Friday 3 July 2015

A Dream Puzzle

Here's a not-puzzle that you can use to mess with your players. Built off this (I apologise for the Reddit link.)

The original is intended as a fun  puzzle without any real implications for your campaign. I saw a lot of potential and made some changes for proper game integration. 

The Basic Rundown

The map setup is identical to the original: starting platform, demon chained to a throne and a 500ft bridge connecting the two. Lava surrounds everything. Vision beyond 100 feet counts as heavily obscured. The chains trapping the demon have 10 hit points (your choice how many - I think two are plenty).

All of this is in another plane or else is a powerful illusion - I like to think it happens in the PCs' collective dream dimension. Someone suggested using this after a TPK fighting the BBEG, which I dig. Whatever you choose, there are potential consequences for whatever plane your campaign takes place on. 

There are only 2 ways to return to reality: death and releasing the demon.

There are 4 pieces of information, (print out some cards or whatever) only 2 of which are true. The other 2 are false. The order in which the cards are chosen will determine this. Card 2 is your 'DM is a jerk' card. It's truth or lack thereof won't change anything. If both Cards 3 and 4 are true, all but 1 character have the potential to free a demon king. If Card 1 is false - important - only releasing the demon will save everyone. This could potentially result in a TPK. If you want a safer alternative, just make it that Card 1 is always true. Where's the fun in that, though?

I'd recommend using this for a party of at least 4 as that's how many information cards there are. If you have a larger group, there's no need to make more cards. Those with the lowest WIS saving throws don't take an information card, rather they are your 'innocents' - the ones who'll have the least idea as to what is going on.

Info Cards
The pieces of information to hand to your players (they were only slightly changed from the originals):
  1. You see a vision of yourself that you completely trust. It says “You are trapped in this dream world and the only way out is death. If there is anyone with you they too must die to escape. If you die first your comrades may be trapped here forever. You cannot tell anyone about the truth of this realm or you will be released. Even merely having the intent of informing another will cause you to exit this world before the words come out of your mouth.” 
  2. You see a vision of yourself that you completely trust. It says “There is a shadow amongst your group. He is a traitor and will try to kill you and your friends. He is not your actual comrade but merely posing as one. He is the one that has imprisoned you and your allies here.”
  3. You see a vision of yourself that you completely trust. It says “A demon lies at the end of this pathway. Do not be fooled by this illusion he is actually an angel trapped by ancient liches to rot here for eternity. He can grant you much power for assisting him if you free him from his chains. Be wary if you even have intent to reveal this truth you will die.” 
  4. You see a vision of yourself that you completely trust. It says “A demon sits on a thrown at the end of this pathway. He is a powerful demon king and attacking him will release him also, so will breaking his chains. Some of your allies may be under his control and you must stop them from freeing the demon. Do not reveal this to anyone. If you even have the intent to reveal this information you will die and the demon will be freed!

Running It
  1. After describing what they see, all players make a WIS saving throw as soon as they enter the location. Lay out the 4 information cards face down on the table. From highest to lowest saving throw, each player chooses a card. Apart from the DM, only they may read their own card.
  2. Give the players a little time to mull it over. Don't allow metagaming, but let it fester in their heads.
  3. The first 2 cards drawn are true. The last 2 are false. If both Cards 3 and 4 are true, (i.e. the demon is actually an angel/the demon is a demon king) what is released into the real world is whatever the PC unleashing it believes it to be. Regardless of when Card 2 is drawn, roll a d4 or use some other noticeable random method to determine the traitor in the party. Do this straight after the player who picked the card shows it to you and then make eye contact with any other player at the table. Look at them as if it's a secret that only you two are in on. By no means should they know they're the traitor.
  4. Fix yourself a drink, sit back and enjoy.
    Not pictured: the rest of a South Korean antique shop
A Few Observations

Note that Card 2 doesn't include the threat of death to prevent the player telling everyone that there's a traitor. Let it be their choice. You just sit back and watch it unfold.

Using the WIS saves like initiative here doesn't really make any meaningful mechanical difference. However, it does create the illusion of player agency. The more they think they're in control at the beginning, the more they'll panic later. It'll be beautiful, trust me.

Making both Cards 3 and 4 true may seem flawed, but think about it: if a character believing the demon to be exactly that sees anyone else release it, he/she will be 100% certain that a demon was unleashed. Wait for that paranoia to set in. You might even help it along using rumours of particular 'happenings' as a gentle prodding tool, e.g. people disappearing; an increase in rapture preachers.

Speaking of which (kind of), check out this 5e Heretic homebrew. It's neat and would make well for an NPC, especially one your players ignore early on.

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