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The Book of Vile Math

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

This book contains a collection of puzzles, traps, and 3rd Circle Asmodus Ponens. Engage in logical puzzles of
encounters that can be used in Dungeons and Dragons deduction, straining your reasoning and critical thinking
games. Most of the puzzles are generic and can be adapted to skills to the limit.
any setting or system, and some of them even have variable 4th Circle Vectorna. Dare to explore geometrical and
levels of difficulty to challenge more advanced players with spatial puzzles that challenge your perception and spatial
mathematical aptitude. Puzzles range widely both in difficulty awareness.
and in the amount of mathematical influence, so there should 5th Circle Lucypher. Learn the art of cryptography and
be options for a wide variety of players and settings. the creation of challenging codes. Use encrypted
Certain puzzles are intentionally left vague, particularly messages to bewilder your players.
those in the cryptography section, so that they can be 6th Circle Bathomatter. Puzzles and traps. that explore
customized to fit any campaign. You can use those mysteries of physics, space-time, and the nature of reality.
cryptography tools as guides to hide specific messages within 7th Circle Orcalculus. This section dives into
your game. computation, algorithms, and finite state machines.
These puzzles are ideal for after-school or library activities, 8th Circle Baalzgebra. Embrace the art of careful
those looking to incorporate math or academics into their counting and combinatorics. Players will need focus and
games, or for game masters running campaigns with precision to solve these intricate puzzles.
academically inclined players. They also provide a fun 9th Circle Primeval Demonstras. Brace yourself for a
challenge for groups whose players have grown overconfident collection of miscellaneous and devilishly difficult puzzles.
in their ability to solve all of the puzzles encountered thus far Beware, for this realm holds the greatest trials, where
in their campaign. only the boldest and most determined dare to tread.
Each puzzle is split into several sections. An introduction,
Contents which explains how the puzzle can be used and occasionally
This tome is divided into nine parts, representing the nine contains an example box text that can be read aloud to the
circles of the infernal realm. In each part, a dark art of vile players. Puzzle Features explains the parts of the puzzle that
mathematics will be revealed unto you: the characters can interact with and how they can be
manipulated. Solution describes a potential solution to the
1st Circle: Limbo. The introduction to the infernal puzzle. Beware though, this is a book from hell and not all
mathematical realm. Equip yourself with the tools and solutions are given! Hints provides skill checks that the
background knowledge required to navigate the players can use to get more information or hints to solve the
treacherous path that lies ahead. puzzle. Dungeon masters can feel free to be creative and give
2nd Circle Isomorpheus. Immerse yourself in the realm more hints than these if the players get stuck. Lastly, an
of numbers, sequences, and series. Manipulate Alternatives section that explains different ways to use the
mathematical patterns and unlock the secrets they hold. 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 The Journey Begins
widely based on the composition of the players, their
experiences, and sometimes the blind luck of random The field of mathematics is vast and full of intricacies,
inspiration. The hints and alternatives sections can aid in puzzles, problems, and obscure facts waiting to be
adjusting the difficulty if needed. 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
Adjusting trap difficulty areas and concepts of math, you may uncover new ways to
Traps and skill checks throughout this booklet are not test your players' skills and knowledge. Let this guide serve
annotated with a difficulty class (DC). The following table as a starting point for your own puzzle creation and feel free
gives suggested values for skill check DC for different levels to experiment with other mathematical concepts to create an
and tiers. Feel free to adjust as circumstances require. endless variety of engaging puzzles.
Character Level Easy Medium Hard
1st–4th 12 15 18
Canto I; The Vestibule
5th–10th 14 17 20
11th–16th 16 19 22 Midway through these thoughts of mind,
17th–20th 18 21 24 Through rows of book, so dark and blind.
Likewise, damage rolls are not specified in the sections Downward stairs, so dark and deep,
below. Instead, qualitative descriptions are given. Use the A stygian room where tomes did sleep.
table below as a guide for matching these descriptions up
with rolls. As usual, feel free to improvise based on the I knew not what this journey held,
condition of the party.
But in the darkness I felt compelled.
Character Level Setback Dangerous Deadly
1st–4th 1d10 2d10 4d10
In that place, on the world's border,
5th–10th 2d10 4d10 10d10 I met one sent by the Ultimate Order
11th–16th 4d10 10d10 18d10 Euclid, one of math's legends, here did rest.
17th–20th 10d10 18d10 24d10 Awaited to guide me on his quest.
"Fear not, dear Dante, you walk not alone
Raising the Stakes For I guide those who seek to atone"
The puzzles below mostly describe a static room or place.
If the situation calls for a leisurely puzzle, where the He would convey me along this fate
solutions can be worked out with careful reasoning, you can and showed me glyphs high on this gate:
use the encounters as written.
For more hectic puzzles, consider adding dynamic
elements to the scene to increase the tension. Some Abandon hope, all ye who calculate
examples:
Monsters enter the room, forcing the players to split Within me, the realm of unyielding hate
attention between them and the puzzle. Where equations twist and numbers burn.
A strong force of monsters is searching the area or trying
to break in, causing the players to hurry and get a solution For righteous proof, the damned will yearn.
before being overwhelmed. Their lies and fallacies no longer impress.
A natural disaster looms, giving a time limit to the
encounter. (e.g. A tsunami threatens to obliterate the Eternally within does their orbit precess.
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.
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 ⇒ x2 + 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, 211-1, 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

Stepping on an incorrect tile causes the character to be


Those who have learned to walk on the threshold of shocked with a Setback amount of lightning damage.
the unknown worlds, by means of what are commonly Alternatively, a false step could cause a fall into a pit trap.
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 Solution: The riddle refers to a 'pie' and the correct
In this puzzle, the players must cross a room with a floor sequence to follow is the digits of π (pi): 3 then 1 then 4 then
covered by numbered tiles. This works well for any dungeon 1 and so on, eventually forming the digits of π
or trapped mansion. (3.141592653589...).
Alternatives: Other irrational numbers can be used in the
The air in this rectangular room is chilly and still, and the faint
same manner, such as:
scent of damp stone fills your nostrils. The room is dimly lit by e: The parchment could read: "The most common
flickering torches mounted on the walls, casting long shadows mathematical number in the dictionary." A more technical
across the floor. Beyond the entryway, the entire floor is puzzle such as "(1+ (1/n) )n for large n", or the sum:
"1/1 + 1/1 + 1/(2×1) + 1/(3×2×1) + 1/(4×3×2×1) + ..."
covered in a grid of numbered tiles. Each row has tiles with
Golden ratio: The golden ratio 0.5 × (1+√5) =
every digit from 0 to 9, arranged in a seemingly random 1.6180339887... can also be an interesting and
pattern. The tiles themselves are made of rough brown stone challenging solution to a puzzle.
without variation in texture or color. A piece of parchment is Area of the mandelbrot set: (Hard) Areas of common
tacked to the wall near the entryway. geometrical objects can be shown on a wall with their
respective areas computed (area of a square = 1, circle = π,
equilateral trigonal = 0.75 √3). Next to this is the diagram
Puzzle Elements: The parchment has the following clue: of the fractal Mandelbrot set (shown stylistically on the
cover). Characters must determine the approximate area
Round and flat, with fruit or meat, to cross the space.
Sweet or savory treat, which cannot be beat.
This tasty creation, baked or fried,
A favorite dessert, or a hearty side.
(Medium-Hard) Out of 12 otherwise identical eggs, one is
Weighty Decision 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
Difficulty: Medium out while only using the scale three times?
This puzzle involves using a balance to detect a uniquely (Medium-Hard) Given 9 coins, identify which are gold
weighted item out of identical objects. This classic puzzle is coins and which are copper coins painted to look gold. You
perfect for situations where a "true" object or relic must be may use the scale six times and may use gold and copper
distinguished from fake copies, whether they are coins, coins in your possession already.
crowns, relics in a temple, or any other object. For instance, (Hard) Out of 22 eggs, two are heavier dragon eggs. Find
players might need to determine which egg(s) are real dragon both in only five uses of the scale.
eggs among a batch of fakes.
Once inside the fabled sanctuary, you can see the
Canto II; Limbo
reliquary where the dragon egg is kept. Unfortunately,
the real dragon egg seems to be mixed in with a large My guide led me through hell's awful maw
collection of imposter eggs, designed to thwart those To the first of many sites that we saw,
who would take the egg. Nearby, a magical scale rests on
a stone ledge.
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.

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
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(9 eggs in each group). Which group contains the real egg can
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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:
Isomorpheus, Lord of Numbers
(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.
Stupefying Spiral Crafting Conundrum
Difficulty: Easy-Medium Difficult: Medium
This puzzle works best in a dungeon crawl but can be used This puzzle works well for crafting a special potion or
in other situations where an intricate puzzle or device hides artifact that should require some challenge.
either a secret or the way forward. 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
As you enter the round room, you notice a bowl in the container and drip onto the floor, causing a messy and
center containing various tokens with important symbols dangerous spill. The chemicals are currently stored in two
of the world. Mathematical symbols and numbers line full 10-gallon containers within the alchemist's laboratory.
the walls of this room. A slot in the wall of the room is This alchemical recipe calls for exactly 2 gallons of this
chemical, held within two separate containers. However, the
the perfect size for sliding a token into. 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
Puzzle Features: Around the room, in a never-ending levels in a tree until the solution is reached.
spiral, are a series of fractions: Alternatives: Other combinations can make it more
difficult and more annoying to solve. Splitting a full 24 gallon
4/1 - 4/3 + 4/5 - 4/7 + 4/9 - 4/11 + 4/13 - 4/15 + ... container into three containers with 8 each if you only have
two empty 13 gallon jugs and a full 11 gallon container can
The bowl contains symbols representing the deities of the make for a more difficult puzzle. Starting with two full 23
pantheon, the schools of magic, and other important symbols gallon jugs and two empty 21 gallon jugs and trying to get 11
of the world. Mixed into this are various geometric shapes, gallons in each can make for a particular tedious recipe.
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
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(3.14159...), which is the area of a circle with a diameter of 1.
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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.
The first side will flow in at a constant rate of 6 rungs per
The Titration Pit round. The second will add an extra rung per round each
time, leading to an increasing flow as more pipes turn on.
Difficulty: Easy This will cause the total number of rungs submerged to
This trap can be substituted for any suitably complex pit increase quadratically, in what are called Triangular
trap. numbers.
Round 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Pit 1 6 12 18 24 30 36 42 48 54 60 66 72 78 84
Pit 2 1 3 6 10 15 21 28 36 45 55 66 78 91 100

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.

Puzzle Features: The puzzle begins with the players Puzzle Features. The complex locks on the chest require
trapped at the bottom of one of two pits, having fallen in by a three-digit combination to open. Each digit has the digits
accident, entered through a one-way door, or some other one through nine (no zero). The top of the chest is inscribed
means. Each pit has a ladder with 100 rungs leading to a with this message:
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 For each of the lock's combinations, multiply the sum and
that can be sealed with a spinning wheel, allowing players to
move between the two pits. Slightly higher up, a round one- product of its digits to open the lock.
inch wide pipe connects the two pits, with a heavy iron chain
in the middle that is far out of reach. Each lock has a combination with three numbers. The
As soon as the players enter the pits, the trap is triggered message means that, if you sum the digits of the number
and acid begins pouring from pipes in the wall. The liquid together and then multiply that with the product of the digits,
causes a Dangerous amount of acid damage if touched. In it will be the number itself. Any attempt to subvert the locks
one of the pits, a large pipe dumps acid that causes the level triggers the magical wards which cause a Dangerous amount
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to rise rapidly at a rate of 6 rungs per round. In the other pit, of poison damage.
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a series of small pipes release acid that slowly but steadily Solution. The combination to the first lock is 135, since
fills the pit. An additional pipe is activated each round, (1+3+5) x (1 x 3 x 5) = 135. The combination to the second
causing the acid to cover an increasing number of rungs: one lock is 144, since (1+4+4) x (1 x 4 x 4) = 144. These are the
rung on the first round, two more rungs on the second round, only two valid combinations, so the adventurers must use
three more rungs on the third round, and so on. them to open the locks and access the chest.
The players must escape the pit before being submerged in Hints. A Charisma saving throw may help the players
acid. understand the meaning of the message. With a successful
Solution: Once the acid reaches the pipe near the top, it Wisdom (Perception) check, the characters may find
will melt the chain, causing the trapdoors on the top to scrawlings of a previous adventurer that tried to solve the
release and open. So, the players must determine which side puzzle, such as '234: (2+3+4) x (2x3x4) = 9 x 24 = 216 not
will fill first. 234! ' or 2i3j7k and 3i5j7k.
The Star-Crossed Portal
Difficulty: Medium Solution
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 Alternatives: For added difficulty, the door could release
in a pentagon shape, inside the square. magical energy that causes radiant damage if an isomorphic
The players will need to use a stylus or some other writing shape is drawn that already appears in the list.
implement to draw each of the 34 unique graphs with 5 For an extremely chaotic puzzle, a time limit could be set
vertices on the door. As they draw each graph, that shape will on the puzzle. For instance, the players have to come up with
light up within one of the grooves, and a faint humming all 34 shapes before they are overwhelmed by incoming
sound will be heard. Once all 34 graphs have been drawn, the monsters.
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.
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Solution: There are many ways to do this, but the
Narcissistic Numbers algorithm that guarantees the shortest upper bound would be
to check a 14 foot drop. If that succeeds, check the 27th,
Difficulty: Easy-Medium 39th, 50th. 60th, 69th, 77th, 84th, 90th, 95th, then 99th foot.
This puzzle can be used as a way to secure a door with a If any of these fail and the egg breaks, then check the levels in
mathematical riddle. 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).
Past a wall of tilted mirrors, an intricately carved stone
door blocks the way forward. An inscription curved along Periodic Portals
the top of its frame reads:
Difficulty: Easy
Speak the number and enter.
This puzzle can be set in any place where there are
Several numbers appear etched into the door.
multiple passages to get through to the next area, but they are
tricky to progress through. This puzzle could be placed in a
Puzzle Features: The numbers, written from top to (magical or conventional) factory where timed magical force
bottom read: 1, 11, 21, 1211, 111221, 312211. fields or machinery blocks the way forward. This puzzle is
Solution: Similar to another famous fantasy door, the ideal for situations where there is pressure to solve the
solution to this puzzle is extremely literal. The numbers in the puzzle quickly (e.g. to avoid enemies or flee a collapsing
sequence are created by describing the previous term using structure).
numbers. For instance, "21" is one "2" followed by one "1", Puzzle Features: The party enters an area with five exits.
hence, 1211. The next term in the sequence is "13112221". Magic portals (or moving machinery) block the way forward.
Once this number is spoken, the door opens. On regular intervals (every round for combat, or every minute
Hints: An Intelligence (Arcana) check reveals the fact the for non-combat), the combination of doors changes. The first
numbers likely form a sequence whose next number is few combinations are:
governed by some rules. A Perception or Investigation check
reveals that all the mirrors are pointed towards the door (how Only the second and fifth door open.
narcissistic!). A Wisdom saving throw guides characters Only the third door opens.
towards realizing that the inscription has a very literal The first and fourth door open.
meaning. No doors are open.
Only the second door opens.
Only the first door opens.
Gnome Catapult Testing Only the third door opens.
Only the fifth door opens.
Difficulty: Medium-Hard The first, second, and fourth door open.
This puzzle works well if the party needs a favor, invention, Solution: The first door opens every three intervals. The
or money from gnomish inventors, or other eccentric second door opens every four intervals. The third, fourth, and
merchants. fifth door open every five, six, and seven intervals,
respectively.
A group of gnomes is testing a new catapult and Alternatives: Instead of magical force fields preventing the
needs to know the tensile strength of hippogriff eggs for way forward, this could be heavy machinery (such as a
their invention. (It's best not to ask too many questions compactor at a factory), moving stone plates, or any other sort
mechanism that blocks the way forward on a regularly timed
where gnomish artificers are concerned). They need to intervals.
know, to the closest foot, how many feet from zero to For added difficulty, all the players may need to enter
one hundred a hippogriff egg can be dropped without different doors at the same time, which requires precision
and understanding of the timing.
cracking. They only have two spare hippogriff eggs, but
The timing sequence could also be made more
will pay handsomely to a party that can determine the complicated. For instance, the doors could change the
frequency on which they open (for instance, the first door
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Puzzle features: If the egg doesn't break at a certain level, could only open on perfect squares, perfect cubes, triangular
it will not break at any lower level. If the eggs break at a numbers, or using other sequences).
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.
3rd Circle
Asmodus Ponens
Demon Lord of Logic

To unfold the secret laws and relations of those high "Very well," the Trickster says with a smirk. "But first,
faculties of thought by which all beyond the merely you must prove your worth. I have hidden a Will o' the
perceptive knowledge of the world and of ourselves is Wisp under one of these cups. If you can guess correctly,
attained or matured, is a object which does not stand in I will answer your question. But be warned, it will cost
need of commendation to a rational mind. you 1 gold piece per guess." With a flourish, the
George Boole 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
Asmodus Ponens, the demon lord of logic, rules the third to move to, remove the die. This simulates the movement of
circle of mathematical hell. He delights in putting people into the Will o' the Wisp between the cups.
difficult and pathological situations where the wrong answer Solution. One solution is to check the cups in the
leads to pain and hardship. However, Asmodus Ponens will following order: 2, 3, 4, 4, 3, 2.
always give mortals a chance to survive, but they must use Hints. A character who makes a successful Wisdom
rigorous logic to succeed. (Perception) or Intelligence (Arcana) check may realize that
the blue light is only traveling along possible routes of the
Will o' the Cup Wisp, and that the number of these routes decreases
depending on the cups that are chosen. By paying attention to
Difficulty: Medium-Hard the movement of the light, the character may be able to
deduce which cups are likely to contain the Will o' the Wisp,
This puzzle can be used in a place where there is a game of and which ones can be safely eliminated from consideration.
chance, or when they need to best a trickster or wizard to Alternatives. For a more challenging puzzle, more than
learn information. This adaptation of "Fox in the Hole" five cups can be used. This problem is still solvable for more
involves finding a Will o' the Wisp in a series of cups. cups.
Therefore, the party can guarantee that all coins are the
Flip the square same at some point by following this procedure:
Difficulty: Easy-Medium Flip two diagonal coins.
Flip two adjacent coins.
The puzzle works best when attempting to win a game of Flip two diagonal coins.
chance or skill from a performer, convincing a tricky NPC to Flip one coin.
give up information or treasure, or as a test of mental acuity. Flip two adjacent coins.
The puzzle could also be a curiosity in a temple or ruins. Flip two diagonal coins.
You enter a tent filled with curious artifacts and
Note that this is one possible solution, and there are many
other similar solutions the party may come up with.
strange contraptions. In the center of the tent, a Hints: An Intelligence saving throw may help the
magician stands before you, his arms outstretched as he characters realize that there are two pairs of coins that are
performs a grand magical performance. As the finale, he diagonal from each other and will remain in those positions
even after the square is spun. A Wisdom check may help the
presents you with a puzzle: a square with a coin in each
party realize that the orientation of the coins (heads or tails)
corner. The coins seem to be enchanted, and the does not matter, only whether they are the same or different.
magician tells you that you must flip the coins in order Alternatives: Instead of having an NPC run this puzzle, the
to get all heads up or all tails up. However, as you coins could be found on a table or pedestal in a temple or
dungeon and spin on their own. Instructions could be written
approach the square, the magician waves his hand, or found somewhere to explain the puzzle. Solving the puzzle
obscuring the faces of the coins. The magician smirks could open the way forward. For a harder puzzle, consider
and spins the square, confident you will not succeed. 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
Puzzle features: This puzzle consists of a square with 4 page (mathriddles.williams.edu) and was communicated by
coins, one at each corner of the square. Due to the magician's Jeff Miller.
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. Canto III; The River Styx
The players cannot move, mark, or add more coins. They Out Limbo's gloom, a muddy path descends,
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.
Ever downwards, it winds and bends,
The DM can keep track of the actual state of the coins What should we dare, what dangers untold
behind a screen. At its end, River Styx did I behold
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
In this realm, an unlikely alliance:
same. There are four possible combinations of the two Pythagoras, master of math and science.
diagonal pairs: Same-Same, Different-Different, Same- In his geometrical ship, the journey begun
Different, or Different-Same.
If the combination is Same-Same, then the puzzle is Through churning waters, and equations undone
already solved or can be solved by flipping a single diagonal
pair. Together, we crossed the river of woe
If the combination is Different-Different, the puzzle can be
solved by flipping two adjacent coins, which will turn the Solving equations, and banishing our foe
combination into Same-Same. Until at last, we reached the far shore
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If the combination is Same-Different, the puzzle can be
And passed beyond the river's eternal roar
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solved by flipping a single coin, which will turn the
combination into one of the first two possibilities.
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.

These shards can be fit together to form a puzzle, as follows:


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This puzzle is 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.
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,
Hints: The players can use the Intelligence (Arcana) skill to
A twisted mess, words bent and wrung.
identify the nature of the puzzle and gain clues on how to The politicians, they are bound in chains,
solve it.
Alternatives: Other code words can be embedded in these
nonograms. A second example with the solution "orc" (that Their grasping hands ever seeking gains.
may point to an orcish NPC for example) is below. Other
code words or pictures (perhaps a guild symbol or another Stretch and groan they reach for coin,
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 With wealth, they may never rejoin.
online. Also, if splitting the puzzle into shards, a background
image may aid the players in putting it back together. 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 Hints: An Intelligence (Arcana) check reveals that the door
language. This difficult puzzle allows the party only to ask knocker can be moved to v or ^ which represents 'or' and
three questions. 'and' in many philosophical texts. A Wisdom saving throw
may lead characters to count the number of occurrences of
Circle of Satisfiability each rune orientation.
Alternatives: The runes on the doorway could instead be
Difficulty: Medium embossed on the floor and can open up a staircase to the
This puzzle works as a dungeon feature where the players next level down. This puzzle can be made arbitrarily more
must solve a logic puzzle to continue. difficult by adding more symbols and columns.

You step into a sandstone room with walls covered in strange Magic Auras
and intricate runes. Each column of runes is composed of
three symbols. The runes are etched into the stone walls and
Difficulty: Medium
seem to radiate a soft glow, providing an eerie whitish light to This puzzle works well for when the players enter a mad
wizard's tower or try to get help from a mathematically
the room. An ornately carved archway seems to be the only
minded group. This example is set in a narrow tunnel or
other exit. A line of similar runes protrudes from the closed hallway only five feet wide.
stone door above a peculiar swiveling V-shaped handle.
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
Puzzle Elements: There are 12 columns of runes on the darkness. The players must make no noise except to
wall (shown above), each with 3 runes. The ruins on the door announce their color. If any characters cheat or announce the
(solution shown below) can be swiveled to face right-side up wrong color, all the players are zapped with a Dangerous
or upside-down. When the handle is pulled, any column with amount of force damage, and the colors disappear. They will
at least one rune that matches the orientation on the door need to guess again. In between guessing rounds, the players
will glow bright white. For each column where none of the can discuss strategy or heal each other.
three symbols match the orientation of the door, a burst of Solution: One solution, which works 50% of the time, is
psychic energy (1d4 / 1d8 / 1d12 / 2d12 depending on the for the last player to choose 'blue' if she sees an odd number
level tier) damages the party. If all twelve columns light up, of blue players ahead of her, or 'green' if even. The player in
the door opens. front of her can then count up the number of blues and
Solution: The adventurers need to solve this satisfiability compare with what the player behind said. Each successive
problem (3-SAT) presented by the runes on the walls. Each player can do the same, keeping track of the odd/even count
column represents a logical expression with three variables until the front of the line is reached. This way all players in
that can either be true or false. The upside-down runes front of the last person can guess correctly.
represent the negation of the variable. The goal is to For a smoother puzzle, you can let the last person always
determine the correct combination of variables that satisfy all guess correctly, since there is no reasonable way for her to
the expressions, making all the columns glow briefly, which is guess her own color.
as follows:
Prisoner's Dilemma Hall of Statutes
Difficulty: Hard Difficulty: Easy
This puzzle works well for situations where the party has This puzzle works well for a dungeon where a previous
been captured or requires access to a secretive group and adventuring party may have tread first. The puzzle involves
needs to prove their worth to their captors. For instance, this the choice between 4 passages. Three lead to near certain
puzzle could be used when a group attempts to go to a death, while the fourth is safe. A journal from a previous
monastery to acquire knowledge. party holds the secret, but only if the party can decipher the
In this puzzle, the players find themselves imprisoned by a clues.
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 You enter a wide hall with four open archways, each
messages, or otherwise communicate with the other seemingly identical. The cracked walls are adorned with
characters after an initial meeting to determine a proper sprawling murals of arcane runes laid out into uneven
strategy.
Solution: This solution assumes that everyone knows that and disconcerting grids. Cobwebs cling to the corners of
the switch starts in the down position before entering their the ceiling, and you can hear the faint sound of a high
strategy session. whistling wind echoing through the hall.
The players must elect one character to be the leader. This
character will always pull the switch down if it is in the up Beyond each entryway lies a dark hallway with unusual
position. All the other players will pull the switch up if it is in and distorted statues lining the walls. Each statue is
the down position, but they all agree to only pull the switch twisted and contorted into an unnerving pose and seems
up once. to emit an ominous aura that causes hairs to stand on
The leader will count the number of times the switch is
found in the up position. Once the leader has pulled the end.
switch for every other member of the party, the leader can
declare that everyone has been in the room. Puzzle Elements:
Alternatives: For a harder puzzle, they do not know the Four possible halls lead out from an antechamber. Three
position of the switch. In this case, each character must pull
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switch has been pulled twice for each other member of the 1. The statues come alive and attack. Suitably difficult
party. The extra round of switching overcomes the "off by monsters, depending on the party's level, could be: Stone
one" problem of the switch being in the 'up' position when Cursed (CR 1), Flesh Golem (CR 5), Stone Golem (CR 10),
starting. or Iron Golem (CR 16).
Hints: An Intelligence (Arcana) check reveals that they 2. Poison Gas emerges from the mouths of the statues,
need to use the switch to count the number of characters that causing a Deadly amount of damage.
have been in the room. A Charisma (Persuasion) check helps 3. Spirits emerge from the statues and attack. A suitable
one character convince the others that they should be the undead should be chosen, such as Spectres (CR 1),
leader. 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. Alternatives: Other logic grids can easily be inserted into
A hint may be given to write a logic grid like the one to the the campaign to provide a tricky logic challenge to determine
right to aid in eliminating possibilities and determining the what happened or where to go. Guides online can help craft
solution. these puzzles.
4th Circle Vectorna
Demoness of Geometry

Hints: A clue can be given that the crystals light up when


There is still a difference between something and placed within 100 feet of each other. However, if more than
nothing, but it is purely geometrical and there is nothing one is within 75 feet, they darken. Arcane texts placed near
behind the geometry. the crystals can give a clue to the ranges of the crystals with a
Martin Gardner
successful Intelligence (Arcana) check.

Vectorna, the demoness of geometry, captivates her victims


with curves and shapely beauty. After being drawn in, these Canto V; Vectorna
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.
In the murky realms of evil below,
Solution: The solution is to place the crystals within two lies a demoness of geometry foe
overlapping triangles with sides of 75 feet, depicted stylishly Vectorna, who tempts the minds of men
below:
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:

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.
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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:
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.
Protractor of Premonition Here in this place, if you wish to be mobile,
Wondrous Item, Rare, Requires Attunement
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 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
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(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).
Solution: 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:

Desk of Distance X . X . . . .
Difficulty: Medium-Hard . . X . . . .
This puzzle works well when the party needs to find a . . . . . . X
hidden item in a study or within a desk. X . . . . . .
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 . . . . . X .
side is a simple wooden box with 7 pegs. . . . . . . X

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 Spheres of Influence
of the holes. (Use the Setback damage roll in the
introduction.) Difficulty: Easy
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 This puzzle can be set within a bestiary or mad wizard's
distance between A and C is 2, and the distance between B zoo, and works well in a virtual tabletop, where distance can
and C is a knight's move (√5). Any hole that is 1, 2, or a easily be calculated and drawn on the virtual map.
knight's move away from an existing peg (marked as an 'x')
will trigger a psychic blast. 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
A x C x x o o move around the post to the end of their chain in any
direction. An empty post without a chained monster
B x x o x o o
stands near the entrance.
x x x x o o o
x x o o o o o Puzzle Elements: Within this bestiary, many creatures of
o o o o o o o high difficulty (greater than the party's CR) are chained to
metal posts and cannot escape. However, they can move
o o o o o o o
around the post to the end of their chain in any direction. An
o o o o o o o unused post without a chained monster near the entrance
can be used to determine the length of the monster's chains.
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. One possible
solution is shown to the left.
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
The placement of monsters with respect to their chains square of side 3 + 1 / √2 ≈
can give an appearance of an opening where there is none. 3.715
Alternatives: For additional difficulty, an additional Credit to Erich Friedman
monster can be placed, removing the solution. The party who has discovered and
must then find a path that only requires defeating a single categorized many packing problems.
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 Canto VI; The Flat Earthers
following solution to the example puzzle:
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.
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.
Tenured Math Dragon Actions
Huge Dragon, Lawful Neutral
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.

Armor Class 17 (natural armor)


Legendary Actions:
Hit Points 271.828 (26d12 + 102.828) The dragon can take one of three legendary actions below
Speed 40 ft., climb 40 ft., fly 80 ft. (recharged on its turn) at the end of an enemy's turn:

Prime Protection: (Recharge 5-6) The math dragon


STR DEX CON INT WIS CHA surrounds itself with a field of energy such that only
20 (+5) 13 (+1) 17 (+3) 25 (+7) 13 (+1) 11 (+0) allows prime numbers of damage to pass through.
Non-Euclidean Geometry: The math dragon moves
Skills: Arcana +12, Perception +6 according to a non-Euclidean metric, effectively allowing it
Damage Immunities: Psychic
to teleport 30 ft.
Condition Immunities: Confusion, Stun, Charm
Senses: Darkvision 60 ft., Passive Perception 16 Calculus of Variations: The math dragon confuses one
Languages: Common, all ancient written languages and target with advanced mathematical proofs, forcing the
arcane scripts.
Challenge 14 (13,000 XP) 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:
Age CR AC HP Save DC To Hit Melee Damage Mod Breath Damage
Undergrad 6 13 141.4 14 +6 +1 6d12
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Graduate 8 14 161.8 16 +7 +2 8d12
Adjunct 11 15 223.6 18 +8 +3 10d12
Tenured 14 17 271.8 20 +10 +5 12d12
Laureate 17 19 314.1 23 +12 +8 18d12
5th Circle Lucypher
Demon Prince of Cryptography

This section explains the domain of Lucypher, the demon Substitution ciphers are generally easy to solve. By looking
prince of cryptography, who delights in hiding crucial at the most frequent symbols in the ciphertext and guessing
information in codes and secrets. These techniques can be that they are common letters such as 'e', 't', 'a', or possibly 'o',
used to hide messages and clues within adventures in 'i', or 'n', the party can get a good idea of the cipher. Common
unusual and unique ways. words like 'the' can often be important clues to solve the
Cryptography is the process of transforming a readable puzzle.
plain text (the actual message) to and from a (usually However, if stuck, giving the party the partial (or even full)
incomprehensible) ciphertext (the secret code). The list of substitution pairs, or providing them with an example
ciphertext would be the hidden puzzle message that the word and its encrypted equivalent can give the party a
players receive. The process of turning a plain text to significant hint on how to proceed.
ciphertext is called encryption, and the process of turning the Conversely, to increase the difficulty of ciphers, one can
ciphertext to plain text is called decryption. For an RPG adjust the substitution procedure. For example, substituting
game, the plain text can be a secret message, solution to a spaces with a different letter or encrypting combinations like
puzzle, or important information to the plot. 'sh' or 'ch' with distinct symbols can make the cipher more
Actual cryptographic applications aim to make the challenging to decipher. It is also possible to encrypt common
ciphertext possible to decrypt only by the intended recipient. letters into multiple symbols, which can significantly increase
However, cryptography puzzles for adventures require the the difficulty of breaking the code manually. If such
opposite, since the players will need to decrypt the message modifications are made, ensure that the ciphertext is long
to solve the puzzle. The following sections describe ways to enough to contain multiple instances of these patterns to
do this. The first few sections contain encryption schemes provide a chance of decryption.
simple enough to crack, but more complex systems will
require giving the players more information, such as example Encoding ciphers
plain-text/ciphertext examples, or even by giving the party the
decryption 'key'. Just as dungeon explorers may need to find a An encoding cipher is a way to transform a message into a
silver key to open a silver door, a party may be required to different format. Similar to a substitution cipher, each letter
find a cryptographic key in order to progress past a puzzle or in the original text is replaced by a symbol, or set of symbols.
understand the hidden message. Unlike substitution ciphers, the ciphertext of an encoding
does not have to be in the same alphabet as the original text.
Substitution ciphers For example, letters could be replaced by elven glyphs,
symbols, or numbers, as well as more obscure types such as
A substitution cipher involves substituting one letter (or crystal types, colors, angles, vectors, or any other type of
symbol) for another to encrypt the message. object that can be devised. One common example of an
encoding is binary (ASCII) format, which changes letters to
ROT13: "Rotates" the alphabet by 13 letters. For sets of 0's and 1's that digital devices can process.
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 Keypad Puzzle
"DOG" is converted to the cipher text "QBT". Applying Difficulty: Easy-Medium
ROT13 to "QBT" gets "DOG" again.
Caesar cipher: This scheme shifts the alphabet by a This puzzle works best in adventures with higher tech
certain number of letters. For example, a Caesar cipher of levels but can work elsewhere with a little meta-gaming. Each
one replaces each letter by the letter after it. 'A' would be letter in a message is encoded by two numbers determined
replaced by 'B', 'B' would be replaced by 'C', and so on. by its position on a telephone. Most telephone keypads have
Letters at the end of the alphabet would wrap around to three letters per button, so this can be used as an example
the beginning. In this example 'Z' would be replaced by 'A'. code. The first number would be what key has the letter, and
Generic substitution cipher: Each letter is replaced with the second number would be which letter on that button. For
another letter. For instance, 'A' could be replaced by 'R', 'B' instance, '52' would refer to 'K', since the 5 button has 'JKL'
by 'W', and so on, as long as each letter has a unique and the 2nd letter is 'K'.
replacement.
Other more complicated rearrangements can be created
Alphabetic Path Pit Trap with ease. For instance, by taking the even letters first,
followed by the odd letters, the above plain-text could be
Difficulty: Easy-Medium enciphered into hspzl snttohr.Ti uzei o o ad.
This puzzle is an example of an encoding cipher, where the More complex algorithms can be devised as well, such as
letters are encoded as angles that determine a safe path rearranging the first ten letters by using the even letters 2nd,
through a room. 4th, 6th, 8th, then the 10th, followed by the 1st, 3rd, 5th, 7th,
Puzzle Elements: In this puzzle, the party finds a code and 9th letters. Each ten letters can be repeated this way.
word (such as 'Dracula' and a protractor with the inscription This would rearrange the previous puzzle plain-text into
'10 feet per step' and the letters arrayed on the protractor, as hspzlTi uz snttei o ohr.o ad. Nearby clues or even side quests
follows: 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."
Solution: The protractor determines the correct route Pin pricks or holes above certain letters in a message may
through the room. By traversing 10 feet in the direction also signify which letters are important. When a message
specified by 'D' (then 'R', 'A', and so on), the party can traverse is held up to the light, the letters that have pin pricks or
a room safely. Any other route results in falling into a pit trap holes will shine through, revealing the hidden message.
for a Dangerous amount of falling damage. Invisible ink that appears under certain circumstances,
Alternatives: The code word can be changed to any word such as when exposed to a specific spell or when activated
that makes sense in the adventure, and the room can be by an acidic liquid, could be used to conceal a message.
changed so that the danger is of any form (such as magical or Messages could also be hidden in the background of
images or pictures, which may reveal hidden meanings or
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electric damage).
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clues to those who know how to look for them.
Transposition ciphers The use of steganography in a game can add an extra layer
Transposition ciphers do not change the symbols of a of challenge and intrigue for players, encouraging them to
message. Instead, they just reorder them. Generally, pay close attention to details and think creatively about how
transposition ciphers are fairly easy for computers to crack to uncover hidden information.
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.
Players may find an unknown message with this
Box cipher encryption scheme and need to search the sender's room to
find the grid that encodes it. For a more difficult puzzle, the
The box cipher is a type of transposition cipher that players could be given a partial grid or need to decode a large
involves writing the plaintext letters in a top-to-bottom sample text without the grid.
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 Cracking the Enigma
fit into a well-proportioned box. If feasible, the dimensions
should be prime numbers to avoid ambiguity in box size. Difficulty: Medium-Hard
For example, the message "Here is a bit more difficult Rotor ciphers use a set of disks that rotate independently,
puzzle" has 35 characters. This is 5 times 7, so it can be each with the alphabet written on them. The Enigma
written in a box with 5 rows and 7 columns, like below: 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
H i b o i u u written in a common script: "CENRA". The second code word
e s i r f l z
is comprised of incomprehensible glyphs, such as "§℈ℑ℧ℷ".
The puzzle itself consists of a metal pole and a scattered
r t e f t z pile of metal disks. The letters of the alphabet are written in a
e a i l
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.
m d c p e 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
(§℈ℑ℧ℷ) can be stacked in that order. When they are rotated
You can still read the message in the box when going from so that the keyword "CENRA" is lined up, the solution key
top to bottom, but when read left to right, it becomes the word "DAGON" is revealed three columns away.
mysterious cipher text: Hiboiuuesirflzr teftzea i l mdcpe. One example of the rotors is below. Each row represents
For added hints, the size of the box may be written one rotor disk with its letters unwound into a line. When the
somewhere, such as on the back of the message. disks are lined up so that the ciphertext word CENRA (under
column 'C'), then the plain-text message (under column 'P') is
Polybius Square revealed.
A Polybius square is a type of substitution cipher that uses
a grid of letters to encode a message. Invented by the ancient C P
Greek historian Polybius, a sender can encrypt messages by
substituting letters for their corresponding coordinates in a A B C E F DG H I J K LMNOPQRS T U V WX Y Z
grid. The grid is usually 5x5 and contains the alphabet, with C D E VWA F B G R S T UH I Y Z J KLMN O PQX
the letter "I" and "J" combined, to make a total of 25 letters.
Each letters is assigned a unique pair of coordinates based P ON J U G F M L K V I H E D C B AZY X W T S R Q
on its position in the grid. W X RD A OP T UMQS N Y F GH I C J B V Z E K L
For example, the following grid would encode the message I J A Z C NVW F H X B S P Y E G K LR T U MDOQ
"UNDERHILL" as "54 33 21 11 24 32 42 53 53".

x 1 2 3 4 5
1 E D C B A Hints: A successful Intelligence (History) check reveals
that the "King Florentine III" never existed and "the third" is
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2 F G H I K
likely part of the puzzle.
3 P O N M L Alternatives: The hidden message can easily be changed
4 Q R S T U to whatever is needed by changing the code word and
possibly adding more disks. The column offset can also be
5 Z Y X W V 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.
To decrypt the message, the receiver would use the same
grid to look up the letters based on the coordinates.
Alberti Cipher 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:

Crypt
H N H S V P O AI B D L H S P Y
text
An Alberti cipher uses a wheeled mechanism with two Crypt
concentric circles with the entire alphabet written on each numbers
8 14 8 19 22 16 15 1 9 2 4 12 8 19 16 25
wheel. The cipher works by spinning the outer wheel in a
predictable pattern to match up letters in the cipher (outer Padding
A S A M P L E P A D D I N G
wheel) to letters in the plain text (inner wheel). text
This device can be used as a substitution cipher by rotating Padding
it a set amount and then leaving the position fixed. This way, numbers
1 0 19 1 13 16 12 5 0 16 1 4 4 9 14 7
each letter on the outer wheel corresponds to a letter on the
inner wheel. However, the Alberti cipher adds additional Crypt +
9 14 27 20 35 32 27 6 9 18 5 16 12 28 30 32
challenge by rotating the disk at given intervals to change the Padding
substitution algorithm continuously. Plain
To vary the substitution on the encryption disc, the sender Text
I N T H E F I R E P L A C E
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. The reverse can be done to encrypt the message using the
Another method is to use a code-word to instruct the same key. The one-time pad can pretty much be anything as
receiver on how to decrypt the message. For instance, the long as it is long enough and shared between the sender and
code-word 'cat' could signal the receiver to rotate the disc recipient.
three spots after the first letter, one spot after the second
letter, and twenty spots after decrypting the third letter. This Finding the code book
process repeats, with the receiver rotating the disc three
spots after the fourth letter. The code-word can be agreed A campaign can incorporate the use of a one-time pad by
upon separately or included somewhere in the message. having two communicators use a common book. For
Note that, in both of these schemes, the sender must rotate instance, the players may infiltrate the lair of an evil mage,
the opposite direction as the receiver (clockwise versus and discover a book with many pages crossed out. The
counter-clockwise). mage's desk may have a partially decrypted message from an
An Alberti wheel can be created as a prop for an adventure associate, providing the players with a hint. To uncover the
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by cutting two wheels out of paper or cardboard and sticking secret message, the players must use the next page of the
a pin or paperclip through their centers to connect them. The book and combine it with the encrypted letter.
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.
4. The first group unlocks their bronze lock and returns the
The Spectral Thief box to the other group through the tunnel.
5. The second group unlocks the silver lock, revealing the
Difficulty: Medium bronze key.
In this puzzle, the party comes across a mysterious 6. A similar process can be used to pass a silver key to the
passage that splits into two rooms. Once characters enter bronze door room.
both rooms, the doors seal shut behind them. A misty Any players who foolishly put their own possessions in the
passage allows escape, if a way can be found to bypass its passage can find them in a subsequent room once they have
devious guardian. opened the doors.
Hints: Those who succeed a Wisdom (Perception) check
In this room, metal boxes rest on long shelves. On near the misty passage hear a gusty wind that vaguely sounds
each box, a pair of sturdy metal bars run horizontally like huffy snickering. Players learn that multiple padlocks can
secure the same box by asking or by rolling an Intelligence
along its width that can be used to secure it. A row of (Investigation) check.
silver padlocks and corresponding silver keys hang on Alternatives: The party members may fall down a chute
the wall. The only way out is blocked by a locked bronze- that divides in two, dumping the party members into two
colored door.
separate rooms.
Through a one foot square tunnel wreathed in spectral
white mists, you can hear the rest of your party in a Scepter of Secrets
similar room that has a silver door and bronze padlocks. Wondrous Item, Common

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 This copper scepter is a decorative object that is
heard, and a spectral hand will swoop in and steal any approximately two feet in length. It has intricate
unlocked items that pass through the passage. However, if an carvings on its surface and a twistable combination
item is locked within a box, the spectral hand will not be able
to steal it. Any keys, unlocked padlocks, or other unsecured lock at the bottom of the handle. The combination
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items will be whisked away by the ethereal hand if put lock is marked with numbers and, when set to the
through the passage. If any players manage to squeeze
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correct value, the bottom of the scepter can be
through the passage, any carried keys or other unsecured removed. Inside the scepter is a hollow space that can
possessions are snatched by the hand. be used to store small items such as scrolls or
Solution: In order to open the doors and escape the valuable trinkets. Puzzles within this tome can be
rooms, the party must exchange a silver and bronze key
S
c
used to furnish a combination for the lock. The value
through the misty passage. To accomplish this, the following
steps can be taken: of the scepter is typically around 50gp, but can vary
based on the level of ornamentation.
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.
6th CircleBathomatter
Demon Lord of Physics

Out of nothing I have created a strange new universe. Equal Wall of Opposite Reaction
Janos Bolyai
Difficulty: Easy
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.

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: This gives one example metric, but the actual Alternatives: A group of monsters or other time-based
distances between grid elements can be modified in any way hazard could be on one side of the door, raising tension as
in order to suit the particulars of an adventure. Combat or players slowly traverse the doorway.
other encounters can provide additional variety to the room.
Room of Gravitic Force Temple of Elemental Physics
Difficulty: Easy-Medium Difficulty: Medium
This room, based on the principles of gravity, works well as A sturdy magical door blocks the way forward. On it, ancient
a very large room with strange magical forces within a
dungeon. The players must navigate this room and find a way symbols mark four circular holes several inches deep.
out without getting pulled into the gravity of the light globe
within the center of the room. The four symbols represent
the four forces of the standard
As you enter the chamber, your eyes are immediately model of modern physics. The
party must find four cylinders
drawn to a bright white sphere in the center of the room. scattered throughout the level
It seems to be producing a powerful force that pulls you that represent these four
in its direction. The light from the globe provides elemental forces. Several
examples on how to hide
enough illumination to see that the walls and floor are
these cylinders throughout a
made of solid stone. level are below, but dungeon
masters should feel free to use
Trap Features: The sphere is a massive, glowing orb that creative imagination to work
is suspended in mid-air by magical means. Its gravity pulls these forces into their own universe.
the players towards the center of the room. Gravity: extremely heavy cylinder. The cylinder requires a
The gravity in the room is not uniform and becomes Strength saving throw to carry alone, and anyone carrying
stronger closer to the sphere. The players will be pulled the cylinder is considered extremely encumbered
towards the sphere. As they approach it, the stronger the pull (movement divided by 20).
will be. Within 10 feet of the globe, the pull becomes Electromagnetism: A shining cylinder, this cylinder emits
irresistible, and the intense light and heat causes a electromagnetic radiation (light). This cylinder will also
Dangerous amount of fire damage. In addition, the characters disable any magnetic devices (such as compasses) if
will be flung past the globe on a hyperbolic path, causing brought near to them.
them to slam into the stone walls of the room. This will result Strong: This extremely hot cylinder can be found
in a Setback amount of falling damage. powering the center of an orrery (a model of a solar
The players can also try to move in the opposite direction system). Characters must take care to avoid being burned
of the gravity, but their movement will be greatly slowed by the fusion powered heat emanating from this cylinder.
based on how close they are to the globe. Weak: This cylinder functions as a Geiger counter and
By running at a great speed tangential to the globe (i.e., occasionally clicks if exposed to any radioactive
around the room), the characters can enter an orbit around it. substances. For settings without any such material,
Note that characters in orbit increase their distance from the magical energy could be detected as well. For a more
globe by moving in the direction of their orbit (prograde) and dangerous option, this cylinder could be radioactive itself.
get closer by moving backwards (retrograde). Trying to
directly move away from the globe while in orbit only rotates Alternatives: For an easier puzzle, the four symbols can be
their orbit and may cause them to bump into the floor or represented by the classical elements:
ceiling. Air: extremely light cylinder, or one that is floating
Solution: Players will need to enter into orbit to cross the unnoticed on the ceiling.
room, or engage in a risky hyperbolic path to get to the other Water: a cylinder filled with liquid. Perhaps hiding in a
side. pool or difficult to carry due to its liquid nature.
Alternatives: For additional challenges, objects can be Earth: A heavy cylinder made of stone or earth.
strewn across the room. Remnants of previous adventuring Fire: An extremely hot cylinder that must be handled
parties or leftover weapons could be hurtling around the carefully to avoid fire damage.
room in unusual orbits, creating a literal Cloud of Daggers.
For a unique battle, monsters or enemies could attempt to For a horror-themed adventure, vials of each of the four
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engage the party while in the room, resulting in a distinctive humors: blood, phlegm, yellow bile, and black bile may need
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aerial fight. to be found instead. It is left as an exercise to the reader how
these vials might be obtained.
Black Hole Sun You enter a large chamber with two stone doorways
side-by-side. As you approach the doorways, you hear
Difficulty: Easy the scraping of metal and see the doors are guarded by
Similar to the previous traps, this room (or pair of rooms) sharp swinging blades attached from above by metal
involves a dark abyss which pulls everything towards it. This chains. The blade on the right is swinging quickly, while
'black hole' transports players through a wormhole to a
different part of the dungeon. 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
As you enter the chamber, your eyes are immediately
will briefly stop, and then the reverse process will start, with
the left blade slowing while the right picks up speed.
drawn to an extremely dark hole in the center of the Any character attempting to traverse past the movement of
room. It seems to be producing a powerful suction that a swinging blade requires a (difficult) Dexterity (Acrobatics)
pulls you towards it. The room is dimly lit with a strong roll or will take a Dangerous amount of slashing damage
from the swinging blades.
wind blowing through it.
Solution: The party must be patient and time their passage
for when one or the other blade stops. Careful timekeeping
Trap Features: A strong suction force pulls the players can detect the period of such occurrences. A traversal at any
towards the hole in the middle of the room. Unaided other time could result in damage.
characters will need to make Dexterity or Strength checks in Alternative: The blades could instead be placed front to
order to avoid being pulled into the hole. Ropes or climbing back in a single doorway, forcing players to traverse both (and
tools can be used to counteract this force. stop in the middle).
Any character that fails to cross the room will fall into the
hole and take a Dangerous amount of crushing damage from Parabolic Cannon
the intense forces within the black hole. However, they will
'traverse' this wormhole and emerge in a similar room in a Difficulty: Medium
different part of the dungeon.
In this puzzle, players will shoot a cannon to open a
Oscillations of Death partially open drawbridge. It works well when attempting to
enter a fortress or cross a moat.
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.
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Puzzle Elements: A wide moat filled with murky and Behind one of the mirrors is a hidden alcove with a black
dangerous waters blocks the way. A drawbridge can allow the metallic wand with a glass tip. When activated, it produces a
party to cross the moat safely, but only if they can break the beam of red laser light that terminates in a glowing circle,
chain that holds it in place. Luckily, a forward emplacement similar to the Dancing Lights spell. Behind another is
has been abandoned and a cannon is available to use on the scrawled the message:
drawbridge. However, the enemies have taken all the cannon
balls except for one last shot left forgotten in the barrel. In the face of challenging
The cannon is known to have a muzzle velocity of 45 m/s interference, unite the
and is 100 m away from the drawbridge, which is open 15 forces of brilliance.
degrees. The party must calculate the appropriate angle to
shoot the cannon up and over the drawbridge. Lucky for The mirrors are of two types.
them, these cannonballs are known to magically ignore air The shiny mirrors are reflective
resistance. 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
Solution: The cannon must be shot at 75 degrees (give or interferometer, such as the following set-up with a beam
take about a degree) in order to get the shot into the right splitter in the center and two reflective mirrors:
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.
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
Here, the two paths of the beam reflect back and are
the multitude of mirrors adorning nearly all the walls. combined with different lengths that cause an interference
Each mirror reflects a slightly different image of the pattern. Any other set-up that combines two beams to form
space, making it feel as if you're standing in a labyrinth of interference will also solve the puzzle. For instance, changing
the orientation of the mirrors so that they reflect beams
endless reflections. Some of the mirrors are pristine and
towards the upper right corner where a second beam splitter
polished, while others are dark and murky. On the only resides will also work.
mirrorless wall, concentric circles are painted on the wall Hints: An Intelligence (Investigation) check may reveal
in an eerie bullseye pattern. 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
Puzzle Elements: The mirrors are simply hung on the (Perception) check reveals that laser light shined on the paint
wall. Except for two mirrors next to the bullseye pattern, all causes the light rings to glow but the voids to become darker,
the mirrors can be removed by making a Strength check. The indicating the entire pattern must be matched.
players must also make a Dexterity (Balance) check to avoid Alternative: For a more difficult puzzle, omit the hand-
dropping the delicate mirrors and shattering them. written hint.
Cube of Elemental Alchemy
Wondrous Item, Legendary
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. The Cube of Elemental Alchemy is a sturdy box two
feet to a side, crafted from shimmering metallic alloys
They who ignored bounds of ethics, we did see and crowned with a strange spherical shape. Intricate
runes and symbols adorn its surface.
The eternal cost of their hubris and glee.
On one side of the cube, there are four controls: a
We saw the physicists who did create, switch labeled +1 and -1, two dials with numbers, and
a slider with numbers from 1 to 6. These four controls
Machines that brought a deathly fate, are labeled with runes that require a DC 20
Intelligence (Arcana) roll to decipher: spin, angular,

Here those who did pollute the land, magnetic, and energy. The angular dial may be turned
from 0 (lowest setting) to one lower than the number

Waters poisoned at their command 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
Consequence of deeds so vile, must be set to integers only.

Torture and pain now their trial. 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. C
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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

In this puzzle, the party must manipulate a mysterious


Mathematics are the result of mysterious powers drawing on the wall to continue. This puzzle can be used to
which no one understands. open a door, guard a treasure chest, or activate a magical
Marston Morse device.
Puzzle Features: The sword-shaped drawing consists of
circles connected by lines. When the puzzle is activated, the
Orcalculus, lord of computation, delights in confounding circle at the bottom of the hilt of the sword lights up. Three
adventurers with complex puzzles and riddles that require levers, colored yellow, blue, and red, control the movement of
large amounts of computation and algorithms. Orcalculus the light. Pulling a lever will cause the light to move to an
and her followers love to force mortals into new modes of adjacent circle connected with a line.
thinking and technology with problems that require more Solution: The levers work as a finite state machine,
calculation than can be done by hand. meaning that pulling a lever will always have the same effect
if pulled while a particular circle is lit. Each circle has three
Finite Sword Magic possible destinations, based on the levers available.
Difficulty: Medium

The party must navigate the light from the hilt of the sword
to the point by pulling the levers in a specific sequence. The
You come upon a grand drawing etched upon 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
stone wall before you, depicting the shape of a to the point of the sword. Once the last lever (red) is pulled
magnificent sword. The hilt of the sword glows with an when the light is at the point of the sword, the puzzle is
ethereal light and beckons you closer. As you approach, solved, and the door will open.
Alternatives: The drawing can be changed to any suitable
you notice three gleaming levers placed beneath the picture, as long as each circle has at least three outgoing
drawing, each made of a different metal and hued in lines with well defined transitions. Instead of levers, other
blue, yellow, and red. Faint whispers of magic cascade actions can be used to trigger transitions. For instance, spells
or cantrips may need to be cast to trigger a transition, and
within the room.
different schools of magic may correspond to the different
colors.
The magnetic blocks can be connected to one another. A
Boolean Blockage rectangle (purple or orange) can be connected to two blocks
or chains of blocks, one on each side. These blocks can be
Difficulty Medium-Hard found in a box or chest near the door or possibly hidden
This puzzle works well as a unique door lock that provides elsewhere within the dungeon.
a problem for the players to solve. 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
You come across a large oak door, its surface adorned corresponding to a combination of the four variables ('a', 'b',
with shimmering, ghostly runes, written in an arcane 'c', and 'd') being set to either true or false. If the expression is
language. The center of the door is inscribed with a true for that combination, the lock turns red. If it's false, the
lock turns black. If the expression is invalid, such as ending
circle containing a plus sign. At the intersection of the with a NOT operation or having two variable blocks in a row,
cross, there is a square hole, which is the perfect size to nothing happens.
insert small metallic objects. The door is securely locked The second part of the puzzle is the key, which can be
with a series of sixteen rotating locks. Each lock is a found elsewhere in the dungeon or inscribed on the door
itself. The key is a binary string, such as
circular rotor with one black side and one red side. '1111010100110001', which represents the state of the locks
that will unlock the door. A '1' corresponds to a red lock,
Puzzle Features This puzzle involves a set of magnetic while a '0' corresponds to a black lock. The key represents
blocks that correspond to different boolean operations. The the order in which the locks need to be colored, from top to
blocks are either cubes or rectangles, each with a distinct bottom, in order for the door to open."
color: Solution: For the key '1111010100110001', the following
boolean expression will create this pattern: "((c | ~a) & (d |
Blue cube: variable 'a' ~b)""). This corresponds to putting the orange rectangle in
Red cube: variable 'b' the lock. On one side of the orange rectangle should be a
Yellow cube: variable 'c' purple rectangle with a yellow cube on one side and a black
Green cube: variable 'd' and blue cube on the other side. On the second side of the
Black cube: NOT operation ('~'' symbol) orange rectangle is a purple rectangle with a green cube on
Purple rectangle: OR operation ('|' symbol) one side and a black and red cube on the other side. Below is
Orange rectangle: AND operation ('&' symbol) an example of how the locks will change based on the blocks
inserted.

Expression Blocks Locks


a Blue 0000000011111111
b Red 0000111100001111
c Yellow 0011001100110011
d Green 0101010101010101
~a Black-Blue 1111111100000000
~b Black-Red 1111000011110000
c | ~a Purple(Yellow, Black-Blue) 1111111100110011
d | ~b Purple(Green, Black-Red) 1111010111110101
(c | ~a) & (d | ~b) Orange(Purple(Yellow, Black-Blue), Purple(Green, Black-Red) ) 1111010100110001
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Alternative: For a simpler version of the puzzle, use the Another option to increase the difficulty is for the door to
shorter key '11011101' with only 8 marks on the door. cause damage to the party whenever the locks are set
Remove the green cube from the puzzle. The correct solution incorrectly. For instance, the blocks could shock the person
is to construct the expression "~(b ^ ~c)". That is, a black attaching the blocks with electric damage.
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?).
Golem Graphics
Difficulty: Easy-Medium

The players reach a chamber filled with poisonous gas and The golem will follow simple instructions from the party
must instruct a golem with an algorithm to navigate the but will not leave the room except to enter the maze. It
maze. This puzzle works great for a dungeon maze that will ignore any violent or inappropriate commands.
contains an important treasure that the players desire. 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
A stout stone golem stands guard in this room. The forward X feet", "turn right", "turn left", "pick up any
treasure chests you see".
golem appears completely motionless, but its eyes glow If the golem hits a wall or is unable to complete an
a dim orange when anyone in the room speaks. Beyond instruction, it will return to the starting point.
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The players must give the golem appropriate instructions
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the golem is an iron-reinforced wood door, studded with
to complete the maze and retrieve the treasure at the end.
rivets. Inset within the thick door is a cloudy window.
Optional: each time the golem opens the door to the maze,
Beyond, stone passageways filled with a greenish gas can all the characters take a Setback amount of poison
be seen. A crude drawing is etched in the wall. damage from gas that escapes the chamber.

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.
Solution: Assuming each square is 5 feet wide, the Alternatives: For a more difficult puzzle, once players are
solution is "move forward 50 feet", "turn right", "move aware of the rules and limits, use Deadly damage for
forward 30 feet", "pick up any treasure chest you see", turn incorrect guesses after five. For an easier puzzle, use Setback
right", "move forward 40 feet", "turn right", "move forward 20 damage instead.
feet", "turn right". When repeated, this procedure will lead to
the treasure chest. Ackermann's Acolyte
The solution will trace a repeating path like below:
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
Alternatives: For a more challenging puzzle, do not show blue crystals and a red crystal. However, if one possesses
the characters the map. However, given that the golem walks both blue and red crystals, their value is greatly
at a very constant speed, they can know the number of steps
that the golem takes before hitting a wall and returning. 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
Mastermind of Mastermind coins that the blue crystals with one less red crystal is
worth. For example, someone with 2 blue crystals and 2
Difficulty: Medium-Hard red crystal would be worth the same as 1 blue crystal
This puzzle can be used for passing a closed doorway or and an amount of red crystals equal to the value (in
for opening up a secret compartment.
Puzzle Elements: Above the passageway are four crystals copper pieces) of 2 blue crystals and 1 red crystal.
that can glow two different colors (white and blue). Below this The monk then asks you the riddle. How much is 4
are four circular slots. Nearby, a bin of glassy cylinders blue crystals and 1 red crystal worth?
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. Solution: The acolyte describes the recurrence relation:
For each glass peg correctly placed, a crystal shines white. A Value(0, red) = red+1
crystal glows blue for each correctly colored peg placed in the Value(blue, 0) = Value(blue-1, 1)
wrong position. Value(blue, red) = Value(blue-1, Value(blue, red-1))
If all four pegs are placed correctly, the doorway opens.
After 5 guesses, all players begin taking a Dangerous amount This is known as the Ackermann's function and can grow
of damage for each incorrect guess. extremely large. The answer to Value(4,1) = 65533.
Solution: The solution is to play the game 'Mastermind'. A Hints: A Wisdom (Insight) check or a Charisma saving
strategy for guaranteeing a solution within five guesses is throw is enough for a character to translate the acolyte's
possible, but very difficult. It involves picking a pair of two description into the above formulas.
colors as the first guess, then using a 'mini-max' algorithm to An Intelligence (Arcana) roll can reveal that:
pick the guess with the 'least worst' outcome as the next
guess. Value(1,r) = Value(0, Value(1,r-1)) = Value(1,r-1) + 1
Hints: Intelligence (History) can be used to discern the Thus, if Value(1, 0)=Value(0,1) = 2, then Value(1, r) = r+2
rules of the game. A Wisdom (Perception) check helps A similar method can show that Value(2, r) = 2r + 3.
characters see that the number 5 is written next to a symbol Alternatives: For a harder problem or a more diabolical
meaning 'danger'. Intelligence (Investigation) reveals a mural acolyte, try 4 blue crystals and 2 red crystals. The recurrence
with poker players with one player holding a two-pair. could be written on a wall or monolith instead of an acolyte's
riddle, with the answer opening a combination lock.
Alternatives: The trigger tiles may be placed at various
Dungeon Life points in the room to increase the difficulty. Placing the tile
straight ahead rather than at a diagonal is more difficult but
Difficulty: Hard can be solved by a design called a 'lightweight spaceship'.
In this puzzle, players must create a cellular automata to Placements aside from diagonal or orthogonal can be even
cross an electrified dungeon room. 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
Square tiles cover the floor in this hallway. As you press them, with 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 Gray Runes
same sort of tiles. As you get closer to the open room, you
hear a low buzzing noise permeate the area and feel static Difficulty: Medium-Hard
electricity make your hairs stand on end. Glowing lines on the This puzzle involves pressing buttons to open a door and
walls connect to the corners of the room opposite you. can be used in a dungeon to access the next room.

Puzzle Elements: You enter a circular room with a large table in the
center. The table has 6 buttons, each with a unique
Tiled hallway:
The hallway symbol. A riddle is etched into the stone wall next to the
consists of a tiled door:
floor with squares
that can be turned To escape this room and earn your prize, you must
on and off by the press the buttons, in order wise. Every combination you
players. Each must see, Repeat any one and pain be your fee.
square can be
toggled between Puzzle Elements: To solve the puzzle, the players must
two states: on and press the buttons such that all combinations of the buttons
off. being on and off are reached without repeating any of them.
Shocking room: Players may only press one button at a time, which will
The adjacent
room is filled with electricity, and stepping inside will toggle whether the symbol is lit up or dark. If they repeat a
result in a Setback amount of electricity damage for each pattern of lit buttons that they have already done, the table
step taken in the room. will shock the entire room, causing a Dangerous amount of
Lever: Once the lever is pulled, the tiles begin to glow lightning damage and then reset to zero.
according to the rules of Conway's game of life. That is, Once all sequences have been achieved, the door to the
any tile with three adjacent lit tiles (including diagonals) next room opens.
will turn on next round. An already lit tile will also stay on Solution: To solve the puzzle, the players must start with
only if two or three adjacent tiles are lit. buttons all off and get all combinations without repeating any
Trigger tiles: Two tiles on corners diagonal to the by pressing one button at a time. While many permutations
entryway are connected to glowing lines. One line is are possible, one way to do this is to utilize the Gray code
connected to the exit door. The other line leads up the sequence for six bits, with a zero representing an unpressed
wall where glowing patterns are etched into the ceiling. If button and a one meaning a depressed button. This sequence
the first tile ever is turned on, the door opens. If the is (from left to right):
second tile is turned on, the electricity in the room
disperses. 000000 000001 000011 000010 000110 000111 000101
000100 001100 001101 001111 001110 001010 001011
Many simulators for Conway's game of life exist and can 001001 001000 011000 011001 011011 011010 011110
help you determine what happens. 011111 011101 011100 010100 010101 010111 010110
010010 010011 010001 010000 110000 110001 110011
Solution: To solve the puzzle, the 110010 110110 110111 110101 110100 111100 111101
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players must create a specific pattern
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111111 111110 111010 111011 111001 111000 101000
on the hallway floor that will propagate 101001 101011 101010 101110 101111 101101 101100
to the corner of the room. There are 100100 100101 100111 100110 100010 100011 100001
many solutions including the 'glider' 100000
pattern shown here. Alternatives: For a shorter puzzle, four runes can be used,
Hints: A Wisdom (Perception) check with one possible solution being:
reveals the glowing lines from the
trigger tiles, emphasizing their importance. An Intelligence 0000, 0001, 0011, 0010, 0110, 0111, 0101, 0100,
(Arcana) check helps recognize that the ceiling runes vaguely 1100, 1101, 1111, 1110, 1010, 1011, 1001, 1000.
resemble a spaceship, and that a pattern needs to 'travel'
across the floor.
Num Sym Meaning
Gothic Analytical Engine 0 o Do nothing. Blank symbol.
Difficulty: Very Hard 1 + Add one to the number at the pointer.
This section describes a (Turing-complete) machine that 2 - Subtract one from the number at the pointer.
can input commands (a program) and output results using a 3 > Move pointer one to the right.
simplistic programming language. This machine can be
found in a mage school or guild, in a Gnomish enclave, or 4 < Move pointer one to the left.
within a technology themed dungeon. This machine could Output symbol represented by the number at
simply be a curiosity, could be used to solve other problems 5 .
the pointer.
in this book, or can be a puzzle itself.
If the number at the pointer is zero (o), jump
6 [
forward to right after the matching ] command.
If the number at the pointer is nonzero, jump
7 ]
back to right after the matching [ command.

For instance, by typing '+++.>+.' will add 3 to the first point


on the data, print out '>' (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:


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
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
contraption. A maze of gears and levers behind the typewriter
amount of '+'s.
spin and click as the device hums to life. Fibonacci Sequence: This problem is similar to above, but
the sequence of '+'s must follow the Fibonacci sequence with
Puzzle Elements: This machine has three parts: each term the sum of the two previous (1,1,2,3,5,8,13,21).
One solution is :
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 Quine: (Hard) The program may be whatever you want, but
value at that location. The data starts as all 'zeros'. the output of the device must be the same as the input
Output: Another paper tape is printed by the machine and program.
comes out of a slot in the front of the machine, similar to a One solution, which uses the first part as data and the
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cash register paper receipt. This output is generated with second part to print it out is the sequence:
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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.
Known Mystic Tattoos
Mystic Mosaic Maker The mystic mosaic maker can make all manners of
Wondrous Item, Very Rare 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

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


Ancient, ornate patterns decorate this large and bulky Heighway Dragon Tattoo
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 This tattoo, made by squares rotated 45 and 135
whirring device passes over the glass plate, analyzing
degrees, grants the wearer a +2 to the Jeweler's tool
the pattern. Gears within the machine turn, producing
proficiency and other checks related to manipulating
a strange buzzing sound, and the pattern is replicated
extremely small objects.
recursively within each of the shapes using a
technique called multiple reduction copying to create Barnsley's Fern Ward
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. An example of 3
squares is below:

This ward allows the wearer to take advantage of


fractal dimensions to Pass Without Trace in heavily
This design is inked with extremely sharp and precise wooded areas.
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needles onto a canvas or skin on the side table. These
designs are known to have a variety of bizarre and Koch's Chilly Cure
unstable magical effects, especially when used as a
tattoo.

Beware the beasts between dimensions!

This rune grants the bearer resistance to cold damage.


8th Circle Baalzgebra
Demon Lord of Combinatorics

Puzzle Features: Bundles of coins can be moved from the


The numbers may be said to rule the whole world of bowls to the tables or from an earlier table to a later table. At
quantity, and the four rules of arithmetic may be first, only the first bowl has coins (2 single coppers and 2
regarded as the complete equipment of the doubles). As these are placed on the table, more will appear.
mathematician. There are 73 shimmering copper coins on the seventh
(last) table. The shimmering coins are illusions and cannot be
Charles Maxwell moved from the table.
Once two bundles of coins are placed on a table (a single
Baalzgebra loves the counting of collections and coin counts as a bundle), there is a flash of light from the next
possibilities and aims to trap unwary players into a doom bowl, and the current table loses its shiny luster, becoming
caused by their own miscalculations. 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
Alchemy chains 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
Difficulty: Easy two bundles of four coins will appear in the second bowl.
This puzzle works best in a mystical setting that requires a If more than two bundles are placed on a table, only the
magical mathematical trial. Though players need only first two bundles are counted. Once a table has lost its luster,
addition to solve the problem, this puzzle (especially the it no longer can create bundles.
alternatives) can be quite challenging. 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.
The room is lined with a row of seven shiny, circular
Alternatives: For progressively harder problems, try:
tables that are spaced evenly apart. Each table has a bowl
(Medium) 11 tables and 10 gold (1000 copper)
sitting beneath it, with the bowls getting progressively
(Hard) 14 tables and 19 gold, 3 copper (1903 copper)
larger as you move down the row. All of the bowls are (Very hard) 16 tables and 12 platinum, 5 gold, and 9
empty except for the first bowl, which contains two copper (12509 copper)
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.
Change Peaceful Queens
Difficulty: Medium Difficulty: Medium-Hard
This puzzle involves placing pieces on a chessboard in a
You hand the shopkeeper a platinum piece. The eccentric
specific way to "unlock" a treasure chest or passageway. To
merchant smiles and says he will give you a discount if you solve the puzzle, the party must arrange the pieces on a
can correctly tell him how many ways he can give you change. chessboard such that no two pieces can attack each other
using the moves of a chess queen. The puzzle can be used to
Solution: Assuming a platinum is worth 1000 copper (cp), guard treasure or a key that is located within the pedestal of
a gold is worth 100 cp, an electrum is worth 50 cp, and a the chessboard.
silver 10 cp, there are 4246 possibilities (with an extra one if
the merchant hands the coin back to you). It can be figured In the middle of the dark room, you come upon a strange
out by studiously counting each possibility (how many pedestal with a chessboard pattern inscribed upon it. Beside
possibilities by using 0, 1, ..., 9, 10 gold pieces) or by using the the pedestal, you see an assortment of chess pieces - three
generating function: (1-x)(1-x10)(1-x50)(1-x100)(1-x1000). white queens and five black queens.

Beholder Ceremony Puzzle Features: On top of a pedestal rests a 5x5


Difficulty: Easy chessboard with an assortment of chess pieces beside it:
three white queens and five black queens. You may place the
A riddle master or guru may pieces on the squares of the chessboard. However, if any
ask the party this puzzle. For white queen is placed on the same row, column, or diagonal
instance, this may be a as a black queen, the two pieces will fly off the board and
question to enter into a secret cause psychic damage (as described in the Setback damage
library, prove the party's worth in the introduction) to everyone in the room. Once the party
to a group of intellectual places all eight pieces on the chessboard, a compartment in
monks, or convince a guru the base of the pedestal opens up, revealing the needed
they are worthy. treasure or key.
Puzzle element: The party Solution: One possible solution is to place the queens as
is presented with a riddle from follows:
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 W W . . .
stalks. The first beholder has a choice of 10 eyes, and the
second beholder also has a choice of 10 eyes. . . . B B
Solution. The beholders have a choice of 10 eyes each, so . . . . B
there are 10 x 10 = 100 different ways that they can greet
each other by touching only one eye stalk at a time. W . . . .
Alternative: (Medium) For a more interesting and difficult . . B B .
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 Any rotation or mirror of this also works.
one to ten. Hints: An Intelligence (Arcana) check can reveal that the
For a simpler example, consider an elf and dwarf greeting psychic energy primarily spreads out along the row, column,
each other with either one or two hands. They could greet and diagonal of the placed piece. This will also allow the
each other in the following ways: players to avoid the damage with a Dexterity saving throw. A
1. shake right hands, Wisdom saving throw reveals that one way to solve it is to
place three white queens on the board and then count the
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3. the elf's right hand to the dwarf's left hand, squares that none of them attack. This reduces the number of
4. the elf's left hand to the dwarf's right hand, possibilities and prevents any damage.
5. shake both right and left hands, and, lastly, Alternatives: For a more difficult challenge, try placing 10
6. cross right hands to left hands. 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
These demonstrate how two creatures with two different that none of them attack each other.
hand appendages can greet each other in six possible ways.
The guru asks how many ways if the beholders have ten
appendages.
Solution: The number of possibilities scales like the
Door of Indifference Fibonacci sequence. You can always add a blue stair to any
combination of stairs (the previous term) and you can take
Difficulty: Hard any combination of stairs one less, and a blue stair, then add
This can be used in any place where a door or an entrance a red stair (the penultimate term). Adding these two terms
could be guarded by a puzzle. 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).
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 Canto VIII; Bean Counters' Curse
different.' Deep in the circles of Hell's despair
A small alcove has been inset into the wall near the
door, and within it lies a pile of tiles numbered from 1 to A view of misers endless counting there
44. The tiles are arranged in a haphazard fashion, as if
hastily tossed into the alcove. A googol digits, a never-ending task
Puzzle Features: There are 44 numbered tiles arranged in For those in this circle have been cast
a pile. These tiles can be inserted into a door with seven No rest, no respite, no way to escape
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 This prison of numbers, this endless shape
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 damned are doomed to count without end
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, In this circle of Hell, their fate is penned
40, 42, 43, and 44. A googol numbers, a curse, a fate
Hints: A successful Wisdom (Perception) check notices
that the top three tiles in the alcove were the largest three
(42, 43, and 44). For those whom no number could sate
Alternatives: For a harder puzzle, any time a sum is
achieved, radiant energy is expelled from the door, causing Euclid my guide says, this endless count
damage. The inscription above the door can also be removed
to cause more experimentation for the party. A punishment for those whose lives amount
For an easier puzzle, try 6 slots with numbered tiles from 1
to 24. (Or even 5 slots with tiles 1 to 13).
To nothing but greed and selfish gain
Forbidden Fibonacci Trapped in this circle, forever remain
Difficulty: Medium
This puzzle works for when the party needs to traverse a
These are the greedy, the selfish, the vain
magical staircase. Who chased after wealth, but nothing attain
Stairs twenty deep lead upwards. When you try to
climb them, a force propels you backwards and a
They cared not for love, or friendship, or truth
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disembodied voice cries out:
They hoarded their riches, and cared not for youth
'Before ye can pass, ye must answer my question. How
many ways can you paint my stairs red and blue, so that Their hearts were cold, their souls were sold
no two red stairs are adjacent?'
For a handful of coins, their fate was tolled
If the players attempt to climb the stairs without answering
the question correctly, they receive a Dangerous amount of
force damage.
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)! ).
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Hints: Anyone with the painter's supplies tool proficiency realizes that this is not a typical painting and that the 'signature' at the
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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."

(Credit: Original puzzle by Joseph DeVincentis)


Solution: The solution is to turn the gears on the top so 'PXRMW', 2 turns counter-clockwise to get 'R' (2 mod 5)
that the letters "ANSWER" line up to be under the notches in These equations can be solved using the Chinese
the top row of gears from left to right. Remainder Theorem to find the unique solution modulo 13 ×
The players will need to move each of the gears a different 11 × 9 × 8 × 7 ×5 = 360360. One can build up the solution
number of times in order to get the correct letter below the (since 6 is the inverse of 13 mod 11 and of 11 mod 13), then
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repeat on a cycle (ie. modulo the number of spokes). Keeping 1 × 6 × 13 + 4 × 6 × 11 = 56 is equivalent to both 4 mod 13
in mind that the gears alternate turning clockwise and and 1 mod 11. This can be done successively to reach the
counter-clockwise, this means that the first six gears need to solution that X = 248447. Brute force techniques are also
be turned as follows: possible.
'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)
Then, the values of the gears below when turned 248447
can be figured out as below: Chessboard Trickery
'F' is 'EFGHIJKLMNOPRSTUVWYABCD' turned 1 Difficulty: Easy-Medium
counter-clockwise (248447 mod 23 = 1).
'L' is 'KLMNOPRSTWACEHIJ' turned 15 clockwise A simple riddle to confound your players is for a trickster
(248447 mod 16 = 15) or monk to ask the question: "How many squares are on a
'O' is 'BCDEFGHILMNOPRSTUA' turned 11 counter- chessboard?" The trickster may remind the party to count all
clockwise (248447 mod 18 = 11) of the squares. The trickster may offer a reward or
'O' is 'NOPRSTUABCDEFILM' turned 15 clockwise information in exchange for correctly answering.
(248447 mod 16 = 15) Solution: The solution is that there are 64 squares of size
'R' is 'PRSTUVWYABCDEFGHIKLMNO' turned 1 1 × 1 squares, 49 squares of size of 2 × 2, and so on. This
counter-clockwise (248447 mod 22 = 1) means there is a total of 64+49+36+25+16+9+4+1 = 204
'B' is 'OPRSTUYABDEFHILMN' turned 9 clockwise total squares.
(248447 mod 17 = 9) Alternative: The trickster may instead ask how many
'O' is 'ILMNOPRSTUADE' turned 4 counter-clockwise rectangles are on a chessboard. This answer is instead (9
(248447 mod 13 = 4) choose 2) × (9 choose 2) = (9 × 8 / 2) × (9 × 8 / 2) = 36 * 36 =
'A' is 'MNOPRSTABCDEFGHIKL' turned 11 clockwise 1296
(248447 mod 18 = 11) Bonus Chess Combinatorics: Some other potential
'R' is 'OPRSTUABCDEILMN' turned 15 counter- riddles involving chessboards are:
clockwise (248447 mod 15 = 2)
'D' is 'LMNOPRSTABCDEK' turned 14 clockwise (Medium)* How many queens need to be placed so
(248447 mod 14 = 3) that every square is attacked?
(Medium) How many knights need to be placed so that
Thus, the solution is 'FLOORBOARD' which can reveal the every square is attacked?
location of a hidden key or artifact under the floorboards. (Medium) How many possible ways can you place a single
Hints: knight and a single bishop on a chessboard so neither
attacks each other?
A Wisdom (Perception) check reveals that the gears at the (Tricky) Can you come up with a route for a knight to go
top are different from the gears on the bottom, both due to from a1 to h8 landing on every square exactly once?
the letters on them, as well as a slight difference in (Very Hard) How many different ways are there for a
coloration of the notches above them. knight to make a tour of the chess board (landing on each
A Wisdom (Insight) check reveals that "find the answer" square exactly once) and then ending on the starting
should be taken literally to find the word 'answer'. square?
Tinker's tools or another relevant tool proficiency will help
the characters realize that the gears alternate clockwise See the previous Peaceful Queens section for more
and counter-clockwise, and that each gear will repeat the chessboard puzzles.
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.

Descent into the final circle


9th Circle
Primeval Demonstras
Demon King of Intractability

We are servants rather than masters in mathematics. As you approach the mysterious machine, you can't
Charles Hermite help but feel the presence of powerful magic emanating
from its glowing exterior. The machine is encased in
This section contains several miscellaneous mathematical glass walls. Within sits a series of metal planes designed
puzzles that either are difficult on their own or can be scaled to fit together in the shape of a cube. The front of the
up to provide a challenging experience even for advanced
mathematicians. Some other techniques to increase difficulty machine is adorned with various dials, a slot, and a lever.
of the puzzles: The whole machine is connected to a large metallic vat
by a series of pipes.
Chain several puzzles together. For instance, the players
may need to decrypt the text first, only to find the clue to Nearby, you spot a balance scale with two square
another puzzle. plates. A dial on the scale indicates the current weight,
Set a time limit on the puzzles. Have monsters or other and one of the numbers on it appears to be glowing with
pressures on the players while they are attempting to
solve the puzzles. a faint, otherworldly light. Three indicator lights on the
Increase the scale of the numbers in the puzzle, making it top of the scale are currently dark.
harder to do the computations by hand.
Use puzzle alternatives, some which are quite difficult.
Puzzle Features: Transmutation magic powers this
machine. Pipes connect it to a vat of gooey corrosive liquid
Cubes of Diophantine 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
Difficulty: Hard dial moves the planes one notch along their rails, adjusting
In this challenge, an arcane machine makes cubes that the size of the cube by one centimeter. Other dials allow for
need to balanced against each other to solve the puzzle. It larger adjustments, moving the planes ten or one hundred
works as a method to gain access to treasure, an intricate centimeters at a time. When a lever on the front of the
lock for a door, or a test of mental acuity. 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.
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,
Solution: The solution is to create cubes of size 16, 14, and But Euclid grins as they pull me away.
11. The cube of size 16 should be placed on the scale, with In the dark of the mathematical night
the cubes of size 14 and 11 to counter-balance it.
Since 16³ - 14³ - 11³ = 21, the weights of the cubes will add Dragged away with no hope in sight
up to 21, matching the number on the scale and solving the
puzzle. This will allow the players access to the treasure or Trapped now in hell's darkest core,
for the door to open. The light of day I shall see no more.
(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.
The Rune of Bacchus Room of Recamán
Difficulty: Hard Difficulty: Very Hard
This puzzle works for any situation where the party needs This puzzle can be used in an ancient temple or an
to draw a sigil or rune to proceed. This rune could activate a entrance to a mathematical sanctuary. It could even be part of
magical ritual, summon an angelic or infernal ally, or simply ancient ruins that experts have already studied and failed to
allow passage through a door. The description below gives find the secret.
the example of summoning an angel of Bacchus, the god of
revelry, but other situations can easily be imagined. As I traverse the shadows of night,
To impress the noble leader of the village, the perfect The other numbers join the light,
celebration must be thrown. Summoning a spirit of Bacchus
will ensure success in planning the perfect party and winning The only bastion in the dark abyss
the noble lord's favor. An ancient manuscript denotes the That the sequence will ever miss
steps to perform a ritual that will do so, but the explanation of
the summoning circle needs deciphering. For me, the darkness will persist
The manuscript states: The light shall be a sweet reminiscence.
The summoning sigil of Bacchus represents the
perfect gathering of seventeen people. In this perfect Puzzle Features: Once per hour, an oscillating warbling
sound echoes throughout the chamber and all the tiles go
gathering, all possible groups of four people contain a dark. Then, a sequence of tiles begins flashing, starting with
pair of people who already know each other and a pair of 0, and continuing:
people that need to be introduced. The rune is
0, 1, 3, 6, 2, 7, 13, 20, 12, 21, 11, 22, 10, 23, 9, 24, ...
constructed using 17 points in a circular pattern where
points are connected between people that know each
This sequence continues by adding or subtracting the
other in this ideal gathering. current position (1,2,3,4,...) from the current number, If the
previous number minus the current position is positive and
The party must draw this rune to summon the ultimate has not appeared before, it becomes the next number.
party spirit of Bacchus for the noble lord's celebration. Otherwise, the previous number plus the current position is
Solution: Only one solution to this problem exists (though used instead. For instance, the sequence above is generated
the points can be moved around to make it appear different). by adding 1, adding 2, adding 3, subtracting 4, adding 5, and
In this configuration, each person knows 8 people at the so on.
party (the two people on each side of them, and people 4 and Solution: The number 852,655 will never be lit. Pressing
8 away from them). and holding that tile will open the secret door to the next
The sigil appears like this: 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.
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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.
Divisive Factions
Difficulty: Medium-Hard Cemd#,seeler#trd#lpIgTeeedsdT
The party reaches a doorway barred with a grid of thick
iron bars. Nearby is a pictogram of a large army, with the the auosuryoa'p#mE#l#ur#l#n#f#e#r
inscription:
You must divide the army into two factions to pass. hsa##o#omluele#wnstfyumlftsse
The Army is divided into 20 battalions of 100 stick figures
each. 2 leaders stand in front of each battalion. The army is tabrcnwer#dsinw#e#gdfes#t#io#
led by a phalanx of 7 commanders. In total 2047 figures
make up the army's composition. cy,oi#oaoleol#raoneen,iesIh#i
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 ,oroDordl#Oroaldw##maiituirn#
they say the number '89', the vertical bars retract. Both need
to retract for the party to pass through. #lt,##tlAuo#an#ailn#n#u#afr#i
Hints: An Intelligence (History) roll may allow the
character to realize that the ancient word 'faction' had a nt#gnsttyle#stoltlaXr.ardoem,
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 sttrleim#eihe#.ho#ryehm###m;k
number is a notably difficult problem, so this could be made
into a very hard problem by making the factors in the billions Tgk#n#yHiihdaln.h#n#,wTiudnol
or trillions. An easier problem would be to give a simple
number to factor, like 35.
iemlw###re#vec#enoesmefWawtc#
Acknowledgements irsrwauls,yaifDRaswilha#gn##e
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon aeinieimla##elr.###slraep#esy
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 abou.le,srtdtnrylppml##TcIdtl
work contains material that is copyright Wizards of the Coast
and/or other authors. Such material is used with permission endpili#nsflTotAenh,htc##pril
under the Community Content Agreement for Dungeon
Masters Guild.
The cover art is adapted from the Mandelbrot set image by fshu#e##eteenltccofaosenda###
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
.lrbein.lorrfcmn.
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.
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Many thanks to play testers, including Darren Odom and
Jean-Paul Girod.

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