Puzzles, Riddles, and Traps


Abstract: In the south room by the two spiral stairs the players enter the dungeon. Moments before, they were in a tavern tasting brewskies and inspecting a spiffy looking magic ring that a hobbit thief was offering. One of the player characters noticed words incised on the inside of the band, "Free Access". As the player spoke the words (ancient language), and tried the ring on for size, everyone within a ten foot radius is whisped away and here they all are -- including 1-4 non-player characters; the hobbit thief of course, maybe a terrified bar maid who snibbles incessantly, or maybe an evil non-player who seems friendly enough, or maybe someone's pets dog or parrot that was in the tavern -- what ever the DM likes. Anyway, this level of the dungeon is full of puzzles, riddles and traps. On the west side there is a break through from a cavern -- here a contingency of neutral dwarves (20-30 sappers/engineers, part of a larger dwarven army) has accidentally tunneled into the dungeon (add some arcane machinery like a toy-like windup rock drilling machine, or several coal-powered iron golem axe pickers, or maybe explosives -- nevertheless, encounted the dwarves will be found dusty, sweaty, smoking pipes, drinking watered work mead, shaking their heads overlooking a large map. Apparently they are tracking an orc army that has also been tunneling through this area. One of the dwarven miners may offer the party to take his nephew along, as the boy seems to have more of a heart for adventuring for gold rather than hard tunnelling work. The party is not allowed to follow or join the dwarves, "No hitch-hikers, strict orders from higher up lads." Have fun!

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