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Water trap puzzle – an encounter for 5e

I’m currently working through Castle Amber, as mentioned in previous posts. However, I’ve got bored of just running the encounters and rooms in the module, so I’ve started to go off-piste.

This is a room I added in place of the Green Man – area 41 – and the empty room where they have to find the trap door to progress (without any clues that there is a trap door there) – area 42.

This still has the trap door in the floor, but the room will eventually guide them to finding it even if they don’t think of looking, while providing a puzzle (and some clues for later).

There are three things in particular which are starting to annoy me (and, I think, the players):

This was interesting to start with, but now it’s just a slog of more of the same. So this is me starting to rewrite things to be more to my taste.

Feel free to take this encounter and tweak it to your taste, use it (or parts of it) in your campaign, or whatever.


Black room

Ebony paint covers the walls and ceiling of this 30’ diameter circular room. Polished black marble covers the floor. The scent of henbane, assaofoetida and hellebore root fills the room. An ornate water fountain stands in the centre with three nymphs holding jugs above a shallow bowl; all is completely dry. Five portraits hang at equal intervals on the walls, each with a name below them:

As soon as the whole party is in the room, the room starts spinning. All players must succeed on a DC15 Athletics or Acrobatics save (whichever they are better at) or fall prone and slide towards the walls, taking 3 (1d6) damage when they hit. Characters who succeed on their save remain on their feet but still slide towards the walls, catching themselves with their hands for no damage. It spins for a round, then stops abruptly, causing anyone still standing to have to succeed on a DC15 athletics or Acrobatics save or fall prone abruptly, taking 1 (1d3) points of damage.

Once everyone picks themselves up, they notice the door has disappeared.

If they try to lift any of the paintings off the walls, they start the room spinning again.

If they investigate the fountain, they see each nymph has their hand near a protrusion on the jug. Pressing on any of them starts water pouring out of all three jugs.

If they inspect the point where the water ran away to, they can feel a grille on the floor (which was hidden behind an illusion. This can be lifted with a strength check with a DC of 12 + 1 for each 6” of water remaining. If lifted while the water is still draining, anyone who has lost their footing must make a DC10 Athletics check + 1 for each foot of water remaining or be swept down the tube, taking 7 (2d6) bludgeoning damage in the process and being left washed up on the sandy floor below where the water drains through a set of holes in the side walls.

The grille leads to a vertical tunnel 30’ high. There are sufficient hand- and foot-holds to safely climb down.

Once at the bottom, the characters see a 6’ high tunnel roughly bored through the rock, which runs slightly uphill for 30’ then ends at a plain wooden door which leads to area 46.

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