Hello adventurers and game masters, welcome to Wally D.M. Today, I will be sharing two puzzles that I have run in my campaign and are fairly easy for players to figure out. Corridor/Hallway of Lava Rocks and Room of the Arguing Couple. Both of these are on my YouTube channel as well.
As a reminder of my DM style, I like to run my puzzles as a gateway to reach the next level to the dungeon. This content could also be used as an optional task that leads to greater treasure. Whatever the case may be, I hope you enjoy the ideas and details below! I look forward to your response in the comments below!
Let’s take a look at these mystical dungeon rooms. Only by completing the puzzle will the party be able to see what is on the other side!
HALLWAY of LAVA ROCKS:
The floor of the 10x10x10 corridor leading out of this room seems to be tiled with glowing rocks. There is a small amount of warmth protruding from the corridor. The corridor seems to extend for about 100 feet. The sound of a woman singing can be heard. It seems to be originating from the other end of this corridor.
This corridor is lined with magical rocks that burst with intense flame and heat if they are stepped on. A character that walks on the floor of the corridor will immediately have their footwear burn-up and begin taking damage from the intense heat.
The singing that is heard is the captivating song of a harpy. The adventurers will need to make a DC16 Will Saving Throw or begin walking down the corridor towards the harpy. Once the charmed character takes their initial blast of heat damage, a second Saving Throw can be made to end the effect. Otherwise, the character travels down the hallway, towards the harpy, taking damage along the way.
Since the traveled path could be perilous to the character, the DM/GM will need to balance the damage received with the overall level of the adventurers. It would be easy to fathom, that one character traveling down the corridor alone will be preheated to a tasty temperature and finished off by a harpy at the end of the hallway.
Now then, characters that present a method of flying or levitation should be able to navigate the hallway without walking on the corridor’s glowing heat rocks. If the party does not have access to flying or teleportation, then I recommend making the alchemical remedy Fire Ward Gel available to them. The gel may be found (or already has been found) in another part of the dungeon and the characters are able to recognize or determine it’s properties. Once applied to their feet and legs, they are able to safely navigate the corridor.
In my campaign, I made the Fire Ward Gel available to my players in a mystical spa room. For more information on how to go about with this unique encounter, please view my YouTube video below.
DOOR of the ARGUING COUPLE:
This room has two stone statues in the middle of the room. There is a stone table with two wooden chairs on one side of the room and an old iron wood burning stove on the other. Both statues appear to be of older, middle-aged human figures. One man and one woman. Both statues are facing to the west and are in line with one another about 5 feet apart. There is an iron door in this room that seems to be magically locked.
Inspection of the stove will reveal a pan and a tea kettle. The table is set for two with plates, wooden utensils and wooden cups. None of these items have value.
Perception checks will reveal that the woman appears to be a housewife and the man seems to be in blacksmith clothing. The woman has her arms crossed and a scowl on her face. The man seems to be holding a potion bottle in one hand and the other arm angled forward with palm facing upward. Inspection of the potion bottle will reveal that there is a liquid inside. A higher perception check, check for traps, or more time studying the statues will reveal that the statues have a circular base that looks like they can be rotated. However, no amount of force or magic will get them to rotate.
Simple enough, the blacksmith is in trouble with his wife. The potion bottle he is holding is actually a vase. The PCs must find flowers and put them in the vase. When they do, the wife statue will rotate to face the man and both facial expressions on the statues will change to a happy tone with a smile.
The vase has some dirty water in it. It will not harm the PCs if they drink it, but tastes like crap. If they remove the water before putting flowers in the vase, the flowers will immediately wilt. They must then put more water in the vase and find more flowers.
I hope you find these puzzle rooms unique and are able to use them in your next campaign session! Please comment with your thoughts and comments and check out my YouTube channel for more Pathfinder and D&D content.
On to the Next!