EN5 QS10 PUZZLE Compile-ONS

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Creating Enjoyable

Puzzles for
RolePlaying Games

antasy roleplaying games Few GMs can resist the thought

F are an extension of classic of stumping their players with a

mythology and literature. They brain teaser that rivals the Riddle

present an opportunity to create of the Sphinx. After all, history has

stories like the tales of fantasy and as much a place in high fantasy as

adventure found in Tolkien and the swordplay.

ancient legends. It’s no wonder that


writing Carl Heyl
riddles and puzzles have become a color art Sade
editing James J. Haeck
staple of classic adventure design. layout Eric Life-Putnam

EN World EN5IDER: Puzzling Encounters


The difference between solving puzzles and The Riddle Door
triumphing in combat is one of player skill versus Michelle (the Game Master): The last skeleton drops
character ability. Your players don’t have to be to the floor, destroyed! Nice work. Catching your
experts at sword fighting for their characters to breath, you look around the room and see both a
cleave a dragon in two. Dice, combat mechanics, wooden door to the west and an ornate door leading
and special powers are able to model heroic battles. north.
This is probably for the best—it would be difficult Eric (the dwarven cleric): I want to check out the
to find players if they had to pass a physical exam ornate door.
before getting to sit at the table. Mikal (the elven thief): Yeah, it’s got to be all fancy for
However, a character’s ability to think through a reason.
puzzles and riddles cannot be satisfyingly modeled Vanessa (the half-gnome/half-troll barbarian): Sure,
by dice. Puzzles in roleplaying games are typically let’s look at the door.
solved by players, not characters. A puzzle or riddle Michelle (the Game Master): You approach the door,
is a metagame challenge that requires a careful and a mouth magically appears and bellows, “All
GM and interested players to work. Many players those who pass through me must answer now my
decide they can’t figure out puzzles before even riddles three!”
trying, and give up immediately. Vanessa (the easily-distracted 27 year old): … Oh.
Good puzzle design challenges these impulses. It You know, I think I’m gonna get a drink.
gets players interested in the solution before they Eric (the frustrated father of two): Yeah, Mikal …
even know they are looking at a puzzle. Presented you’re the puzzle aficionado, right? I gotta take a
in this article are three ways to make players enjoy smoke break, anyway.
solving every challenge you throw at them. Mikal (the suddenly lonely): Um. Okay. So what’s the
riddle?
Make Organic Puzzles
When designing adventures, it’s imperative you discernible exit but the door the players entered
create a reason for the puzzle to exist logically in through. A statue in the center of the room points
the environment. Why did the dungeon’s creator to the brick wall and is holding up three fingers.
build a door with three concentric puzzle rings, This esoteric environment contains an unusual
instead of just rigging another spiked pit trap? A spectacle that will hopefully encourage your
puzzle which isn’t integrated with its environment players to dig deeper. Why is the statue pointing
disrupts the flow of gameplay and breaks to a blank wall? Why is it holding up three fingers?
immersion. Instead, allow your players to explore Here’s the solution. If your players search
the site in which the puzzle exists, possibly with carefully, whether through skill checks or by
the promise of reward already in sight. Let them asking you questions, they can reveal that the
discover the room’s secret. The search will pique large bricks in the wall are stacked to the ceiling
the players’ interest long before the words “riddle” five high. This information is an audio clue; you
or “puzzle” ever reaches their ears. have now attached a number to the bricks, just
For example, instead of a magic mouth guarding like a number was attached to the statue’s fingers.
a riddle-locked door, imagine a room with no Auditory connection is a useful way to link clues to

Open Game Content


The game rule information in this book is designated Open Game Content. All of the other material in this book,
including maps and illustrations (including illustrations in the public domain), narrative and descriptive
text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing EN
product and article titles, and EN World and EN Publishing logos, is designated Product Identity. Publishing ™

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

four-part puzzle which can be

solved as a series of side plots

to an existing campaign or as

an adventure on its own. To

open the box, the PCs must set The ring sections below all have

the correct combination on a the following format: a segment

series of four rings, then press a showing the sequence of symbols,

button to release the locks. Each the translation or meaning of the

ring has a unique set of symbols symbols (for the GM), clues for the PCs

and a unique type of puzzle to (including untranslated segments), an

determine the correct symbol. explanation of the answer to the puzzle,

and notes including where and how


writing Phill Harmon
color art Xanditz adventurers receive the clues as well
editing Mike Myler
layout Eric Life-Putnam as suggestions for how to get them to
Frank Michienzi
the next clue.

EN World EN5IDER: Puzzling Encounters


The Cryptic Box Ring 1
The contents and size of the box are entirely up to
the GM, but it is recommended the box be easily
portable and thus contain nothing larger than a
pair of magic boots. Some other suggestions for | | | | | | | | |
the box’s contents include a key clue or piece of 4 8 1 7 5 9 3 6 2
information relevant to the party’s larger quest, a
magic item useful or even necessary for continuing Clues
their quest (such as a ring of x-ray vision), or a spell See the read-aloud section above.
scroll with a particularly powerful spell.
Origin. Adventurers might find the box amidst Answer
the goods in a shop (with a shopkeeper that has This is a rewrite of an ancient but simple riddle.
tried to solve it and is so frustrated they just want The mention of the nobles and vassals and so on is
it out of sight), as a reward for a quest, or left in just a distraction—only the speaker is going to the
a remote location apparently abandoned and castle, so the answer is “one.” The only other trivia
forgotten. Regardless of how the PCs come into necessary to solve this ring is knowledge of Roman
possession of the box, any time it changes owners numerals.
a programmed illusion spell is triggered (possibly
catching the attention of monsters if the box is GM Notes
found in a dungeon). The illusion created by this On setting the ring to the correct answer, another
spell has no visual component. Read the following: programmed illusion is triggered. This is a string of
numbers (see Clues for Ring 2) and a voice. Read
There is a loud brass fanfare, and then a disembodied the following:
voice says, “I, Umberto Dandolo, the greatest puzzle-
maker, have created a quandary to delight and intrigue “And now it’s time to learn some history—research me
the cleverest amongst you. Four locks with four keys— and you will see the answer to the next key.”
but you will not find the answers easily. No cheaters
either! Whether brute force or magical, attempts to The next clue is found by researching Umberto
open my box without the keys will irreparably damage Dandolo. If the PCs do not catch on from the
its contents. Repeated incorrect tries will similarly programmed illusion alone, have an NPC they run
destroy your prize. Here is your first clue: across recognize the box as one of Dandolo’s
“As I was going to the castle, puzzles and suggest learning more about him.
“I met a noble with seven vassals, The GM should place a library with a collection of
“Each vassal had seven packs, historical texts somewhere within the setting to
“Each pack had seven sacks, facilitate the party’s research, specifically including
“Each sack had seven blocks of sealing wax, an encyclopedia that has an entry for Dandolo.
“Wax, sacks, packs, and vassals, Clever adventurers may try all the settings on the
“How many were there going to the castle?” next ring to trigger another programmed illusion
and give them the correct answer, but there are no
If the players attempt to circumvent the puzzles more programmed illusions triggered by conditions
by either forcing the box open or trying random of the box itself after the clue below.
combinations instead of solving the puzzles, warn
them, and then destroy whatever is in the box.
The intent is not to punish mistakes, but rather to
incentivize the players to complete the puzzles.

Dandolo’s Cryptic Box | EN World EN5IDER: Puzzling Encounters


Ring 2 Ring 3

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

EN World EN5IDER: Puzzling Encounters | Dandolo’s Cryptic Box


scholar (use the statistics for a cult fanatic with the 1 2 3 4 5
following spells prepared, swapping its Wisdom 1 S H A D O
and Intelligence scores and using Intelligence as 2 W B E F G
its spellcasting ability: disguise self, illusory script, 3 I J K L M
silent image, invisibility, misty step, and pass without 4 N P Q R T
trace). When they see the box, they speak the clues 5 U V X Y Z
for Ring 3 to the PCs, though they are unwilling to
say anything else and flee if pressed too much or The above pad can then be used to decrypt the last
intimidated. bit of this clue by following the number down then
across (the “fall before run” hint). For example, 12 is
Ring 4 H and 13 is A. When they’re done, the party should
have deduced the following riddle (the answer to
which is “sea,” so “c” is the correct choice on the
locking ring):
| | | | | | | | |
A S T M C E I F G Be a salt and be a seaman,
be a korsair; be a foe,
Clues be the letter that you live on,
The clues for the fourth ring are delivered in the be the grave where sailors go.
same way as the last ring’s clues (a magical piece
of paper and set of tiles with an indented board;
see Handout 4). GM Notes
This is the most complex puzzle, as it requires
Answers multiple steps. The letters are Elvish, so any PC
This is a combination of several different puzzle who can read Elvish immediately recognizes
types. The answer to the first riddle is “shadow.” them. At the GM’s discretion, the many pieces of
With this word in hand, the PCs can follow the this puzzle may instead be spread across different
instructions and set the letters into the grid with locations. The adventurers might find the first
the word “shadow” first, then the remaining letters clue on a scroll signed by Dandolo in one location,
alphabetically (the letter C is missing), to create the tiles as massive stones in a room in a distant
a decryption pad for a Hybrid Polybius Playfair dungeon, and so on. Regardless, upon solving all
cipher. This is the result: four rings and pressing the unlock button, the box
opens with a golden luminance and the whisper of
power coming from within. e

Dandolo’s Cryptic Box | EN World EN5IDER: Puzzling Encounters


Handout 1

Permission is granted to photocopy this page for personal home game use only.

EN World EN5IDER: Puzzling Encounters | Dandolo’s Cryptic Box


Handout 2

Permission is granted to photocopy this page for personal home game use only.

Dandolo’s Cryptic Box | EN World EN5IDER: Puzzling Encounters


Handout 3

Permission is granted to photocopy this page for personal home game use only.

EN World EN5IDER: Puzzling Encounters | Dandolo’s Cryptic Box


Handout 4

Permission is granted to photocopy this page for personal home game use only.

Dandolo’s Cryptic Box | EN World EN5IDER: Puzzling Encounters


Puzzle Fountain
of Truth
his puzzle mechanism is

T simple in premise but loaded

with possibilities! Set in a stone dais,

this three-tiered marble fountain is

inset with glittering runes around

the rim and is currently bone dry.

Solving it requires getting the water

flowing, but that is easier said than

done. The fountain responds only

to those who pour their heart out

to it—each truth told in its vicinity

is another drop in the proverbial

bucket. Small truths and obvious

facts barely yield a trickle, but

the more adventurers reveal, the

greater the flow becomes. Only writing Elizabeth Orchard


color art Khanh Luong
when all three of its basins are editing Mike Myler
filled to the brim has the Fountain layout Eric Life-Putnam

of Truth truly been solved.

EN World EN5IDER: Puzzling Encounters


What, Where, Why
The Fountain of Truth might be the trick to a
magically sealed door that only opens for those
with an honest heart. Perhaps it’s a test to earn trust
or prove one’s good intent. The puzzle can be set
anywhere that stands between the party and what
they need to do or where they need to go. More
importantly, this obstacle is a useful roleplaying
device for GMs to encourage character development
and even potentially rich conflict between the PCs.
Players have the perfect opportunity to reveal
pieces of their backstory or confess any secrets
they’ve been harboring. Upping the stake with
other dangers or a time limit can also double the
pressure—what would you be willing to blurt out
to save your life?

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.

Fountain of Truth | EN World EN5IDER: Puzzling Encounters


GM Notes Potential Scenarios
The goal for the adventurers is to solve the puzzle, It’s best to put the Fountain of Truth after the
but the real underlying goal is to get the party to campaign has properly begun and the party has
open up to each other. Stating the obvious over and had ample time to become invested in both their
over won’t cut it here as the fountain barely gives adventurers and the game. Here are a few ideas on
a drop in response. The PCs would be stuck there how to implement this puzzle when the time is right.
saying, “the sky is blue” or “I can speak Dwarvish” In general the Fountain of Truth requires a total of
for years before the basins are filled. 10 points of truth (as per above) to be entirely filled,
GMs can consider the following examples when though the GM can adjust this number as needed.
determining how potent a truth is for the purposes
of the Fountain of Truth, ranked from dull facts to Cure for the Worthy
earth-shattering truth bombs: The water from the Fountain of Truth can be the
1. Childhood Memory (Drop): Family goal of this side quest, its legend steeped in the
members, friends, hobbies, hometown. story of a town ravaged by disease or in the midst of
2. Life Story (Handful): Nothing too eventful a toxic swamp. Its water was said to be curative, but
but perhaps never shared with the party it’s long since dried up. Perhaps the party wishes to
before. save the village, seek their own salvation, or have
3. Inner Reflection (Thin Trickle): Goals, truer a great need to heal someone of a supernatural
feelings towards NPCs, wishes. illness that has resisted other magical cures.
4. Minor Confession (Medium Flow): A lie In this iteration, why the Fountain no longer
previously told to the party, one’s biggest flows can depend on the story. It could simply be
regrets or insecurities, truer feelings towards that it only works periodically. Perhaps the water
another PC. stops flowing shortly after the Fountain is solved,
5. Major Confession (Strong Flow): Backstory and a person can only reveal so much before
revelations, criminal confessions, traumatic they can no longer affect it. Or it might be given
memories. symbolic meaning; if the town has grown corrupt,
6. Truth Bomb (Deluge): A dark and tightly kept where lies and secrets now rule the day, maybe
secret the character vowed to never reveal a deity of knowledge has rescinded their divine
under pain of death, or a truth that will gift. It’s only by returning honesty to the land that
forever change the world. This immediately the Fountain of Truth could be restored. In this
solves the puzzle. scenario, the confessions of the party may not be
A long-winded story could keep the water flowing as enough—the corrupt leaders of the town must be
long as the person speaks, or a quick but impactful made to confess their schemes to the fountain for
confession could equate to a gallon spurting the god to be appeased.
forth. GMs should use their knowledge of each
adventurer’s backstory and personality traits to Fire Trap
gauge a truth’s importance— the more tight-lipped, The adventurers enter a 50-foot-diameter circular
secretive, or manipulative the PC, the more impact chamber and must cross to the door on the other
there is when they finally come clean. Reward side. However, as soon as they near the center, a
players for how much they’re willing to reveal by ring of fire erupts around the edges of the room,
solving the puzzle faster. slowly encroaching towards the center! These
Once enough has been said to make the next enchanted flames deal 13 (3d8) fire damage on
roleplaying section of the campaign interesting the direct contact, and the sheer heat emanating from
GM can decide that the Fountain of Truth has been them deals 3 (1d6) fire damage to a creature that
restored and the adventure may continue. starts its turn within 5 feet.

EN World EN5IDER: Puzzling Encounters | Fountain of Truth


This fire pushes the PCs to the safest spot in extends to the entire room, floor to ceiling. As the
the room, where the Fountain of Truth awaits. At chamber slowly fills with water, the adventurers
the rate the ring of fire is moving it will reach the must speak the truth to get it to stop before they
center of the room in 2 minutes (20 rounds). The all drown.
enchanted nature of the fire protects it against To make matters worse, this water is icy cold.
normal water and spells such as create or destroy Once it’s deep enough that the characters can
water—the party’s only chance is to solve the puzzle no longer touch the ground, everyone must roll
by creating a flood of truth! initiative. At the end of each of its turns, a creature
Water from the Fountain of Truth instantly in the water must make a Constitution saving throw
extinguishes the flames, whether that be from (DC 10 + 1 per previous save). On a failed save, the
spilling over the edge or from the adventurers severe cold causes the creature to begin sinking,
simply scooping it up and throwing it down. If the reducing its speed to 0. At the beginning of each of
entire ring of fire is put out, the chamber fills with its turns, a sunken creature can repeat the saving
pleasant steam that heals any creature standing in throw, recovering strength and reducing the DC of
it for 1d10 hit points. The party can then proceed, future saving throws against the water by 3.
their spirits a little lighter. Confessing the truth counts as a bonus action.
The Fountain of Truth understands speech even
Reverse Fountain if the person is underwater, which may be handy
This one is similar to the fire chamber room, only for those who try to swim closer to it or who may
now the Fountain of Truth is the danger as well as want to confess something big so no one else can
the solution! When used in this way, the fountain clearly hear. When enough truth has been spilled,
works in reverse, and the PCs have been trapped, the entire Fountain of Truth pivots, opening up the
the room flooding around them. In this case, the drain underneath to rapidly and safely empty the
radius of the Fountain of Truth’s magical effect room. e

Fountain of Truth | EN World EN5IDER: Puzzling Encounters


Puzzle
Interplanar
Delicatessen
A trap and puzzle for
adventurers of 3rd–4th level

his chamber is bereft of

T anything but a table ringed by

chairs and the facsimile of an oven

carved in bas-relief on the wall.

The door leading deeper into the

dungeon has no handles or locks,

only a thin slot. A tap on the oven

bas-relief starts it rumbling, and

the oven door opens up, revealing

something bulbous and wriggling

on a thin metal plate…

writing Andrew Engelbrite


color art Júlio Rocha
editing Mike Myler
layout Eric Life-Putnam

EN World EN5IDER: Puzzling Encounters


Background ▶▶The table is built into the floor, but the chairs
The interplanar delicatessen is an unintentional move easily.
challenge, an arcane luxury designed to provide the ▶▶The figures depicted within the engravings

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

be magical under the observation of detect


Supplemental magic. The handle on the wall has a strong
Challenge conjuration aura, while the handle on the
The Interplanar Delicatessen is designed to be door has a mild transmutation aura. The
easily dropped into any adventure or dungeon conical spike utensils have auras of minor
delve. It fits best thematically in ruins, temples, conjuration.
and other ancient structures built by creatures ▶▶When the handle on the door is opened, it

from strange or far-off places—particularly in reveals a 1-inch-high slot angled downward


settings where interplanar travel has occurred, or that seems like it would accommodate a
with beings from other worlds. Simply place the roughly 8-inch-wide object.
following room and encounter in the party’s critical
path, forcing the PCs to solve the puzzle to open the Beating the
door and continue forward. Delicatessen
While not designed as a trap exactly, the
Setting the Table delicatessen presents a unique challenge to mortal
The room containing the Interplanar Delicatessen palates. The food must be finished and the empty
can be any size that best suits the layout of plates dropped into the slot on the door before the
the environs, but it should be large enough to next course is produced, and all 5 courses must be
accommodate a dining table, an entranceway, and finished before the door opens to the lounge area.
the locked exit. This otherwise austere chamber ▶▶The delicatessen magically scans and

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

worth about 20 gp). is up to the GM’s discretion, and using magic


▶▶There are wooden spoons, oddly shaped items such as bags of holding or portable
silver forks, strange knives, and other curious holes to “consume” the food may be a viable
implements including long conical spikes option.
and strange silver balls on sticks.

Interplanar Delicatessen | EN World EN5IDER: Puzzling Encounters


First Course: Translating the Message
Eyes-Cargo The Delicatessen message should be in whatever
When the wall handle is first touched, the language would be appropriate to the creatures in the
Interplanar Delicatessen produces the first course. adventure, ideally a language that the adventurers
wouldn’t have naturally. Should they manage to
At your touch, the wall begins rumbling, and a voice translate the message, it reads as follows:
cheerily recites something in an otherworldly tongue
before coming to an abrupt stop with a tinkling “Welcome! I see we have <# of adventurers> diners
chime. The slot opens to reveal dishes of what might this evening for a five-course meal. Once finished
be cuisine accompanied by a horrible stench, curled with each course, please place your plates in the
shells adorning each plate. Every shell contains the receptacle to receive the next course, after which
steaming remains of yellow slug-like creatures, each feel free to retire to the lounge area. Enjoy!”
bearing a single grape-sized eyeball. They seem to be
soaked in a garlic butter sauce and garnished with
radish leaves. Second Course:
Flambe
Eating Eyes-Cargo As the second course begins, the sound of scorching
The smell is eye-watering: a rotten, swampy, almost echoes from behind the bas-relief oven.
peat-like odor with hints of garlic. Creatures that
attempt to consume the strange gastropods must The wall rumbles, and the slot opens up with another
first make a DC 15 Wisdom saving throw, and little chime, filling the room with a dull green light. A
on a failed save back away from the dish and low chartreuse flame sputters off a dark oily pudding
are frightened of it for the next minute. Actually covering the plates—the verdant fire is extremely hot,
consuming the strange gastropods requires a DC but a tad duller than more mundane flames. If this
15 Constitution saving throw, and on a failed save a is food, it was designed for the palates of dragons or
creature is poisoned for the next hour. their like.
Plugged Noses. Creatures that plug their noses
before attempting to eat the eyes-cargo have Eating Flambé
advantage on the Wisdom saving throw. Salt the The flambé is very resistant to being extinguished
Snails. If salt is spread on the eyes-cargo, it shrivels and is designed to be eaten alight. If smothered
up to half its size and becomes significantly more or otherwise quenched, the strange oily pudding
palatable, granting advantage on any saving throws immediately reignites when it contacts air.
made to eat it. A creature that consumes the flambé while it
Once all the meals have been eaten and the is alight takes 14 (4d6) fire damage. Besides the
dishes deposited into the door slot, proceed to the burning, the oily pudding is actually quite palatable,
second course. tasting sweet and savory with subtle notes of
cinnamon and caramel.
Doused Flames. The pudding reignites in contact
with air, but if consumed while submerged in water
or some other liquid the danger is completely
alleviated.
Once all the meals have been eaten and the
dishes deposited into the door slot, proceed to the
third course.

EN World EN5IDER: Puzzling Encounters | Interplanar Delicatessen


Third Course: Fourth Course:
Floating Cubes Crystals
As the third course begins, a panoply of inexplicable A tremendous and deep cracking heralds the fourth
and muffled noises are emitted before the next course.
round of cuisine is served.
Rumbling and chiming, the slot opens once again,
The wall rumbles once again, and the slot opens up this time revealing a beautiful if confusing dish. Each
with a now-familiar chime. Floating above the plates, plate carries a large purple crystal, glowing and
rather than resting upon them, are white cubes that sparking with the energy contained within. Pretty—
spin just a few inches above beds of lettuce. enchanting even—but giving no clue how such things
are meant to be consumed.

Eating Floating Cubes Eating Crystals


The cubes avoid being caught and flash with The crystals are not physically eaten, though that
multicolored lights when attempts are made to may not stop some adventurers from trying. They
grab them or skewer them with forks. taste of rock and mineral salts, and no amount of
Catching a cube requires a DC 20 Dexterity check. culinary preparation can permeate the stone.
Creatures that fail 3 of these checks in a row gain Physically eating a crystal requires a DC 20
a level of exhaustion as they tire themselves out. Strength check. Creatures that fail 3 of these checks
Each cube has AC 25 and 1 hit point. When caught in a row damage their jaws, becoming unable to
and consumed a cube proves to be surprisingly cast spells using verbal components and gaining a
bland and tasteless, but with sudden shocks of level of exhaustion. The jaw injury remains until
intense sourness. the creature finishes a long rest with no exhaustion
Eating Wands. The conical spike utensils are or receives a greater restoration spell.
designed for use with these cubes. When the utensil Creatures that manage to succeed in chewing
is pointed at a cube, it becomes immobilized and up and devouring the crystals must make a DC 18
easy to eat. Constitution saving throw or become poisoned for
Magic Solutions. Magic missiles automatically the next 24 hours.
strike and immobilize the cubes. A mage hand can Psionic Orbs. The “silver ball on a stick” utensils
also grab a cube and make it easy to eat. are actually psionic resonators; if held close to a
Once all the meals have been eaten and the crystal, a resonator transmits the crystal’s energy
dishes deposited into the door slot, proceed to the directly into the holder’s mind. This process takes a
fourth course. few moments and produces a feeling of mental and
spiritual calm and invigoration, ending with a mild
sense of fulfillment. After a creature consumes the
energy in this way, the crystal dissolves.
Telepathic Hints. Creatures with psionic powers
or that are capable of telepathy sense a gentle
psionic energy radiating from the crystals, and a
similar energy in the psionic resonator utensils.
Once all the meals have been eaten and the
dishes deposited into the door slot, proceed to the
fifth course.

Interplanar Delicatessen | EN World EN5IDER: Puzzling Encounters


Fifth Course:
Ooze Surprise
An unusually energetic banging and rattling
precedes the fifth course.

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.

Eating Ooze Surprise


Each dish contains a living gray ooze that fights
until killed, though once defeated they still need
to be eaten. A creature that consumes the strangely
seasoned and now lifeless oozes finds them Concluding the Meal
surprisingly savory, tangy, and reinvigorating and When the final dishes are placed in the slot, the
immediately recovers a level of exhaustion. door immediately opens.
Wooden Spoons. The odd wooden spoons at the
place settings are effective instruments against With another cheery chime, the oven slot opens one
the oozes, both as improvised weapons that deal more time, revealing one magical red and white
1d6 slashing damage and as utensils once they’re swirled candy for each of you.
dispatched.
Once all the meals have been eaten and the dishes When a creature consumes one of these minty
deposited into the door slot, proceed to Concluding candies, it is cured of the poisoned condition, and
the Meal. it gains 5 (2d4) temporary hit points.e

EN World EN5IDER: Puzzling Encounters | Interplanar Delicatessen


Tricksy Dangerous
Riddles Scenarios
A dangerous encounter for 4–6

THree adventurers of 5th–9th level

ortresses were built in


F all kinds of ways in the days
of old, but Fort Cragtooth is
particularly strange. Thousands of
years ago a great sorcerer exploded
in a burst of wild magic and in his
place left only an upside-down
castle bridging Cragtooth Ravine.
A millennium passed before the
enigmatic monstrous partners
Bumbus and Hooble discovered
this bizarre overpass and made it
their home. Upkeep soon became
difficult as they were short on
coins, so Bumbus pitched an idea to
make some quick cash using their
writing J. D. Mills
color art Indi Martin love of riddles and pummeling
maps Dyson Logos
editing Mike Myler adventurers—thus the Riddlers of
layout Eric Life-Putnam
Cragtooth Pass were born.

EN World EN5IDER: Puzzling Encounters


Background Bumbus the Troll
The recent talk of the mountain towns is the Bumbus is rather slender compared to most trolls. He
discovery of a strange bridge in the shape of a castle is missing an eye and has a nasty scar on his shoulder.
that spans over Cragtooth Ravine—and the cyclops Traits. Bumbus has a screechy, high pitched voice
and troll that fervently guard it, asking travelers and smiles widely, constantly rubbing his massive
to answer strange questions and riddles before hands together while conversing with potential prey.
smashing victims and throwing them into the Bond. Bumbus only cares for Hooble, his romantic
ravine. The bridge provides an effective shortcut partner and greatest friend.
through the mountains, and if made safe would Flaw. Bumbus may give away the answer to a riddle
be a great asset as a trade route. The party may if he finds it especially “delicious.”
encounter this scenario randomly during travel or
may choose to investigate after hearing about the Hooble the Cyclops
danger that lurks there (and potential treasure to Hooble is rather rotund, and most parts of his body are
be claimed). covered in ungroomed hair (aside from the very top of
his head, which he shaves smooth).
A Monstrous Pair Traits. Hooble speaks in a booming, gravely voice
Bumbus is a troll, and Hooble is a cyclops. The pair and licks his lips hungrily when speaking with halflings,
were exiled long ago from their respective clans gnomes, or dwarves.
because of their relationship, and they have been Bond. Hooble is only loyal to Bumbus, his first and
trying to find a way to make ends meet ever since. only romantic partner and friend.
When the party encounters this dubious duo, they Flaw. Hooble is certain that he is the strongest being
attempt to toy with the PCs, asking the adventurers in the multiverse.
convoluted riddles.
If the PCs correctly answer three consecutive new residents are too large to access the majority
riddles, Bumbus and Hooble reluctantly allow the of the areas, and those who’ve attempted to pilfer
party to pass peacefully, pouting about the loss from it have all been tossed to their demise in
of the treasure they carry. The moment the PCs the ravine. Any noises from fighting or unstable
answer a riddle incorrectly, however, Bumbus and structural changes may alert the pair to the party’s
Hooble attack with extreme fervor and aggression. presence.
The pair have never fought a formidable party of Arrow Slits. Arrow slits throughout the fortress
adventurers, so the ensuing battle is much more can be used to attack creatures on the main bridge.
chaotic and hectic than anything that has ever Firing from these positions grants an attacker
occurred on the bridge before. After one round of three-quarters cover.
combat, the fortress and bridge begin to crumble, Lighting. Natural light peeks in through the
creating a deadly hazard the adventurers must arrow slits to make the interior of Fort Cragmaw
avoid while fighting off the aggressive giants! dimly lit during the day. It is completely dark at
night.
Exploring the Troublesome Steps. The floors throughout the
Fortress fort are unstable. Whenever a loud noise occurs
Especially cunning or stealthy adventurers might (such as from a spell like fireball or shatter), there
be able to sneak past Bumbus and Hooble to poke is a 40% chance the ground beneath the heaviest
around the interior of Fort Cragtooth. The innards creature in the room falls through, dropping it to
of the place have mostly been left untouched—its a lower level or into the ravine below (see “Falling
Off” in the Combat section).

EN World EN5IDER: Puzzling Encounters | Dangerous Scenarios: Tricksy Riddles Three


Fort Cragtooth

3 4a
6
2 1 4

7
5

1. Main Bridge 4. Fourth Floor


This portion of the fort stretches from one This floor was once used as a study by a wizard
end of the ravine to the other. An hour before long ago, but now its only residents are 3 swarms
midnight, Bumbus and Hooble set up blankets of insects that attack any creature that passes
for a quick 2-hour nap, preparing their bedding through. In the northwestern room (Area 4A), a
near an unlocked secret door that leads to Area 2 scroll of dimension door sits on a rotting desk. The
(Intelligence [Investigation] DC 14 to find it). stairs in the southwest corner lead down to Area 6.
The stairs in the northeast corner lead up to Area 5
2. Third Floor and down to Area 3.
The northern stairwell in this dusty corridor leads
down to Area 6, and the southern stairwell leads 5. Fifth Floor
up to Area 4. Laying sprawled across the stone floor of this room
is the skeleton of what must have been the ancient
3. Hidden Landing lord of the fort. Clutched in its hand is a rusty
Once this chamber was used as a secret wine cellar, longsword and a pristine crown of mithral and jade
but its contents have gone bad aside from one (worth 150 gp). The stairs in the northeast corner
bottle of fine red wine worth 15 gp. The stairs lead lead down to Area 4.
up to Area 4.

Dangerous Scenarios: Tricksy Riddles Three | EN World EN5IDER: Puzzling Encounters


6. Second Floor Riddles
Wandering around from end to end of this corridor Whenever the PCs encounter Bumbus and Hooble,
are 2 zombies. They are not hostile and only attack roll on the table below three times to determine
in defense, instead aggressively offering cups of which riddles they challenge the party with (reroll
thousand-year old mead to any creatures they see, any duplicate results). If it isn’t the first time the
causing a bit of a ruckus as the rock-hard material adventurers are encountering the pair, they may
clanks in the tankards. There are no arrow slits in well repeat a riddle the PCs have already been asked,
this area. The northern stairwell leads to Area 2; because they aren’t smart enough to remember
the southern stairwell leads to Area 7. which riddles they’ve already presented.

7. Landing Riddles of Cragtooth Pass


This small area acts as a rest for those traveling 1d10 Riddle Answer
between Areas 6 and 8. None of the arrow slits here 1 “I am a stone that flies through A roc
have a view of Bumbus or Hooble. the air but ’as never been
thrown, what am I?”
8. First Floor 2 “What begins in T, ends in T, and A teapot
This watchtower is occupied by a wraith and 2 has T in it?”
specters. The wraith is the vengeful spirit of the 3 “What can you hold in your right Your left hand
original lord of the keep, roused from eternal hand but never in ya’ left?”
slumber when the fort was flung across the 4 “What bites deeper than a wolf, Blades
multiverse. The wraith carries an amulet of health yet ’as no teeth?”
but is unaffected by it due to its undead nature. 5 “What can you catch, but not Diseases
throw?”
6 “I named myself, I’m well A brain
armored, and squid men love to
eat me, what am I?”
7 “What always murmurs but A river
never talks, always runs but
never walks, and has a bed but
never sleeps?”
8 “Why wouldn’t acid burn me if Green dragons
a green dragon used its breath breathe poison
on me?”
9 “What comes and goes and The seashore
always says ‘yes’?”
10 “A stupid adventurer is Room 3, because
condemned to die. They must owlbears that
choose between three doors. haven’t eaten in
One is full of soldiers with three years are
swords, the second one leads dead
into a pit of fire in Hell, and the
third is full of owlbears that
’aven’t eaten in three years.
Which one is safest?”

EN World EN5IDER: Puzzling Encounters | Dangerous Scenarios: Tricksy Riddles Three


Combat Round 3: The fort begins to crumble, and 1d6+2
Bumbus engages in melee, prioritizing claw attacks holes that are each 5 feet wide appear in various
against the biggest threats and bite attacks on areas on the fort. Any Medium or smaller creature
smaller threats. If an adventurer uses acid or fire within 5 feet of a hole makes a DC 14 Dexterity
damage, Bumbus cries out to Hooble to come in saving throw as the hole opens or it falls through.
closer to kill them. Hooble begins the fight farther If standing above a chamber on a lower floor, a
away, hurling rocks at spellcasters and ranged creature has a 50% chance of nevertheless falling
PCs until he’s called for. If Bumbus or Hooble die through into the ravine (as Falling Off).
in combat, the survivor becomes enraged. While Round 4: The fort begins to droop into the ravine,
enraged, Bumbus or Hooble gains temporary hit and the holes double in size. Any Large or smaller
points equal to half his maximum hit points, ends creature within 5 feet of a hole falls through.
any conditions currently affecting him, gains Round 5: The fort falls into the ravine. All
advantage on melee attack rolls, and grants creatures still on the fort must make a DC 12
advantage on melee attacks rolls against him. Dexterity saving throw to run and jump onto a
Environmental Effects. There has never been a nearby ledge. On a failed save, a creature falls 300
battle on this fort of this scale before, the giants get feet into the ravine, taking double damage from the
carried away while fighting and the force causes combination of falling and being crushed by tons
the fort to crumble during the fight. The following of debris.
events happen in order and occur on initiative
count 20 of their respective rounds or when Conclusion
something immense occurs, such as the wizard If one or both of the monsters survive the combat,
casting fireball, Hooble scoring a critical hit with they immediately begin to cry over the loss of
his boulder throw, and so on. their new home (and each other if one of them
Falling Off. When a creature falls off the fort, died during the fight). They beg for the party’s
it can use its reaction to make a DC 8 Dexterity forgiveness and in their request for mercy offer
saving throw, catching onto the edge on a success. 764 gp, a suit of plate armor, a +2 warhammer, and
A creature hanging off the fort can pull itself up a potion of greater healing collected from previous,
by using a bonus action to make a DC 12 Strength less fortunate travelers. When the adventurers
(Athletics) check. On a failed save, a creature falls complete the encounter, whether a fight occurred
300 feet into the ravine below. or not, the GM should reward each of them an
Round 2: Tremors reverberate through the fort, additional 500 XP—this is a difficult encounter, and
and the stone audibly cracks. All creatures on the succeeding in convincing the monstrous pair to
fort must make a DC 12 Dexterity saving throw or allow passage is no easy feat. e
be knocked prone.

Dangerous Scenarios: Tricksy Riddles Three | EN World EN5IDER: Puzzling Encounters


EN World EN5IDER: Puzzling Encounters | Dangerous Scenarios: Tricksy Riddles Three
Open Game License Version 1.0a
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