Skip to Main Content
It looks like you're using Internet Explorer 11 or older. This website works best with modern browsers such as the latest versions of Chrome, Firefox, Safari, and Edge. If you continue with this browser, you may see unexpected results.

Dungeons and Dragons : Home

D&D Banner

Club Details

Adventure Challenges

Challenge 3: The Locked Door.

Rules:

  • You have until Friday 6th  to submit your solution.
  • Use the Google Form to Make Your Submission.

The Challenge

You have been exploring a dungeon, for about a week now. You enter a room with two doors, the one you entered in and one on the far side of the room. When you get halfway through the room you hear a click, as the door you entered in locks. The only way out is by the door on the far side. However it is locked. On the door is inscribed the following: 

 

 

You need to solve the riddle to get entry to the next room. 

The Elements

You are a party of 4. A Cleric, Wizard, Rouge and a Fighter. You have access to all the resources that are listed on their character sheet.

Week 1: Returning the Ark

Solution 1:

Take the Torches, Tinderbox, Rope, and Bedroll from the Fighter's explorer's pack, make the bedroll as wide and large as it can be, and the use the rope to tie all 4 corners to the Exodus Ark, then use the torches and tinderbox, as well as any nearby usable kindling, to light a fire on the exodus ark, beneath the expanded bedroll, to create an impromptu hot-air balloon. This hereby makes the ark much lighter, for the rogue and fighter to carry across the chasm. in the event that the bridge still cannot support the weight of the ark, rogue, and fighter, the wizard will cast gust of wind aimed at the ark-balloon, pushing in into the air, and then continue to use the spell to push it over to the other side, from there a simple single-file line across the gap will get everyone and the cart across.

Solution 2: 

Place the ark on the cart. Wizard will use mould earth to create a ramp. then strap in the fighter with the horse in the stirrups. wizard will then cast longstrider on the horse and fighter. The wizard and rogue will then cross the bridge. the Fighter and horse will pull the cart and ark up the ramp at fast speeds thanks to longstrider. As the cart loses momentum he will cast gust to give it the extra boost to bridge the gap.

 


Week 2: The Local Witch 

Solution 1: 

If the children either lead us to the witch or trap the witch. then the party could attempt and bringing her Hp down enough, (This is because it states that she cant die the same way twice but she can take damage from the attacks), and the cleric could cast a radiant based spell (Guiding Bolt)or cantrip (Sacred Flame )and deal radiant damage on the which killing her.

Links