This is a wide door built of granite. The sturdy stone door is etched with a ring of runic patterns around a collage of images of battle and loss. The wall to the left of the door hosts seven stout levers side by side, all currently pointed upward. Above the levers themselves are two stanzas of lettering, precisely chiseled into the stone and easily legible.
Again, consider making this into a handout for the party to reference while they are working on the puzzle. The wall reads:
One of us lets you Pass,
And one will Harm you not,
But two spread Poison fumes.
The other three attack
With Fire, Lightning, and Ice.
You cannot safely pull the lever at either end,
Though no danger lies to either Poison's right,
And a way out stands at Lightning's left.
But know that the Harmless lever rests in the center of all.
Each of the levers, save the one that opens the door, activates a magical trap. These traps are composed of magical sigils invisibly inscribed on the stone wall directly below each lever. Any trap effects triggered will emanate from these sigils. The levers, from left to right, are as follows:
1. Lever of Fire
Pulling this activates a magical burst of flame that fills a 15 foot diameter circle in front of the lever. 5d6 fire damage. Dex Save DC15 for half damage. Investigate DC25 to find the mechanism. Arcana DC30 to disable the trap.
2. Lever of Ice
Pulling this activates a magical burst of ice that fills a 15 foot diameter circle in front of the lever. 5d6 cold damage. Dex Save DC15 for half damage. Investigate DC25 to find the mechanism. Arcana DC30 to disable the trap.
3. Lever of Poison
When pulled, a cloud of gas is released into the air. It will reach the person in the square in front of the lever. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Investigate DC25 to find the mechanism. Engineering DC30 to disable the trap.
4. Lever for Alarm
When pulled, this lever sounds a loud squalling alarm. If the party pulls this lever, it summons a
Lisha (Annis Hag) that will appear in the room beyond the door. It will prepare itself for the party by casting disguise on itself. It will pretend to be a Verbeeg giant.
Investigate DC25 to find the mechanism. Engineering DC30 to disable the trap.
5. Lever of Poison
When pulled, a cloud of gas is released into the air. It will reach the person in the square in front of the lever. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Investigate DC25 to find the mechanism. Engineering DC30 to disable the trap.
6. Lever for the Door
When this lever is pulled, the door crumbles away to dust, giving the party access to the room beyond.
7. Lever of Lightning
Pulling this activates a magical burst of lightning that fills a 15 foot diameter circle in front of the lever. 2d6 lightning damage. Dex Save DC16 to negate. Investigate DC25 to find the mechanism. Arcana DC30 to disable the trap.
Inside the Room
If the Annis Hag was summoned, she will attempt to trick them into coming close to her so that she can grab them and eat them. She has disguised herself as a Verbeeg Giant and makes a request for food, claiming that she is starving. Regardless of how the party approaches the hag, they will have to fight it as it is going to try to eat them.
Annis Hag
There is a small chest inside the room. Written on the top of the chest is "select a single item as your reward."
Inside the chest there is a small jar containing
Bead of Nourishment x10, a small jar containing
Bead of Refreshment x10 and a
Earring of Message .
There is nothing stopping the party from taking all 3 items. However, if they select and take only one as instructed, they will receive one point with the Eladrin. They will also receive a point if they tried to feed the Hag. Keep track of the party's score as they go along. At the completion of each challenge, their score will be announced by the ringing of a bell for each point they have earned.
XP Earned if successful with the puzzle: 3,900
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