

Input program: typed by the party using the typewriter in the front of the device.
Programs are lists of the eight commands listed below.
Data: an internal paper tape inside the device not accessible by the characters.
The input commands can move a pointer left or right on this tape and modify the
value at that location. The data starts as all 'zeros'.
Output: Another paper tape is printed by the machine and comes out of a slot in
the front of the machine, similar to a cash register paper receipt. This output is
generated with the '.' command and will output the symbol for the number in the
table below. Any number above 7 will output a solid black block.

The device operates by processing the instructions on the input program one at a
time according to the table below until the end of the input program is reached.
If a bad instruction is received (for instance, subtracting below zero) or if the
machine gets into an infinite loop, the device sputters, outputs gibberish, and
then resets to all zeros.

Number 0, symbol o (zero), Meaning: Do nothing. Blank symbol.


Number 1, symbol + (plus), Meaning: Add one to the number at the pointer.
Number 2, symbol - (minus), Meaning: Subtract one from the number at the pointer.
Number 3, symbol > (greater than), Meaning: Move pointer one to the right.
Number 4, symbol < (less than), Meaning: Move pointer one to the left.
Number 5, symbol . (period), Meaning: Output symbol represented by the number at
the pointer.
Number 6, symbol [ (left bracket), Meaning: If the number at the pointer is zero
(o), jump forward to right after the matching ] command.
Number 7, symbol ] (right bracket), Meaning: If the number at the pointer is
nonzero, jump back to right after the matching [ command.

For instance, by typing '+++.>+.' will add 3 to the first point on the data, print
out '&gt;' (3) and then move to the right, add 1, and print out '+' (1). The loop
'+++[.-]' will print out '>-+' (321).

Several puzzle alternatives are presented below. Many other sequences could be
used as challenging outputs to reproduce. The puzzle may need to be solved in
order to pass a lesson, impress a mentor, or perhaps to open a door controlled by
the device.

Counting: The machine must output a series of increasing +'s up to 10 +'s in a


row, each separated by '>':
+>++>+++>++++>+++++>++++++>+++++++>
++++++++>+++++++++>++++++++++>

One solution is the program:


++++++++++[->>[+>]+[<]<]>>[>]<
[[->+.-<]>>+++.---<<<]

This program sets the tape to be 0,0,10,9,8,7...,1,0, then reads the tape back to
front, printing out the appropriate amount of '+'s.

Fibonacci Sequence: This problem is similar to above, but the sequence of '+'s
must follow the Fibonacci sequence with each term the sum of the two previous
(1,1,2,3,5,8,13,21).

One solution is :
++++++++++>>+>+.>>>+++.---<<<<<<[->>[>]<
[->+>+>+.-<<<]>>>+++.---<<<>>[-<<+>>]<<<
[->>+<<]+[<]<]

Quine: (Hard) The program may be whatever you want, but the output of the device
must be the same as the input program.

One solution, which uses the first part as data and the second part to print it out
is the sequence:

>>>>+>+>+>+++++>+++++>+++++>+++++>++>++>++>
++++>++++>++++++>++++>+++++++>++++>+>+++>+>
+>+>+++>++++++>++++++>++>++++>++++>++++>+>
+++>+++++>+++>+++>+++++++>++++>+++++>++++++>
++>+++>+>++++>+++++++>++++>++++++>++>+++>+>
++++>+++++++>+++>+++>+++>+++++++>++++>++++>
++++>++++>++++++>++++>+++++++>+++>++++++>
+++++>+++>+++++++>+++....---<<[<]<+>+++>
[[-<<<+>.>>]<.[->+<]<[->+<]>>>]<<<<[<]>[.>]

Item: Mystic Mosaic Maker


Wondrous Item, Very Rare
Ancient, ornate patterns decorate this large and bulky metal machine. Players can
interact with main parts of this device: a glass plate for placing shapes (held in
a side container) and a needle apparatus for inking a design.

To create a mosaic, players can place a pattern or shape onto the machine's glass
plate and then activate the machine. It begins to hum with a low frequency. A
whirring device passes over the glass plate, analyzing the pattern. Gears within
the machine turn, producing a strange buzzing sound, and the pattern is replicated
recursively within each of the shapes using a technique called multiple reduction
copying to create a design. That is, the patterns are scaled (and possibly
rotated) using an affine transformation so that they fit into each original shape
on the plate.
The design is inked with extremely sharp and precise needles onto a canvas or skin
on the side table. These designs are known to have a variety of bizarre and
unstable magical effects, especially when used as a tattoo.

#### Known Mystic Tattoos

The mystic mosaic maker can make all manners of patterns, both aesthetically
pleasing as well as practical. Some patterns are known to provide boons to their
wearers, such as those list below. Other runes with unknown properties likely
exist among the myriad possible variations. For these wards to be effective, the
wearer may not have more than one fractal tattoo and must attain attunement to it.
If attunement ends, the tattoo loses power and gradually fades away.

#### Inverted Arcane Triangle

Image of three squares, which transforms into an inverted Sierpinski’s triangle.


This rune grants a +1 to checks using the Arcana skill.

#### Heighway Dragon Tattoo

This tattoo, made by squares rotated 45 and 135 degrees, grants the wearer a +2 to
the Jeweler's tool proficiency and other checks related to manipulating extremely
small objects.

#### Barnsley's Fern Ward

Four rectangles: a skinny stem, two rotated leaves, and a body turns into a fractal
leaf. This ward allows the wearer to take advantage of fractal dimensions to *Pass
Without Trace* in heavily wooded areas.

#### Koch's Chilly Cure

Six squares in a hexagon shape turns into a fractal snowflake. This rune grants
the bearer resistance to cold damage.

# 8th Circle
##### Baalzgebra, Demon Lord of Combinatorics

The numbers may be said to rule the whole world of quantity, and the four rules of
arithmetic may be regarded as the complete equipment of the mathematician. -
Charles Maxwell
Baalzgebra loves the counting of collections and possibilities and aims to trap
unwary players into a doom caused by their own miscalculations.

## Alchemy chains
### Difficulty: Easy

This puzzle works best in a mystical setting that requires a magical mathematical
trial. Though players need only addition to solve the problem, this puzzle
(especially the alternatives) can be quite challenging.

The room is lined with a row of seven shiny, circular tables that are spaced evenly
apart. Each table has a bowl sitting beneath it, with the bowls getting
progressively larger as you move down the row. All of the bowls are empty except
for the first bowl, which contains two single copper coins and two bundles of two
copper coins. The coins in the bundles cannot be separated. A shimmering pile of
copper coins sits on the last table.

Puzzle Features: Bundles of coins can be moved from the bowls to the tables or
from an earlier table to a later table. At first, only the first bowl has coins (2
single coppers and 2 doubles). As these are placed on the table, more will appear.

There are 73 shimmering copper coins on the seventh (last) table. The shimmering
coins are illusions and cannot be moved from the table.

Once two bundles of coins are placed on a table (a single coin counts as a bundle),
there is a flash of light from the next bowl, and the current table loses its shiny
luster, becoming dull. The next bowl then contains a pair of bundles with coins
equal to the sum total of coins on the previous table. This means that you can add
any two existing bundles to create two new bundles of the sum. For example, if you
place the two bundles of two coins on the first table to make four, then two
bundles of four coins will appear in the second bowl.

If more than two bundles are placed on a table, only the first two bundles are
counted. Once a table has lost its luster, it no longer can create bundles.

Once the final table is reached, if the number of coins matches the illusory pile,
the puzzle is solved (and the door opens, the treasure appears, etc). If the
number of coins does not match the pile, the coins not matched glow with a cold
white light. A gust of chilly wind then blows through the chamber, causing a
*Setback* amount of cold damage to the party, and the tables and bowls reset to the
original configuration.

Solution. The solution is to combine the coins in an increasing pattern so that


two bundles can add up to the final pile on the final table. There are several
ways to combine the coins in seven attempts in order to add up to 73 coins on the
final table. One is to create piles of 3, 6, 9, 18, 36, 37, 73. Another is to
create piles of 4, 8, 9, 16, 32, 64, and then 73.

Hints: A successful Investigation or Arcana check on the shimmering pile reveals


they are illusions and meant to signify the end goal. A Wisdom saving throw may aid
the party in determining that each instance adds the bundles together and that the
increasing size of the bowls signifies that large bundles should be created later
in the sequence.

Alternatives: For progressively harder problems, try:

(Medium) 11 tables and 10 gold (1000 copper)


(Hard) 14 tables and 19 gold, 3 copper (1903 copper)
(Very hard) 16 tables and 12 platinum, 5 gold, and 9 copper (12509 copper)

## Change
### Difficulty: Medium

You hand the shopkeeper a platinum piece. The eccentric merchant smiles and says
he will give you a discount if you can correctly tell him how many ways he can give
you change.

Solution: Assuming a platinum is worth 1000 copper (cp), a gold is worth 100 cp, an
electrum is worth 50 cp, and a silver 10 cp, there are 4246 possibilities (with an
extra one if the merchant hands the coin back to you). It can be figured out by
studiously counting each possibility (how many possibilities by using 0, 1, ..., 9,
10 gold pieces) or by using the generating function:
(1-x)(1-x<sup>10</sup>)(1-x<sup>50</sup>)(1-x<sup>100</sup>)(1-x<sup>1000</sup>).

## Beholder Ceremony
### Difficulty: Easy

A riddle master or guru may ask the party this puzzle. For instance, this may be a
question to enter into a secret library, prove the party's worth to a group of
intellectual monks, or convince a guru they are worthy.

Puzzle element: The party is presented with a riddle from a wise guru. The guru
asks
how many ways two beholders can greet each other by gently touching one of their
eye stalks to one of the other's eye stalks. The first beholder has a choice of 10
eyes, and the second beholder also has a choice of 10 eyes.

Solution. The beholders have a choice of 10 eyes each, so there are 10 x 10 = 100
different ways that they can greet each other by touching only one eye stalk at a
time.

Alternative: (*Medium*) For a more interesting and difficult challenge, the guru
may ask this follow-up question. The beholders are known to be creative and
sometimes use more than one eye stalk for their greetings. The party must figure
out how many different greetings are possible if the beholders can touch any number
of eye stalks together, from one to ten.

For a simpler example, consider an elf and dwarf greeting each other with either
one or two hands. They could greet each other in the following ways:

1. shake right hands,


2. shake left hands,
3. the elf's right hand to the dwarf's left hand,
4. the elf's left hand to the dwarf's right hand,
5. shake both right and left hands, and, lastly,
6. cross right hands to left hands.

These demonstrate how two creatures with two different hand appendages can greet
each other in six possible ways. The guru asks how many ways if the beholders have
ten appendages.

## Peaceful Queens
### Difficulty: Medium-Hard

This puzzle involves placing pieces on a chessboard in a specific way to "unlock" a


treasure chest or passageway. To solve the puzzle, the party must arrange the
pieces on a chessboard such that no two pieces can attack each other using the
moves of a chess queen. The puzzle can be used to guard treasure or a key that is
located within the pedestal of the chessboard.

In the middle of the dark room, you come upon a strange pedestal with a chessboard
pattern inscribed upon it. Beside the pedestal, you see an assortment of chess
pieces - three white queens and five black queens.

Puzzle Features: On top of a pedestal rests a 5x5 chessboard with an assortment of


chess pieces beside it: three white queens and five black queens. You may place the
pieces on the squares of the chessboard. However, if any white queen is placed on
the same row, column, or diagonal as a black queen, the two pieces will fly off the
board and cause psychic damage (as described in the *Setback* damage in the
introduction) to everyone in the room. Once the party places all eight pieces on
the chessboard, a compartment in the base of the pedestal opens up, revealing the
needed treasure or key.

Solution: One possible solution is to place the white queens on a1, a2, and d1.
Then, the black queens can go on b4, b5, c5, e3, and e4. Any rotation or mirror of
this also works.

Hints: An Intelligence (Arcana) check can reveal that the psychic energy primarily
spreads out along the row, column, and diagonal of the placed piece. This will
also allow the players to avoid the damage with a Dexterity saving throw. A Wisdom
saving throw reveals that one way to solve it is to place three white queens on the
board and then count the squares that none of them attack. This reduces the number
of possibilities and prevents any damage.

Alternatives: For a more difficult challenge, try placing 10 white queens and 9
black queens on a 8 by 8 chess board. An alternative puzzle is to place 8 chess
queens on the board so that none of them attack each other.

X 4 5

## Door of Indifference
### Difficulty: Hard

This can be used in any place where a door or an entrance could be guarded by a
puzzle.

You find yourself standing in front of a heavy stone door, adorned with intricate
engravings and seven slots carved into its surface. An inscription over the door
reads 'No matter how you add it up, all of us are different.'

A small alcove has been inset into the wall near the door, and within it lies a
pile of tiles numbered from 1 to 44. The tiles are arranged in a haphazard fashion,
as if hastily tossed into the alcove.

Puzzle Features: There are 44 numbered tiles arranged in a pile. These tiles can
be inserted into a door with seven slots. When the tiles are initially placed in
the door, they will glow blue. If any combination of inserted tiles has a sum equal
to another combination of tiles, the two sets of tiles will glow yellow and orange,
respectively. For example, if the tiles 6, 7, 8, and 9 are placed into the slots,
the tiles 6 and 9 will glow yellow, while the tiles 7 and 8 will glow orange (since
the sum of 9 and 6 equals to the sum of 7 and 8, which is 15).

Solution: There is only one possible solution: 20, 31, 37, 40, 42, 43, and 44.

Hints: A successful Wisdom (Perception) check notices that the top three tiles in
the alcove were the largest three (42, 43, and 44).
Alternatives: For a harder puzzle, any time a sum is achieved, radiant energy is
expelled from the door, causing damage. The inscription above the door can also be
removed to cause more experimentation for the party.

For an easier puzzle, try 6 slots with numbered tiles from 1 to 24. (Or even 5
slots with tiles 1 to 13).

## Forbidden Fibonacci
### Difficulty: Medium

This puzzle works for when the party needs to traverse a magical staircase.

Stairs twenty deep lead upwards. When you try to climb them, a force propels you
backwards and a disembodied voice cries out:

'Before ye can pass, ye must answer my question. How many ways can you paint my
stairs red and blue, so that no two red stairs are adjacent?'

If the players attempt to climb the stairs without answering the question
correctly, they receive a Dangerous amount of force damage.

Solution: The number of possibilities scales like the Fibonacci sequence. You can
always add a blue stair to any combination of stairs (the previous term) and you
can take any combination of stairs one less, and a blue stair, then add a red stair
(the penultimate term). Adding these two terms together provides the Fibonacci
sequence. Thus, for 20 terms, the answer is 17711 (the 20th number in the
Fibonacci sequence, when starting with the number 2).

#### Canto VIII; Bean Counters' Curse

Deep in the circles of Hell's despair


A view of misers endless counting there
A googol digits, a never-ending task
For those in this circle have been cast
No rest, no respite, no way to escape
This prison of numbers, this endless shape
The damned are doomed to count without end
In this circle of Hell, their fate is penned
A googol numbers, a curse, a fate
For those whom no number could sate
Euclid my guide says, this endless count
A punishment for those whose lives amount
To nothing but greed and selfish gain
Trapped in this circle, forever remain
These are the greedy, the selfish, the vain
Who chased after wealth, but nothing attain
They cared not for love, or friendship, or truth
They hoarded their riches, and cared not for youth
Their hearts were cold, their souls were sold
For a handful of coins, their fate was tolled

VI 12 7

## Dwarven Mountain Numbers


### Difficulty: Medium-Hard

This puzzle is perfect for a tomb of a famous painter, mathematician, or polymath.


It could be used within ancient dwarven ruins or other places with a mountain
themes. The example below describes how this might guard a secret within an art
gallery.

The art gallery's walls are adorned with various paintings and sculptures. One
particular drawing catches your eye. This abstract depiction of mountains seems out
of place in the otherwise vibrant gallery, with a series of lines and angles that
seem almost geometric in nature.

Puzzle features: The drawing describes a series of numbers and a hint towards
unlocking the treasure. Behind the painting is a wall safe with a number
combination lock. The lock has four dials, each with the numbers 0-9 on them.

Solution: The drawing shows the different configurations possible by using a set
number of upstrokes and downstrokes. For instance, the bottom row shows the
possibilities for using one stroke (just 1), two strokes (2 different mountains),
and 3 strokes (5 different mountains). The next two rows show the 14 different
mountain ranges that can be created with 4 up and down strokes. The top rows show
all 42 possibilities for 5 up and down strokes.

The 'signature' line at the bottom shows eight up and down strokes. The
combination lock is solved by inputting the total number of possible mountain
ranges formed with 8 up and down lines, which is 1430.

This series is called Catalan numbers and can be calculated by (2n)! / ( n!


(n+1)! ).

Hints: Anyone with the painter's supplies tool proficiency realizes that this is
not a typical painting and that the 'signature' at the bottom is unusual and likely
part of the puzzle.

A Wisdom (Perception) check reveals some scuff marks on the wall near the side of
the painting, indicating that the heavy painting has likely been moved.

A (difficult) Intelligence (Arcana) check will let the players realize that the
drawings of mountains are not random and correspond to a set number of up and down
lines.

Alternatives: The solution can be made easier or harder by changing the number of
lines at the bottom. For instance, 6 lines would be "132" and 12 lines would be
"208012".

## All Geared Up
### Difficulty: Hard

This puzzle can be used when searching for a hidden item within a room, such as a
key to the door. It works especially well in a dungeon or antiquated setting where
you might find clockwork machines and gears.

Puzzle Elements: On the wall of the dungeon is a set of gears in the pattern
below. Letters adorn the wheels of the grid, and notches near the wheel mark
specific positions on the gear. A crank in the upper left corner can be used to
turn that wheel clockwise. A clue states "Turn the gears to find the answer."
The image depicts a series of gears, with letters on them (described below). 6
gears on the top, with ten on the bottom. (Credit: Original puzzle by Joseph
DeVincentis)

Solution: The solution is to turn the gears on the top so that the letters
"ANSWER" line up to be under the notches in the top row of gears from left to
right.

The players will need to move each of the gears a different number of times in
order to get the correct letter below the notch. However, since the gears are
circular, the letters will repeat on a cycle (ie. modulo the number of spokes).
Keeping in mind that the gears alternate turning clockwise and counter-clockwise,
this means that the first six gears need to be turned as follows:

'LIERTHUONAPSD', 4 turns clockwise for 'A' (4 mod 13)


'KNQZPFXJVWY', 1 turn counter-clockwise to get to the letter 'N' (1 mod 11)
'XZVJKQFSW', 2 turns clockwise to get 'S, (2 mod 9)
'ZXJKVQMW', 7 turns counter-clockwise for 'W' (7 mod 8)
'UYHAEIO', 3 turns clockwise to get 'E' (3 mod 7)
'PXRMW', 2 turns counter-clockwise to get 'R' (2 mod 5)

These equations can be solved using the Chinese Remainder Theorem to find the
unique solution modulo 13 &times; 11 &times; 9 &times; 8 &times; 7 &times;5 =
360360. One can build up the solution (since 6 is the inverse of 13 mod 11 and of
11 mod 13), then 1 &times; 6 &times; 13 + 4 &times; 6 &times; 11 = 56 is equivalent
to both 4 mod 13 and 1 mod 11. This can be done successively to reach the solution
that *X = 248447*. Brute force techniques are also possible.

Then, the values of the gears below when turned 248447 can be figured out as below:

'F' is 'EFGHIJKLMNOPRSTUVWYABCD' turned 1 counter-clockwise (248447 mod 23 = 1).


'L' is 'KLMNOPRSTWACEHIJ' turned 15 clockwise (248447 mod 16 = 15)
'O' is 'BCDEFGHILMNOPRSTUA' turned 11 counter-clockwise (248447 mod 18 = 11)
'O' is 'NOPRSTUABCDEFILM' turned 15 clockwise (248447 mod 16 = 15)
'R' is 'PRSTUVWYABCDEFGHIKLMNO' turned 1 counter-clockwise (248447 mod 22 = 1)
'B' is 'OPRSTUYABDEFHILMN' turned 9 clockwise (248447 mod 17 = 9)
'O' is 'ILMNOPRSTUADE' turned 4 counter-clockwise (248447 mod 13 = 4)
'A' is 'MNOPRSTABCDEFGHIKL' turned 11 clockwise (248447 mod 18 = 11)
'R' is 'OPRSTUABCDEILMN' turned 15 counter-clockwise (248447 mod 15 = 2)
'D' is 'LMNOPRSTABCDEK' turned 14 clockwise (248447 mod 14 = 3)

Thus, the solution is 'FLOORBOARD' which can reveal the location of a hidden key or
artifact under the floorboards.

Hints: A Wisdom (Perception) check reveals that the gears at the top are different
from the gears on the bottom, both due to the letters on them, as well as a slight
difference in coloration of the notches above them. A Wisdom (Insight) check
reveals that "find the answer" should be taken literally to find the word 'answer'.
Tinker's tools or another relevant tool proficiency will help the characters
realize that the gears alternate clockwise and counter-clockwise, and that each
gear will repeat the letters after a number of turns equal to their spokes. An
Intelligence (Arcana) check will aid the character to understand that this puzzle
relies on modular mathematics and the Chinese Remainder Theorem (perhaps renamed to
the 'Elven Remainder Theorem' or other suitable in-game culture).

Alternative: For a slightly more obscure puzzle, you can use the original clue:
"*Make your first answer a good one!*". As an optional element to add difficulty,
if someone turns the gears, the ceiling descends, forcing the players to use
mathematics to calculate the result rather than turn the wheel endlessly.

The gears can be changed or rotated to form other clue words by moving the bottom
gears so that the desired letters take the place of 'floorboard'. Take care not to
change the number of spokes on each gear though, as that will change the
mathematics of the puzzle.

## Chessboard Trickery
### Difficulty: Easy-Medium

A simple riddle to confound your players is for a trickster or monk to ask the
question: "How many squares are on a chessboard?" The trickster may remind the
party to count *all* of the squares. The trickster may offer a reward or
information in exchange for correctly answering.

Solution: The solution is that there are 64 squares of size 1 &times; 1 squares,
49 squares of size of 2 &times; 2, and so on. This means there is a total of
64+49+36+25+16+9+4+1 = 204 total squares.

Alternative: The trickster may instead ask how many rectangles are on a chessboard.
This answer is instead (9 choose 2) &times; (9 choose 2) = (9 &times; 8 / 2)
&times; (9 &times; 8 / 2) = 36 * 36 = 1296

Bonus Chess Combinatorics: Some other potential riddles involving chessboards are:

(Medium) How many queens need to be placed so that every square is attacked?
(Medium) How many knights need to be placed so that every square is attacked?
(Medium) How many possible ways can you place a single knight and a single bishop
on a chessboard so neither attacks each other?
(Tricky) Can you come up with a route for a knight to go from a1 to h8 landing on
every square exactly once?
(Very Hard) How many different ways are there for a knight to make a tour of the
chess board (landing on each square exactly once) and then ending on the starting
square?

See the previous *Peaceful Queens* section for more chessboard puzzles.

# 9th Circle
##### Primeval Demonstras, Demon King of Intractability

We are servants rather than masters in mathematics. - Charles Hermite

This section contains several miscellaneous mathematical puzzles that either are
difficult on their own or can be scaled up to provide a challenging experience even
for advanced mathematicians. Some other techniques to increase difficulty of the
puzzles:

Chain several puzzles together. For instance, the players may need to decrypt the
text first, only to find the clue to another puzzle.
Set a time limit on the puzzles. Have monsters or other pressures on the players
while they are attempting to solve the puzzles.
Increase the scale of the numbers in the puzzle, making it harder to do the
computations by hand.
Use puzzle alternatives, some which are quite difficult.

## Cubes of Diophantine
### Difficulty: Hard
In this challenge, an arcane machine makes cubes that need to balanced against each
other to solve the puzzle. It works as a method to gain access to treasure, an
intricate lock for a door, or a test of mental acuity.

As you approach the mysterious machine, you can't help but feel the presence of
powerful magic emanating from its glowing exterior. The machine is encased in glass
walls. Within sits a series of metal planes designed to fit together in the shape
of a cube. The front of the machine is adorned with various dials, a slot, and a
lever. The whole machine is connected to a large metallic vat by a series of
pipes.

Nearby, you spot a balance scale with two square plates. A dial on the scale
indicates the current weight, and one of the numbers on it appears to be glowing
with a faint, otherworldly light. Three indicator lights on the top of the scale
are currently dark.

Puzzle Features: Transmutation magic powers this machine. Pipes connect it to a


vat of gooey corrosive liquid that causes acid damage if touched. Dials on the
machine can be used to control the size of the metal cube. Each turn of the dial
moves the planes one notch along their rails, adjusting the size of the cube by one
centimeter. Other dials allow for larger adjustments, moving the planes ten or one
hundred centimeters at a time. When a lever on the front of the machine is pulled,
the liquid from the vat is introduced into the cube and heated until it solidifies,
forming a solid cube which is then discharged through a slot in the machine.
Attempts to sabotage the machine may result in heat damage.

There is also a balance scale nearby, with two plates for weighing objects. The
first plate is used to weigh the object, while the second plate serves as a
counterbalance, subtracting the weight of its contents from the overall
measurement. Three indicators on the top of the scale light up one by one as the
characters place cubes on the scale.

A dial on the scale shows the current weight, which is currently zero. The number
21 appears to be glowing on the dial. To solve the puzzle, the characters must
place cubes such that the combined weight of the left side, minus the weight of the
cubes on the right sides adds up to this value. However, if they attempt to place
any other objects on the scale or place more than three cubes on it, a flash of
light causes a Dangerous amount of radiant damage to everyone within a 20-foot
radius.

Solution: The solution is to create cubes of size 16, 14, and 11. The cube of size
16 should be placed on the scale, with the cubes of size 14 and 11 to counter-
balance it.

Since 16³ - 14³ - 11³ = 21, the weights of the cubes will add up to 21, matching
the number on the scale and solving the puzzle. This will allow the players access
to the treasure or for the door to open.

(Note that 86 balanced by 85 and 28 also works, as does 101 minus 97 and 49, 445
minus 401 and 287, and other larger combinations).

Hints: An Intelligence (Investigation) check can reveal that the nature of the
machine is to make cubes from this corrosive liquid. It also reveals the nature of
the balance and that the lights on the scale signify that, at most, 3 cubes can be
placed on the scale.

An Intelligence (Arcana) check reveals that the weight of the cubes is equal to the
size cubed and that the solution is likely such where the sum of two cubes is
almost (but not quite) equal to the third cube.

Alternatives: For a more difficult problem, try using the weight 51 or 87. For an
extremely hellish problem, try 33 or 42. For these alternate puzzles, change the
units that the machine uses to millimeters to accommodate more settings.

#### Canto IX: The Abyss

At very last, we reach the deepest hell,


I now prepare to bid my farewell,
Euclid shakes his head, and now revealed.
My eternal fate has now been sealed.
Reddish gleam, evil smirk, how did I miss?
Euclid seen now: the lord of the abyss.
My expression stunned, my mind is dumb.
As monsters from the darkness com'
Screams as my chest and arms they flay,
But Euclid grins as they pull me away.
In the dark of the mathematical night
Dragged away with no hope in sight
Trapped now in hell's darkest core,
The light of day I shall see no more.

## The Rune of Bacchus


### Difficulty: Hard

This puzzle works for any situation where the party needs to draw a sigil or rune
to proceed. This rune could activate a magical ritual, summon an angelic or
infernal ally, or simply allow passage through a door. The description below gives
the example of summoning an angel of Bacchus, the god of revelry, but other
situations can easily be imagined.

To impress the noble leader of the village, the perfect celebration must be thrown.
Summoning a spirit of Bacchus will ensure success in planning the perfect party and
winning the noble lord's favor. An ancient manuscript denotes the steps to perform
a ritual that will do so, but the explanation of the summoning circle needs
deciphering.

The manuscript states:

The summoning sigil of Bacchus represents the perfect gathering of seventeen


people. In this perfect gathering, all possible groups of four people contain a
pair of people who already know each other and a pair of people that need to be
introduced. The rune is constructed using 17 points in a circular pattern where
points are connected between people that know each other in this ideal gathering.

The party must draw this rune to summon the ultimate party spirit of Bacchus for
the noble lord's celebration.

Solution: Only one solution to this problem exists (though the points can be moved
around to make it appear different). In this configuration, each person knows 8
people at the party (the two people on each side of them, and people 4 and 8 away
from them).

The sigil appears as 17 points in a circle, with adjacent points and those 2, 4,
and 8 away connected.
Hints: A successful Wisdom (Insight) gives the character the idea that the
solution should be symmetric for aesthetic and mathematical reasons. A successful
Intelligence (Arcana) gives the character the idea that the solution may be based
on the binary numbers 1, 2, 4, 8 which cannot be combined to form each other.

## Room of Recamán
### Difficulty: Very Hard

This puzzle can be used in an ancient temple or an entrance to a mathematical


sanctuary. It could even be part of ancient ruins that experts have already
studied and failed to find the secret.

As I traverse the shadows of night,


The other numbers join the light,
The only bastion in the dark abyss
That the sequence will ever miss
For me, the darkness will persist
The light shall be a sweet reminiscence.

Puzzle Features: Once per hour, an oscillating warbling sound echoes throughout
the chamber and all the tiles go dark. Then, a sequence of tiles begins flashing,
starting with 0, and continuing:

0, 1, 3, 6, 2, 7, 13, 20, 12, 21, 11, 22, 10, 23, 9, 24, ...

This sequence continues by adding or subtracting the current position (1,2,3,4,...)


from the current number, If the previous number minus the current position is
positive and has not appeared before, it becomes the next number. Otherwise, the
previous number plus the current position is used instead.
For instance, the sequence above is generated by adding 1, adding 2, adding 3,
subtracting 4, adding 5, and so on.

Solution: The number 852,655 will never be lit. Pressing and holding that tile
will open the secret door to the next area. Though technically not proven, this
number will never have been lit, even if the room was created at the beginning of
the universe and has been functioning since.

Hints: An Intelligence (Arcana) reveals the nature of the sequence. With a


successful Wisdom saving throw, the players understand the message means to find
the number not touched by the sequence.

## Divisive Factions
### Difficulty: Medium-Hard

The party reaches a doorway barred with a grid of thick iron bars. Nearby is a
pictogram of a large army, with the the inscription:

You must divide the army into two factions to pass.

The Army is divided into 20 battalions of 100 stick figures each. 2 leaders stand
in front of each battalion. The army is led by a phalanx of 7 commanders. In
total 2047 figures make up the army's composition.

Solution: The party must factor the total size of the army (2047) into its prime
factors, 23 and 89. When they say the number '23', the horizontal bars on the door
retract. When they say the number '89', the vertical bars retract. Both need to
retract for the party to pass through.

Hints: An Intelligence (History) roll may allow the character to realize that the
ancient word 'faction' had a double meaning and could also mean 'factor'.

Alternatives: This puzzle can be made arbitrarily easy or hard by changing the
factors of the solution. Factoring a number is a notably difficult problem, so
this could be made into a very hard problem by making the factors in the billions
or trillions. An easier problem would be to give a simple number to factor, like
35.

## Acknowledgements

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.

The cover art is adapted from the Mandelbrot set image by Charles Thonney, with
additions of photo art by Gary Meulemans and Nikola Knezevic, used under the
Pixabay license. Some math problems are taken from Steve Miller's math riddle page
and used by permission. All geared up was created by Joseph DeVincentis for the
MIT puzzle hunt and is used by permission. Packing problem images taken from Erich
Friedman's packing site with permission. All other artwork was created by
Midjourney or Stable Diffusion.

All other original material in this work is copyright 2023 by Douglas Strain and
published under the Community Content Agreement for Dungeon Masters Guild.

Many thanks to play testers, including Darren Odom and Jean-Paul Girod.

Free Dante, Escape Hell!

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