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EN5 QS10 PUZZLE Compile-ONS
EN5 QS10 PUZZLE Compile-ONS
EN5 QS10 PUZZLE Compile-ONS
Puzzles for
RolePlaying Games
mythology and literature. They brain teaser that rivals the Riddle
stories like the tales of fantasy and as much a place in high fantasy as
Creating Enjoyable Puzzles for Role-Playing Games | EN World EN5IDER: Puzzling Encounters
each other. The answer to this particular puzzle is succeed and applaud their creativity. This sort of
to go to the wall where the statue is pointing and ingenuity is what sets tabletop games apart from
push on the third row of bricks, revealing the secret all other kinds of gaming. Revel in it.
treasure hidden inside the brick wall.
Example Puzzle
Err on the Easy Side Michelle, the example GM presented in the sidebar
It’s very easy to make hard puzzles—even unsolvable on the previous page, unintentionally created a
ones—because puzzles always seem easy to their pretty lackluster experience for her players. The
creators. Many GMs, thinking their riddles are too door outright presented itself as a puzzle. There
simple, try to cram in countless complications was no environment to explore and no promise of
and red herrings to conceal the “easy” solutions. reward or any type of benefit to solving the puzzle
It’s important to remember that the creator of the other than to continue exploring. “In order to keep
puzzle is looking at the answer from the inside out. playing, you must solve my riddle.”
Because the GM holds all the cards, they can draw The puzzle presented below follows the three
conclusions from clues the players might never puzzle-making tips discussed above. Going forward,
learn. The players will only get information in the puzzle presented at the beginning of this article
small portions, and they will probably gloss over will be referred to as the “riddle door puzzle” and
vital facts if they’re presented too obliquely. the following example as the “alphabet puzzle.”
Even an overly simplistic puzzle can be fun.
Players like to win, and an easy victory can always You enter the wizard’s study. At the far end of the room
be tempered by a diabolically difficult encounter is a large desk covered in weathered parchment. On
later on. It’s far better than stopping the game’s top of the stack of scrolls is a silver hand mirror. To the
action dead in its tracks. left of the mirror is a metal box the size of a treasure
Preparing clues to help solve your most difficult chest, but it lacks hinges or a keyhole. Beside the desk
puzzles is also worth consideration. It may seem is a bookshelf with 26 books. Each book has a letter of
tempting to have players roll Intelligence checks the alphabet on the spine, and they are arranged in
to receive these clues, but remember that a failed reverse alphabetical order, starting with Z at the top
check backs you into a corner. You want them to left and ending with A in the bottom right.
solve the puzzle, and introducing luck into the
equation probably won’t make your brain teaser The immediate difference between the riddle door
any more enjoyable. Simply providing a clue when puzzle and the alphabet puzzle is that the alphabet
needed, either through the aid of a helpful NPC or puzzle does not introduce itself as a puzzle. It may
an out-of-character discussion, is almost always a be somewhat obvious, based on the elements in the
better alternative. room, but it’s less overt than a talking door. The
PCs are instead presented with an environment
Don’t Set Your with some interesting elements that should pique
Solution in Stone their curiosity.
Most GMs feel an urge to give their puzzle only The alphabet puzzle also includes the promise
one “correct” answer, denying any other plausible of a reward. The players’ only reason to solve
answers their players provide. This is possibly due the riddle door puzzle is so their characters can
to embarrassment; they may not want to admit progress deeper into the dungeon, but the alphabet
they hadn’t considered all the possibilities. puzzle deliberately shows the players the reward,
Don’t. If the PCs have a spell, class feature, or a metal box “the size of a treasure chest.” If the
magic item that allows them to solve the puzzle in promise of treasure doesn’t catch your players’
a way you didn’t predict, just roll with it. Let them attention, experiment with other rewards. There
EN World EN5IDER: Puzzling Encounters | Creating Enjoyable Puzzles for Role-Playing Games
are many ways you can make the reward obvious Puzzle Resources
in the puzzles that you create. GMs who want to create better puzzles have many
The papers on the desk are all written in Common, resources to draw on, even outside the world of
but they are written backwards. The mirror hints roleplaying games. Anthologies of puzzles, riddles,
that the players should read the text in reverse. and logic problems can be mined for inspiration,
You can also create props to make the puzzle more and many puzzles can be stolen wholesale. Riddles
immersive. For example, a sheet of alchemical from fantasy literature and mythology can also be
ingredients with all the text reversed might serve used, but might be too obvious, since many gamers
this puzzle. Allowing the players to study a physical started roleplaying because of fantasy books.
artifact will help visual thinkers wrap their heads Point-and-click adventure games, like Roberta
around your puzzle. Williams’ King’s Quest series, have a wealth of
At this point, the players will understand they puzzles already designed for gamers. The website
are solving a puzzle, but hopefully they are curious http://www.adventuregamestudio.co.uk/ is an
enough to keep even the least puzzle-centric online collection of fan-created puzzle games,
gamers interested. The adventurers now have many of which can be directly imported into your
backwards notations, as well as a bookshelf with home campaign.
backward alphabetical books. To put it simply, they
will overthink the puzzle immediately. Let them. If Final Words
they come up with a solution more interesting than Puzzles can add a lot of fun to your tabletop
yours, all the better. sessions and can be one of the most rewarding
The “real” solution to the alphabet puzzle is in the things to design when building adventures. It can
bookshelf, not the papers. If the players investigate also be frustrating to take the time to create puzzles
the bookshelf, they find they are unable to move that your players end up not enjoying. It is a wise
the books away from the bookshelf—in fact, the decision to start small, designing a small amount
books are part of the bookshelf, carved from the of puzzles that may seem too easy. This will help
wood. Touching a book causes the letter on its back gauge the table’s interest in this sort of addition to
to glow with magic light for 10 seconds. If more the game.
books are touched, the light glows on each book, Ultimately, there will be some groups that simply
and all books remain illuminated until 10 seconds don’t enjoy puzzles. Try not to force the issue, it
after the last book was touched. won’t end well. The game belongs to the whole
This presents the mechanic of the alphabet table, and it will be more enjoyable for everyone
puzzle: the bookshelf is magical, and the letters involved if you facilitate play that interests all of
glow and time out when pressed, but they are your players. Just don’t forget to have fun yourself.
linked together. This is demonstrated by the first Try and find a happy medium between catering to
letter continuing to glow as others are activated. your players and indulging your own interests. And
The alphabet puzzle is solved by activating the be patient—learning how to make a table of gamers
letters N > E > P > O, which is simply OPEN spelled happy might be the toughest puzzle of them all. e
backwards. Though this may seem like an easy
password, the point of the puzzle is not to guess
the specific password, but to figure out the trick to
solving it. If your players have figured out the trick,
but are struggling to guess the password, consider
allowing any cogent guesses (like “Y > E > K” or “K
> C > O > L > N > U”) to open the box.
Creating Enjoyable Puzzles for Role-Playing Games | EN World EN5IDER: Puzzling Encounters
Puzzle Dandolo’s
Cryptic Box
andolo’s Cryptic Box
D is a highly customizable
to an existing campaign or as
open the box, the PCs must set The ring sections below all have
ring has a unique set of symbols symbols (for the GM), clues for the PCs
Clues Clues
1. A programmed illusion that recites, “3–3, 5–7, When the second ring is locked into place, a small
14–3, 3–8, 10–1, 7–6.” piece of paper magically appears on top of the box
2. Encyclopedia article (see Handout 2). (Handout 3).
Answer Answer
This is a riddle hidden within a book cipher. This is a logic grid puzzle. The complete answers
Each pair of numbers in the programmed illusion are:
corresponds to a line and a word in that line of the 1. Rudil the Ravager is from the Thule and
encyclopedia article (Handout 2). Strung together killed Herensuge the red dragon in the First
these words make the riddle, “Eye (I) run but Age.
have no legs,” to which the answer is “water.” The 2. Crognon the Conqueror is from Zerzura and
encyclopedia article has the additional clue of the killed Ormr the gold dragon in the Second
first word being underlined, which should help Age.
point the PCs in the direction of deciphering the 3. Sonja the Slayer is from Mount Malata and
code. For adventurers that are still having trouble, killed Ladon the blue dragon in the Third
the GM can point out that the underline and Age.
numbers were clearly written sometime after the 4. Gladys the Gallant is from Tlacopan and
book was published. killed Longwei the silver dragon in the Final
Age.
GM Notes Herensuge the red dragon was slain in the First Age,
The symbols on this ring are Norse runes. Many and red dragons breathe fire, so the correct symbol
fantasy games and settings use Norse runes as on the ring is the alchemical symbol for fire. The
Dwarvish script, so any adventurer who can read GM can easily change the names of the heroes,
Dwarvish script automatically knows the meaning mythical lands, and dragons in the puzzle to match
of each rune. Optionally, the GM could decide these those found in their campaign world.
are instead the writing of a warrior or nomad tribe
and give the party the additional task of finding GM Notes
someone to translate the runes. The symbols on this ring are used for alchemy.
The encyclopedia article should point the PCs Evokers and transmutationists immediately
in the direction of the Enigmatist Society for the recognize these symbols but other wizards or
next clue. GMs can place the society’s headquarters arcane spellcasters can make an Intelligence
wherever is most convenient, whether nearby for (Arcana) check (DC 10 + ½ the party’s average level)
expediency (within the same town) or requiring to do so as well.
a journey that can further the campaign’s plot (a The Enigmatist Society can be as large or small as
monastery at the top of a mountain, on a lonely the GM desires. However it should be mysterious
island, in the middle of the desert, and so on). and silent, populated with at least one enigmatist
Permission is granted to photocopy this page for personal home game use only.
Permission is granted to photocopy this page for personal home game use only.
Permission is granted to photocopy this page for personal home game use only.
Permission is granted to photocopy this page for personal home game use only.
Investigating the
Fountain
The Fountain of Truth is roughly four to five feet
tall, with a large basin sitting below a smaller one
on a circular stone dais. The spout at the very top is
carved like a blank scroll, with a small hole where
water is meant to spill out. Glittering sapphire
runes are set around the rim of the lower basin,
which can be read by anyone who speaks Celestial.
that the circular shape indicates an act of
I am what you need but rarely what you want. modesty and progress should be observed
A duty to inform often twisted into taunt. there. On a result of 14 or higher, it’s also
Thanks you give to have me long after I am heard. revealed that the blank scroll spout is a holy
Bitter is the medicine of the spoken word. symbol associated with gods of knowledge.
▶▶Making a DC 12 Intelligence (Arcana) check
This puzzle’s solution is simply the truth. Depending suggests that sapphires (like other gems)
on the party’s efforts to investigate the following can be used as spell components or in
clues can be revealed. enchantments.
▶▶Some dried algae at the bottom of each basin ▶▶Stepping within a 15-foot radius of the
and a puddle at the base suggest that the fountain causes a creature proficient with a
fountain did run some time ago. language to make a DC 15 Charisma saving
▶▶The fountain emits a magical aura that is throw or be unable to lie until it is no longer
concentrated around both the runes and the in the area.
spout. The first time the creature says something truthful
▶▶Anyone who has spent any time in temples while in the area, a bit of water comes out of the
can make a DC 11 Intelligence (Religion) spout. The amount of water depends on what was
check to deduce that the arrangement of the said. GMs are encouraged to use their discretion:
runes corresponds with prayer shrines, and more honesty equals more water.
original owner with a bountiful meal—designed for resemble whatever creatures the GM
a diet quite astray from that of most adventurers. has chosen as the original owners of the
Exactly what ancient or otherworldly gourmand delicatessen.
owned the delicatessen is up to the GM, though it ▶▶The handles on both the wall and the door
should be a culture or species far removed from seem like they would open thin slots each.
the party’s experiences. ▶▶Both of the handles and slots are revealed to
seems set for a feast, occupied only by a single long determines the number of diners, making a
table with places set and seating for six. The back dish for each PC.
wall is dominated by an odd bas-relief engraving ▶▶If the food on a dish is destroyed in some way
depicting what seems to be a stylistic oven centered other than consumption, the dish magically
on a metal handle. A door on the back wall has disappears and the delicatessen produces a
similar engravings of vague seated figures, but replacement accompanied by a loud chime.
bears no handle or lock. ▶▶Dishes do not need to be consumed by
Inspecting the room reveals the following: the person they were produced for, the
▶▶While the table is set with silverware and delicatessen only cares that the food is
glasses of water, plates are noticeably absent. consumed by something.
▶▶The silverware is real silver (collectively ▶▶Exactly what counts as consuming the food
With the same rumble and chime the slot flies open,
and wriggling gelatinous masses pour aggressively
out onto the table! The dangerous display is only
slightly offset by lemon wedges and sprigs of parsley.
3 4a
6
2 1 4
7
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