Three Puzzles of The Feywild: Through The Looking Glass

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Three Puzzles

of the Feywild
T
HE FEYWILD IS A PLACE OF

strange magic and things are

never quite what they seem. What

follows are three puzzling encoun-

ters to overcome with force and

2
sacrifice — or wits and cunning.

Through the
Looking Glass
Inside of this magic mirror is the path
onwards or the treasure the adventurers seek.
Reflections block the way unless defeated
either through a painful combat encounter, or
by greeting them with a wave that prompts
them to smile, bow, and step aside allowing
passage through the looking glass.
Alternative Solution. An invisible crea-
ture has no reflection and can step through
the mirror’s surface without being blocked. WRITING Will Gawned
COVER ART Jori Hollander
This room is dominated by a large framed wall EDITING Mike Myler
mirror, and the side walls are decorated with LAYOUT Frank Michienzi
brightly painted bas-relief sculptures. At a
glance nothing appears amiss, but there are two

Three Puzzles of the Feywild  |  EN World EN5ider


notable exceptions to the apparent reflections in the All the sculptures can hold a conversation but
mirror. Firstly, your goal appears on the other side of refuse to answer any meaningful questions about
the glass, but isn’t visible in the room itself! Secondly the mirror, instead offering a riddle each. Once
and more disturbingly, your reflected face does not its riddle is spoken a sculpture becomes silent,
wear your expression — instead it frowns at you with returning to an inanimate state. Less accommo-
resentment, and where your eyes would be it has only dating than the other three, the elf man sculpture
dark, empty voids. only responds with sad moans and grunts until all
the other riddles have been heard and attempted
(he begrudges that his riddle is the most well
Investigating the Bas-Reliefs known and thus the easiest).
There are four figures depicted in the decorations
on the walls: two elves and two gnomes, a male and Riddles
female of each. Female elf’s riddle (solution: the letter W).
• The female elf wears luxurious robes, a
gemmed crown and lashings of jewelry. Her All wants, all wishes, begin with me,
hands are raised as if preparing to receive a at the tip of your wand
gift from above, and she wears an expression and the end of your rainbow.
of joyous ecstasy. Neither inside, nor outside,
• The male gnome has round glasses, a pointy But on both sides of your window.
hat, and a robe. His clothing and glasses are
patterned with clock faces. He wears a confused Male gnome’s riddle (solution: the letter A).
expression and has his arms crossed.
• The female gnome is dressed in a hooded cowl. I won’t be seen per minute.
She stares straight ahead, smiling a fanged Not once per hour you seek.
smile. In one hand she holds a red cloth and Not once per second,
in the other she offers a dagger. per century none.
• The elf man is skeletally thin, wearing grimy Not even once per week.
rags of once fine cloth. His face is turned away But should you seek me out,
and his hands are raised to protect himself. you’ll find me once per day.
When the walls are investigated the female elf On Saturday, you’ll find me twice,
sculpture animates and says, “curious creatures come Yet only once in May.
to admire me? I am honored.”
Female gnome’s riddle (solution: the letter V).

With thieves I consort,


with the vilest, in short.
Open Game Content | The game rule information in this I’m quite at ease in depravity,
article is designated Open Game Content. All other material yet all divines use me,
in this article, including maps and illustrations (including and savants cannot lose me,
illustrations in the public domain), in-character and out-of- for I am the center of gravity.
character narrative and descriptive text, character and place
names, trade dress, “EN Publishing,” “EN World,” “EN5ider,”
EN Publishing product and article titles, and
EN World and EN Publishing logos, are designated
Product Identity.

Three Puzzles of the Feywild  |  EN World EN5ider


HOSTILE REFLECTION
MEDIUM OR SMALL FEY
Armor Class 12
Hit Points half of its likeness’ hit point maximum
Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)
Skills Athletics +8, Perception +2
Damage Resistances all damage
Senses darkvision 120 ft., passive Perception 12
Languages —
Challenge —
Clingy (1/Turn). If the reflection misses with its rough
grab attack on its turn, it may immediately attempt
to grapple the target it missed by succeeding on a
contested Strength (Athletics) check.
Reflected Conditions. If the reflection would be affected
Male elf’s riddle (solution: the letter E). by a condition or spell, roll a d20. On a result of 10 or
higher the reflection isn’t affected by the condition or
The beginning of eternity. spell, and its likeness is affected instead.
The end of time and space. Shared Pain. When a reflection takes damage, its like-
The beginning of every end, ness takes an equal amount of psychic damage.
and the end of every place. ACTIONS
Rough Grab. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Together the solving letters spell “wave”, a clue to one creature. Hit: 8 (1d8+4) bludgeoning damage, and
the puzzle’s solution. the target is grappled (escape DC 16). Until this grapple
ends, the target is restrained, and the reflection can’t
Investigating the Mirror grab another target.
Anyone that investigates the mirror notices a Possess Likeness. A creature grappled by the reflec-
repeating pattern of roiling waves decorating tion must make a DC 12 Strength saving throw or be
the frame. possessed as the reflection merges with its likeness. On
Attacking the mirror triggers hostility from the a successful save, the reflection is destroyed, dealing 14
reflections. If a creature is within reach, a hostile (4d6) psychic damage to its likeness. On a failed save, the
reflection immediately uses its rough grab attack creature is possessed; the reflection disappears and the
against its likeness, initiating combat. A hostile target is incapacitated, losing control of their body. The
reflection acts immediately after its likeness, and reflection can’t be targeted by any attack, spell, or other
always targets its likeness with its attacks. effect, and controls the possessed creature’s body. The
If combat begins before the sculptures have reflection uses the possessed creature’s statistics, and
offered their riddles, they speak at initiative count views all other creatures as enemies. At the end of each
20 and 10, delivering their riddles. of its turns, the possessed creature may repeat the saving
During combat, when a hostile reflection leaves throw, ending the effect on a success, which destroys
the mirror, the way becomes clear for its likeness. the reflection and deals 14 (4d6) psychic damage.
A hostile reflection can still be calmed and defeated
by waving at it. A destroyed reflection reappears in
the mirror after 1 hour.

Three Puzzles of the Feywild  |  EN World EN5ider


Lily Pad Blinking Investigating the Lake Water
This puzzle encounter involves navigating an acid The water is corrosive and deals 3 (1d6) acid damage
lake as blink dogs teleport to giant lily pads. A to any creature that touches it with bare skin. Stone
treasure hidden beneath the lake’s surface can be and metal are unaffected, but objects made of other
raised with teamwork—otherwise swimming is an materials dissolve within minutes if left submerged.
option, at the cost of significant damage. Swimming in the lake deals 3 (1d6) acid damage
Teamwork. This puzzle is designed to require for each 5 feet a creature moves through the liquid
teamwork by at least four PCs, and fewer players (maximum 6d6 acid damage in a single turn). A
face a bigger challenge. A flying adventurer creature starting its turn in the lake takes an addi-
makes navigating this puzzle easier, decreasing tional 7 (2d6) acid damage. Upon leaving the lake,
but not eliminating the challenge. the acid quickly evaporates without causing any
lingering damage.
Ahead of you is a large silvery lake under a moonlit sky.
The shore is formed of smooth pebbles and no plants Smiling Dog Statue
grow at the water’s edge. The large statue of a dog is crafted from gray stone
A full moon hangs in the night sky overhead, reflected smoothed with age and has a jolly expression. The
in the centre of the lake. Around the moon’s reflection tongue has a circular indent perfectly sized to take
are three giant lily pads, and even from a distance you a coin.
can see silver cords dipping into the water from the Placing a gold or silver coin on the statue’s
lily pads. Much closer to the pebbly shore is a similar tongue causes it to withdraw into the dog, which
arrangement of three giant lily pads, again with silver winks and lifts a paw to reveal a bone shaped treat
cords hanging down into the water. with the imprinted words “eat me”. Taking the treat
Facing the water a short distance from the lake is a causes the dog to lower its paw and poke its tongue
stone statue of a smiling dog, posed sphinx-like with its out once more, although it won’t take a second coin
tongue poking out. until the treat is eaten.

Three Puzzles of the Feywild  |  EN World EN5ider


Eating the treat transforms a creature (as the The Bright Flower
polymorph spell) into a blink dog for 1 hour, until This puzzle encounter traps the adventurers in a
reduced to 0 hit points, or until another creature room and requires finding a moment of peace for
eats a bone treat issued by the smiling dog statue. magical statues. Throughout the encounter the
At any time there can be only one bone treat avail- lighting changes, triggering the activation of specific
able and one creature polymorphed as a blink dog. statues. To solve it the party must modify the light
levels so that none of the statues activate during a
Lilies on the Lake round, or smash them so they rest in pieces.
There are six lily pads visible from the shore. The
first three are within 40 feet, while the further three This wide circular room has no apparent exit. In the
are in the centre of the lake around 150 feet away. middle of the floor is an open stone flower with 6
Visible on each lily pad is a silver cord which hangs articulated petals. From its center, an orb emits bright
from its surface down into the water. moonlight which fills the chamber. Evenly spaced
Each lily pad is 5 feet in diameter and can support around it are six sculptures of vividly painted stone: a
the weight of one Medium creature, or two Small red demon, a yellow flame flower, an armored warrior,
creatures. When the weight is exceeded the lily pad a purple trumpet flower, a gray wolf, and a white rose.
sinks into the corrosive water until the weight is On the walls behind each statue are circular symbols.
reduced again, and each creature on it takes 7 (2d6) Before you can get your bearings a disembodied voice
acid damage. rings loudly in your ears, “for each find peace,” and you
Landing on a lily pad from a jump or teleport has a hear grinding stone as the central flower petals begin to
chance of causing a splash and dislodging it, dealing move. Roll initiative!
7 (2d6) damage to any creatures on the lily pad.
The closest lily pad is 40 feet from the shore
and from there two others can be reached, 40 feet Six Zones of Light and Darkness
distant from the first lily pad, and also 40 feet from The circular room is 80 feet in diameter, divided
each other, forming the corners of a triangle. (like a pie) into six zones. Each zone contains a
Three adventurers pulling the lily pads’ silver statue, a corresponding symbol on the wall (noted
cords at the same time cause a giant lily flower bud below) and one petal of the central flower. At the
to rise from the centre of the triangle and bloom. start of the encounter, all zones are lit with bright
The lily bloom speaks like a sweet but sleepy light. At the end of each round, the flower petals
child—it is eager to help, floating a bridge of lily move, changing the lighting in each zone.
pads to the surface that cover most of the distance Adventurers can manipulate the lighting of
to the far lily pads in the center of the lake, however specific zones in two ways:
one PC must stay with the bloom to speak with it Confer with the Symbols. While adjacent to a
or else it falls asleep, sinking back beneath the lake symbol on the wall, an action and DC 10 Intelli-
along with its bridge. gence check can mentally control the zone’s petal.
The further three lily pads form an identical On a success, the light in the zone can be altered.
arrangement, each 40 feet from the others, with the Force the Petals. While adjacent to the central
moon’s reflection in the middle of the three. Three flower, an action and DC 10 Strength check
adventurers pulling the silver cords cause the can physically manipulate a zone’s petal. On a
moon’s reflection to rise from the lake in the form success, the light can be altered, and on a success
of a luminous giant lily flower, within which is the by 10 or more the petal breaks and it won’t auto-
treasure they seek. matically move in following turns.

Three Puzzles of the Feywild  |  EN World EN5ider


= Bright Light = Dim Light = Darkness White Rose: In bright light this statue activates,
releasing a display of mesmerising illusions.
One creature that can see it must make a DC 12
Altering the light levels allows changing dark- Intelligence saving throw or become charmed.
ness or bright light to dim light, or to change dim While charmed, the creature is incapacitated
light to either bright light or darkness. Neither and has speed 0. The effect ends if the charmed
method allows changing bright light to darkness, creature takes damage, or another creature
or vice versa, but two adventurers could work uses an action to shake it from its stupor.
together to achieve this result in the same round. White Rose: In darkness this statue activates,
As turns progress, different zones may have releasing a wave of sickly energy. Each creature
different lighting conditions, with obvious borders in the room must make a DC 12 Constitution
maintained by magic. The darkness produced by saving throw, taking 9 (2d8) necrotic damage
the central flower is magical darkness. on a failed save, or half as much damage on a
successful one.
Initiative Order
At initiative count 20 the demon, warrior, and wolf End of the Round
statues attempt to activate. The puzzle is solved if no statues have activated
Wolf: In bright light this statue activates, emit- since the start of the round.
ting a psychic howl. Each creature in the room If any statues have activated, each central flower
must make a DC 12 Wisdom saving throw, petal activates changing the lighting conditions in
taking 9 (2d8) psychic damage on a failed save, its zone following this repeating pattern:
or half as much damage on a successful one. • bright light becomes darkness as the
Warrior: In dim light this statue activates, petal closes completely
summoning a specter which acts immediately, • darkness becomes dim light as the petal
attacking the nearest creature. When the warrior begins to open
statue is destroyed or the puzzle is solved, any • dim light becomes bright light , as the
summoned specters immediately vanish. petal opens completely
Demon: In darkness this statue activates and
attempts to possess a nearby creature. The Attacking the Statues
nearest creature must make a DC 12 Charisma Physically destroying the statues also prevents
saving throw or become possessed, using its their activation. Each statue has AC 17, 20 hit points,
reaction to move towards another creature and and ignores all damage from any attack, effect, or
make a melee attack. On a hit, the attack deals spell that deals 10 damage or less (after calculating
an additional 9 (2d8) force damage. resistances). They are immune poison and psychic
damage, and resistant to acid, cold, fire, lightning,
At initiative count 10 the yellow flower, purple necrotic, radiant, piercing, and slashing damage.
flower, and white rose attempt to activate.
Yellow Flower: When not in darkness this Peace for All!
statue activates, shooting bolts of fire as ranged Once the statues have found peace, the bright
attacks against two creatures (+6 to hit, 2d10 flower at the center of the room rises on a pillar to
fire damage). reveal a means to exit the chamber — and treasure.
Purple Flower: When not in bright light this
statue activates, spitting globs of acid as ranged
attacks against two creatures (+6 to hit, 2d10
acid damage).

Three Puzzles of the Feywild  |  EN World EN5ider

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