Professional Documents
Culture Documents
2992862-Book of Vile Math v1 0
2992862-Book of Vile Math v1 0
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
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
T
h
e
T
i
t
r
a
t
i
o
n
P
i
t
to rise rapidly at a rate of 6 rungs per round. In the other pit, of poison damage.
D
i
f
f
i
c
u
l
t
y
:
E
a
s
y
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.
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.
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!"
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:
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
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
A
l
p
h
a
b
e
t
i
c
P
a
t
h
P
i
t
T
r
a
p
electric damage).
D
i
f
f
i
c
u
l
t
y
:
E
a
s
y
-
M
e
d
i
u
m
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
B
o
x
c
i
p
h
e
r
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
A
l
b
e
r
t
i
C
i
p
h
e
r
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
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.
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
C
a
n
t
o
V
I
I
;
T
h
e
U
n
p
r
i
n
c
i
p
l
e
d
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
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.
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.
G
o
l
e
m
G
r
a
p
h
i
c
s
The players must give the golem appropriate instructions
D
i
f
f
i
c
u
l
t
y
:
E
a
s
y
-
M
e
d
i
u
m
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
D
u
n
g
e
o
n
L
i
f
e
players must create a specific pattern
D
i
f
f
i
c
u
l
t
y
:
H
a
r
d
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.
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)! ).
D
w
a
r
v
e
n
M
o
u
n
t
a
i
n
N
u
m
b
e
r
s
Hints: Anyone with the painter's supplies tool proficiency realizes that this is not a typical painting and that the 'signature' at the
D
i
f
f
i
c
u
l
t
y
:
M
e
d
i
u
m
-
H
a
r
d
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."
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.
T
h
e
R
u
n
e
o
f
B
a
c
c
h
u
s
D
i
f
f
i
c
u
l
t
y
:
H
a
r
d
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.
D
i
v
i
s
i
v
e
F
a
c
t
i
o
n
s
D
i
f
f
i
c
u
l
t
y
:
M
e
d
i
u
m
-
H
a
r
d
Many thanks to play testers, including Darren Odom and
Jean-Paul Girod.